Difference between revisions of "Maple Shade Tactics"

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===Dice Pool & Action Type===
 
===Dice Pool & Action Type===
* '''Secondary Actors:''' ''Instant Action (Time based on size of area)'' • Resolve + Composure • Must spend 1 Willpower.
+
* '''Secondary Actors:''' ''Instant Action'' • Resolve + Occult • Must spend 1 Willpower.
* '''Primary Actor:''' ''Instant Action (Time based on size of area)'' • Presence + Occult
+
* '''Primary Actor:''' ''Opposed Action'' • Resolve + Composure vs entity's Power + Resistance
 
===Modifiers===
 
===Modifiers===
 
* '''Low Integrity (All):''' Integrity 1 (-5), Integrity 2 (-4), Integrity 3 (-3), Integrity 4 (-2), Integrity 5 (-1)
 
* '''Low Integrity (All):''' Integrity 1 (-5), Integrity 2 (-4), Integrity 3 (-3), Integrity 4 (-2), Integrity 5 (-1)
 
* '''High Integrity (All):''' Integrity 10 (+3), Integrity 9 (+2), Integrity 8 (+1)
 
* '''High Integrity (All):''' Integrity 10 (+3), Integrity 9 (+2), Integrity 8 (+1)
* '''Supernatural Resistance (All):''' Penalty equal to Rank or Supernatural Potency of entity
+
* '''Ritual Used:''' If the ritual ties into the abjurer's Virtue (+2); if it ties into the abjurer's Vice (-2)
* '''Area Warded (Primary Actor):''' Small area, max 6' across (+1, 1 Turn) • Small apartment or a few rooms (+0, 10 minutes) • Two story building or many rooms (-1, 1 hour)
+
* '''Esoteric Gear:''' Exorcism supplies (•• - •••, +1 - +2, primary actor)
* '''Esoteric Gear:''' Protective amulets & charms (••, +1, All), Warding supplies (•• - •••, +1 - +2, primary actor)
 
 
===Results (Secondary Actors)===
 
===Results (Secondary Actors)===
 
* '''Dramatic Failure:''' Lose another Willpower point, and gain the [[Template:Condition-Disquieted|Disquieted Condition]].
 
* '''Dramatic Failure:''' Lose another Willpower point, and gain the [[Template:Condition-Disquieted|Disquieted Condition]].
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* '''Exceptional Success:''' Add a number of dice equal to successes rolled, and gain the [[Template:Condition-Steadfast|Steadfast Condition]].
 
* '''Exceptional Success:''' Add a number of dice equal to successes rolled, and gain the [[Template:Condition-Steadfast|Steadfast Condition]].
 
===Results (Primary Actor)===
 
===Results (Primary Actor)===
* '''Dramatic Failure:''' You not only fail to lay the warding, but your attempts come to the awareness of the entity you are attempting to ward against, infuriating it. If it is a general warding, it informs and infuriates the nearest such entity. Gain the [[Template:Condition-Hunted|Hunted Condition]]. If there are secondary actors, they also gain this condition.
+
* '''Dramatic Failure:''' You not only fail to exorcise the entity, but its evil rips through your spirit. All participants gain the [[Template:Condition-Cowed|Cowed Condition]]. Additionally, this spiritual corruption manifests in the exorcists' bodies as well: every participant takes one point of damage, and then a pool of damage equal to the entity's net successes is divided up among participants, one at a time, starting with lowest Integrity characters. This damage is bashing for Rank 1-2 entities, lethal for Rank 3-5 entities, and aggravated for Rank 6+ entities.
* '''Failure:''' You fail to erect the warding. You gain the [[Template:Condition-Frustrated|Frustrated Condition]] for the purpose of trying again.
+
* '''Failure:''' You fail to abjure the entity. You gain the [[Template:Condition-Frustrated|Frustrated Condition]] for the purpose of trying again, as well as taking a single point of damage (per above).
* '''Success:''' The ward is successfully cast after the allotted time. It lasts for a number of days equal to the successes rolled.
+
* '''Success:''' The entity is successfully abjured. Its Manifestation Conditions are excised and it cannot attempt to re-establish them for one day per success.
* '''Exceptional Success:''' Regain Willpower as though you'd fulfilled the conditions for your Virtue. In addition, the ward lasts for a number of weeks equal to the successes rolled.
+
* '''Exceptional Success:''' Regain Willpower as though you'd fulfilled the conditions for your Virtue. In addition, the banishment lasts for one week per success, and the primary actor is considered to be a bane for the entity for one day per success.
  
 
==Moral Support==
 
==Moral Support==

Revision as of 17:53, 15 February 2019

New Tactics: When first performing a newly purchased Tactic, the cell receives a -3 penalty. If successful, this penalty goes away. If unsuccessful, the penalty reduces by 1 each time thereafter it is unsuccessfully performed, until the cell gains a success or reduces the penalty to 0.

Exorcism

Exorcism is a type of group abjuration, involving the use of one of any number of cultural techniques. It is atropopaic in nature, invoking the power of a supernatural entity's banes to effectively drive the entity out of a given place (including bodies it may have possessed). In order to perform an Exorcism, a cell must know at least one bane of the entity in question. It is possible for a single hunter to perform an Exorcism, but many often employ assistants to focus concentration and faith to solidify the Exorcism as it is performed.

Prerequisites

  • Bane: The cell must use a sample of an appropriate type of bane for the entity involved. Discovering this is usually a set of Research rolls.
  • All: Composure 2, Resolve 2; Occult 2
  • Primary Actor: Integrity 7+, Occult 3 or Occult 2 (Possession or Religion)

Requires

  • At least one actor.
  • May include up to four secondary actors.
  • More than four secondary actors inflict a -3 penalty to primary actor.


