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Post by ◊◊BLOODBEASTER◊◊ on Oct 16, 2018 17:50:55 GMT -8
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Post by ◊◊BLOODBEASTER◊◊ on Oct 16, 2018 17:52:31 GMT -8
✞✞✞BASIC SUMMARY & DESCRIPTION OF TERMS Playing KULT - summaryIn KULT’s stories, the protagonists are people being involved in or being pulled into events tied to their own pasts. Old sins catch up to them and demand atonement. Childhood fears finally bubble up to the surface and take on physical forms. The terrors take shape based on what’s inside of us. Whatever exists out there, we cannot perceive it without being reflected by it. Every human being has their own demons, their own purgatory. In these stories the protagonists are forced to journey down into the abyss, perhaps even across the threshold of death itself, only to discover that there is no final destination – that death is only the beginning. In KULT’s stories the main characters are forced to suddenly awaken from their slumber and, despite everything they thought they knew, realize their life is a lie. While the reality these characters have carefully constructed for themselves fall apart piece by piece, they will start to glimpse a darker reality through the cracks in the mortar. The illusion is starting to tear. In KULT’s stories the characters will confront unthinkable horrors. Those who don’t perish will change irrevocably. ✞✞✞ The player character
Every PC has a past which has shaped her into who she is today. Traumatic events, guarded secrets, and encounters with the supernatural has instilled a suspicion that something isn’t right. Through pain, fear, guilt, and madness these events have shaped the player character’s personality and provided her with strengths and weaknesses. ✞ Advantages, and disadvantages
These events and personality traits are represented in the form of advantages and disadvantages. Every character begins play with two advantages. You may choose to give them a disadvantage to earn an extra advantage.
✞✞✞ Attributes
There are ten attributes, each with associated moves. The attributes modify the die rolls of player moves and advantages. Attributes and their moves are either passive (triggered automatically when conditions are met) or active (triggered by a player character taking a certain action.) PASSIVE
Passive attributes are used to resist external and internal influences. The player moves associated with passive attributes are triggered when the player character is threatened. When creating the player character, the player distributes adjustment values of +2, +1, and 0 across the passive attributes. There are three passive attributes: Fortitude, Willpower, and Reflexes. ✞ Fortitude measures the player character’s physical resistance, pain threshold, and stress response when suffering physical injury. A character with high fortitude is capable of enduring injuries that would drop a character with lower fortitude.
✞ Willpower measures the player character’s mental resilience, composure, peace of mind, and capacity for working through trauma. A character with high willpower can resist the influence of supernatural powers and stay sane despite terrifying experiences.
✞ Reflexes measures the player character’s quickness, responsiveness, and instinct when physically assaulted or when at risk of physical injury. A character with quick reflexes is better at getting out of harm’s way.
ACTIVE
Active attributes are used when a player character acts proactively. The player moves associated with active attributes triggers when the player character takes a certain action in the fiction. When creating the player character, the player distributes adjustment values of +3, +2, +1, +1, 0, −1, and −2 across the active attributes. There are seven active attributes: Reason, Intuition, Perception, Coolness, Violence, Charisma, and Soul. ✞ Reason measures the player character’s analytical ability. A character with high reason is good at information gathering and investigation.
✞ Intuition measures the player character’s empathy and gut feeling. An intuitive character is good at reading the intentions and hidden motives held by other intelligent creatures.
✞ Perception measures the player character’s alertness. A perceptive character is good at scanning environments and taking notice of what others overlook.
✞ Coolness measures the player character’s cool. A cool character is good at stealth, theft, and other situations demanding quick decisions under stress.
✞ Violence measures the player character’s raw strength, fighting expertise, and viciousness. A violent character excels at inflicting harm on others.
✞ Charisma measures the player character’s charm, leadership, and rhetorical talent. A charismatic character easily persuades and manipulates others.
✞ Soul measures how sensitive the player character is to supernatural forces. A soulful character has an easier time perceiving Reality and is more attuned to their intrinsic powers.
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Post by ◊◊BLOODBEASTER◊◊ on Oct 16, 2018 17:58:51 GMT -8
✞✞✞ PLAYER MOVESPlayer moves are moves available to all player characters. When a player character executes an action in the story that triggers a move, the player rolls two ten-sided dice and references the move’s instructions to find out what happens depending on the dice outcome. The GM describes the outcome in the story, and might in some cases make her own follow-up moves. To roll dice, you will log into our roll20 room, declare the dice roll and roll 2d10+(the modifier.) Repost the results on the forum.
THE COMPOSITION OF MOVES✞ Trigger:
Player moves always begin with the GM describing what triggers the move. For example, “When enduring injuries…” or “When you investigate something…” Any time a player character takes an action in the story corresponding with this trigger phrase, the player should execute the matching move. ✞ Roll: Player moves include a roll modifier. These are underlined and red to make them stand out, for example: “roll +Violence” or “roll +Fortitude −Harm.” The player rolls two ten-sided dice, adds up their results, and finally subtracts (−) or adds (+) the modifiers. Occasionally this value will be 0 in which case the roll stands, unmodified. ✞ Outcomes: A player move will have different outcomes depending on if the total is 15 or greater (complete success), 10 to 14 (success with complications), or 9 or below (failure). The player move section describes what happens in the case of complete success and success with complications, and on occasion will say what happens even in case of failure. ††† When the roll is a complete success (15+) the player character accomplishes their goal with no complications.
††† When the roll is a success with complications (10–14) the player character accomplishes their goal but the success is accompanied by complications in the form of a hard choice, costs, or subsequent troubles. For example, if they’re fighting someone in close combat, they might be able to inflict injury on their opponent but not without also sustaining harm, or they successfully uncover what happened to the crime victim while investigating the apartment but is also caught in the act by the cops.
††† When the roll is a failure (−9) the player character might accomplish their goal, but the GM may additionally make one of her GM moves. ✞✞✞ MOVES ✞ Endure InjuryWhen enduring injury roll +Fortitude −Harm. If you are wearing armor, add its rating to the roll.◦ (15+) You ride out the pain and keep going.
◦ (10–14) You are still standing but the GM picks one:
††† The injury throws you off balance ††† You lose something from your inventory. ††† You receive a serious wound.
◦ (−9) The injury is overwhelming. You choose if you:
††† Are knocked out (the GM may also choose to give you a serious wound). ††† Receive a critical wound, but may continue to act (if you already have a critical wound you may not choose this option again). ††† Die. ✞ Serious woundsThe wound requires appropriate care and time to heal, but will not get worse on its own. Alcohol and painkillers can remove the penalty the wound imposes, if only temporarily. A PC can have at most 4 serious wounds. Additional serious wounds are considered critical. ◦ Examples of serious wounds: lacerated arm, facial cuts, broken ribs, bone-deep cut, concussion, profuse bleeding, broken fingers, sprained ankle.✞ Critical woundsThe wound will not heal on its own, and will get worse if untreated. A critically wounded character must get medical care urgently if they wish to live. When a critical wound has been stabilized and given time to heal it’s considered a stabilized serious wound. ◦ Examples of critical wounds: punctured lung, severed aorta, spilling intestines, mangled arm, torn out eye, shattered shoulder, internal bleeding, spinal cord damage, cerebral hemorrhage. ✞ Wound penaltiesIf you have any non-stabilized serious or critical wounds you’re subject to the penalties below. ◦ Serious wounds (non-stabilized) −1 ongoing
◦ Critical wounds −1 ongoing
◦ Both serious and critical wounds −2 ongoing ✞ Avoid Harm When you dodge, parry, or block harm, roll +Reflexes.◦ (15+) You emerge completely unharmed.
◦ (10–14) You avoid the worst of it, but the GM decides if you end up in a bad spot, lose an item, or partially sustain harm.