Dice Pool & Action Type

  • Secondary Actors: Instant Action • Resolve + Occult • Must spend 1 Willpower.
  • Primary Actor: Opposed Action • Resolve + Composure vs entity's Power + Resistance

Modifiers

  • Low Integrity (All): Integrity 1 (-5), Integrity 2 (-4), Integrity 3 (-3), Integrity 4 (-2), Integrity 5 (-1)
  • High Integrity (All): Integrity 10 (+3), Integrity 9 (+2), Integrity 8 (+1)
  • Ritual Used: If the ritual ties into the abjurer's Virtue (+2); if it ties into the abjurer's Vice (-2)
  • Esoteric Gear: Exorcism supplies (•• - •••, +1 - +2, primary actor)

Results (Secondary Actors)

  • Dramatic Failure: Lose another Willpower point, and gain the Disquieted Condition.
  • Failure: Add no successes to the primary actor's dice pool.
  • Success: Add a number of dice equal to successes rolled to the primary actor's dice pool.
  • Exceptional Success: Add a number of dice equal to successes rolled, and gain the Steadfast Condition.

Results (Primary Actor)

  • Dramatic Failure: You not only fail to exorcise the entity, but its evil rips through your spirit. All participants gain the Cowed Condition. Additionally, this spiritual corruption manifests in the exorcists' bodies as well: every participant takes one point of damage, and then a pool of damage equal to the entity's net successes is divided up among participants, one at a time, starting with lowest Integrity characters. This damage is bashing for Rank 1-2 entities, lethal for Rank 3-5 entities, and aggravated for Rank 6+ entities.
  • Failure: You fail to abjure the entity. You gain the Frustrated Condition for the purpose of trying again, as well as taking a single point of damage (per above).
  • Success: The entity is successfully abjured. Its Manifestation Conditions are excised and it cannot attempt to re-establish them for one day per success.
  • Exceptional Success: Regain Willpower as though you'd fulfilled the conditions for your Virtue. In addition, the banishment lasts for one week per success, and the primary actor is considered to be a bane for the entity for one day per success.

Moral Support

xxx

Prerequisites

  • Bane: xxx
  • All: xxx
  • Primary Actor: xxx

Requires

  • xxx

Dice Pool & Action Type

  • Secondary Actors: xxx
  • Primary Actor: xxx

Modifiers

  • xxx

Results (Secondary Actors)

  • Dramatic Failure: xxx
  • Failure: xxx
  • Success: xxx
  • Exceptional Success: xxx

Results (Primary Actor)

  • Dramatic Failure: xxx
  • Failure: xxx
  • Success: xxx
  • Exceptional Success: xxx

Warding

Warding involves the use of one of any number of cultural techniques. It is atropopaic in nature, invoking the power of a supernatural entity's banes to effectively turn the location in question into a ban for the spirit: in essence, the place becomes forbidden to that type of spirit, by virtue of its nature. In order to perform a Warding, a cell must know at least one bane of the entity in question. It is possible for a single hunter to perform a Warding, but many often employ assistants to focus concentration and faith to solidify the Warding as it is laid.

Prerequisites

  • Bane: The cell must use a sample of an appropriate type of bane for the entity involved. Discovering this is usually a set of Research rolls.
  • All: Composure 2, Resolve 2.
  • Primary Actor: Occult 2

Requires

  • At least one actor.
  • May include up to four secondary actors.
  • More than four secondary actors inflict a -3 penalty to primary actor.

Dice Pool & Action Type

  • Secondary Actors: Instant Action (Time based on size of area) • Resolve + Composure • Must spend 1 Willpower.
  • Primary Actor: Instant Action (Time based on size of area) • Presence + Occult

Modifiers

  • Low Integrity (All): Integrity 1 (-5), Integrity 2 (-4), Integrity 3 (-3), Integrity 4 (-2), Integrity 5 (-1)
  • High Integrity (All): Integrity 10 (+3), Integrity 9 (+2), Integrity 8 (+1)
  • Supernatural Resistance (All): Penalty equal to Rank or Supernatural Potency of entity
  • Area Warded (Primary Actor): Small area, max 6' across (+1, 1 Turn) • Small apartment or a few rooms (+0, 10 minutes) • Two story building or many rooms (-1, 1 hour)
  • Esoteric Gear: Protective amulets & charms (••, +1, All), Warding supplies (•• - •••, +1 - +2, primary actor)

Results (Secondary Actors)

  • Dramatic Failure: Lose another Willpower point, and gain the Disquieted Condition.
  • Failure: Add no successes to the primary actor's dice pool.
  • Success: Add a number of dice equal to successes rolled to the primary actor's dice pool.
  • Exceptional Success: Add a number of dice equal to successes rolled, and gain the Steadfast Condition.

Results (Primary Actor)

  • Dramatic Failure: You not only fail to lay the warding, but your attempts come to the awareness of the entity you are attempting to ward against, infuriating it. If it is a general warding, it informs and infuriates the nearest such entity. Gain the Hunted Condition. If there are secondary actors, they also gain this condition.
  • Failure: You fail to erect the warding. You gain the Frustrated Condition for the purpose of trying again.
  • Success: The ward is successfully cast after the allotted time. It lasts for a number of days equal to the successes rolled.
  • Exceptional Success: Regain Willpower as though you'd fulfilled the conditions for your Virtue. In addition, the ward lasts for a number of weeks equal to the successes rolled.