◦ (−9) You were too slow to react or you made a bad judgment call. Perhaps you didn’t avoid any harm at all, or you ended up in an even worse spot than before. The GM makes a hard or soft move. ✞ Keep it TogetherWhen you exercise self-control to keep from succumbing to stress, traumatic experiences, psychic influence, or supernatural forces, roll +Willpower.◦ (15+) You grit your teeth and stay the course without undue influence.
◦ (10–14) The effort to resist instills a condition which remains with you until you have had time to recuperate.
Choose one: ††† You become angry (−1 Stability) ††† You become sad (−1 Stability) ††† You become scared (−1 Stability) ††† You become guilt-ridden (−1 Stability) ††† You become obsessed (+1 Relation to whatever caused the condition) ††† You become distracted (−2 in situations where the condition will limit you) ††† You will be haunted by the experience at a later time ††† You get −1 in situations where this condition would be a hindrance to you.
◦ (−9) The strain is too much for your mind to handle. The GM chooses your reaction:
††† Cower powerless in the threat’s presence ††† Panic with no control of your actions ††† Suffer emotional trauma (−2 Stability) ††† Suffer life changing trauma (−4 Stability).
✞ Stability ◦ Composed −no effect
◦ Uneasy ◦ Unfocused Moderate stress: −1 disadvantages
◦ Shaken ◦ Distressed ◦ Neurotic Serious stress: −1 Keep it Together −2 disadvantages
◦ Anxious ◦ Irrational ◦ Unhinged Critical stress: −2 Keep it Together −3 disadvantages +1 See through the Illusion
◦ Broken The GM makes a move
Stability measures how comfortable the player character is mentally. A character will start out in a composed state but her Stability may decrease upon experiencing traumatic events. When the character is Broken the GM makes a move at a time of her choosing as follows: ††† Activate a disadvantage’s failure (−9) effect ††† The Illusion tears around or for the character ††† Shift the character in time or space ††† Fragments from the character’s dark secrets manifests in present-day reality ††† The character gets a new disadvantage based on the event ††† The character becomes suicidal and must succeed at a Keep it Together roll to resist the impulse
Or give the character one of these: ††† You undergo change: Switch two attributes with different values. Improve Stability to Anxious. ††† Your life changes direction: Choose a new Archetype. Improve Stability to Neurotic. ††† You catch a glimpse of the Truth: +1 Experience.
✞ Act under pressureWhen you do something risky, under time pressure, or try to avoid danger, the GM will explain what the consequence of failure is and you roll +Coolness.◦ (15+) You do it.
◦ (10–14) You do it, but hesitate, are delayed, or must deal with a complication – the GM reveals an unexpected outcome, a high price, or a difficult choice.
◦ (−9) There are consequences, you make a mistake, or you’re exposed to the danger. The GM makes a hard or soft move.
✞ Engage in Combat When you engage an able opponent in combat explain how and roll +Violence.◦ (15+) You inflict damage to your opponent and avoid counterattacks.
◦ (10–14) You inflict damage, but at a cost.
The GM chooses one: ††† You’re subjected to a counterattack. ††† You do less damage than intended. ††† You lose something important. ††† You expend all your ammo. ††† You’re beset by a new threat. ††† You’ll be in trouble later on.
◦ (−9) Your attack didn’t go as anticipated. You might be subjected to bad luck, miss your target, or pay a high price for your assault. The GM makes a hard or soft move.
✞ Influence other When you influence an NPC through negotiation, argument, or from a position of power roll +Charisma.◦ (15+) She does what you ask
◦ (10–14) She does what you ask, but the GM chooses one:
††† She demands better compensation ††† A complication will arise at a future time ††† She gives in for the moment, but will change her mind and regret it later
◦ (−9) Your attempt has unintended repercussions. The GM makes a hard or soft move. When you influence a player character roll +Charisma.◦ (15+) Both:
◦ (10–14) Choose one:
††† She’s motivated to do what you ask, and gets +1 for her next roll if she does it ††† She’s worried what might happen if she doesn’t do what you ask, and gets −1 Stability if she doesn’t do it
◦ (−9) The character gets +1 on her next roll against you. The GM makes a hard or soft move.
No matter the outcome it is always the player character’s option whether to do as you ask or not. ✞ Read a person When you Read a Person roll +Intuition. On a success you may ask the GM/player questions about their character anytime during this scene while in conversation with their character.◦ (15+) Ask 2 questions.
◦ (10–14) Ask 1 question.
◦ (−9) You accidentally reveal your own intentions to the person you’re trying to read. Tell the GM/player what these intentions are. The GM makes a hard or soft move.
Questions: ††† Are you lying? ††† How do you feel right now? ††† What are you about to do? ††† What do you wish I would do? ††† How could I get you to… ?
✞ Observe a situationWhen you observe a situation roll +Perception. On a success you may ask the GM questions about the situation. When you act on the answers take +1 to your roll.◦ (15+) Ask 2 questions.
◦ (10–14) Ask 1 question.
◦ (−9) you get to ask a question anyway but you attract unwanted attention or expose yourself to danger. The GM makes a hard or soft move.
Questions: ††† What is my best way through this? ††† What here poses the biggest threat? ††† What can I use to my advantage? ††† What should I be on the lookout for? ††† What is being hidden from me? ††† What seems strange about this?
✞ InvestigateWhen you investigate something roll +Reason. On a success you uncover all direct leads and may ask questions to get additional information.◦ (15+) Ask 2 questions.
◦ (10–14) Ask 1 question, but the information comes with a cost determined by the GM: you need someone or something to get the answer, you expose yourself to danger, or you must expend time or resources.
◦ (−9) You may ask one question anyway but you expose yourself to unexpected dangers or costs. The GM makes a hard or soft move.
Questions: ††† How can I find out more about what I’m investigating? ††† What is my gut feeling about what I’m investigating? ††† Is there anything weird about what I’m investigating?
✞ Helping or hinderingWhen you help or hinder another player character’s move, explain how before their roll and roll +attribute, where the attribute is the same as the other player is rolling.◦ (15+) You may modify the subsequent roll by +2/−2.
◦ (10–14) You may modify the subsequent roll by +1/−1.
◦ (−9) Your interference has unintended consequences. The GM makes a hard or soft move.
With the GM’s approval a player may make a case for a retroactive assist or hindrance after a roll is made, but in stressful situations this often results in a hard choice between two possible actions. ✞ See through the IllusionWhen you suffer shock, injuries, or distort your perception through drugs or rituals roll +Soul to see through the Illusion.◦ (15+) You perceive things as they truly are.
◦ (10–14 ) You see Reality, but you also affect the Illusion.
The GM chooses one: ††† Something senses you ††† The Illusions tears
◦ (−9) The GM explains what you see and makes a hard or soft move.
✞✞✞ RelationsThe player characters have Relation values to all other player characters, in addition to some of the more important non-player characters they encounter. The player characters gain Relations with non-player characters if established during character creation or during the course of the story. During character creation Relations are established between the player characters. Each player may also create three relations with non-player characters: a neutral relation, a meaningful relation, and a vital relation. ✞ RELATION STRENGTH◦ Neutral (0): Applies to most relations. Acquaintances, friends, coworkers, and others you don’t have much in common with.
◦ Meaningful (1): Close friends, family members, romantic interests.
◦ Vital (2): Passionate lovers, your own children, your “one and only”, an obsession. ✞ INCREASE & DECREASEAfter each game session you may modify a Relation by +1 or −1. Explain why. A relation’s strength can also be raised or lowered due to events occurring in play. Examples: ††† Betrayed by a meaningful or vital relation: −1 ††† Seduced by a neutral relation: +1 ††† Unexpected assistance from a neutral relation: +1 ††† Influence by magic or supernatural powers: +1/−1
✞✞✞ RELATION MOVES Applicable to Relations at strength 1 (Meaningful) or 2 (Vital) only.✞ Wish no harm: If you intend on harming or killing your Relation – whether directly or indirectly – you must make a Keep it Together move. In case of success with complication (10–14), in addition to the normal outcome you also get a −Relation modifier to your damage-inflicting move. In case of failure (−9), in addition to the normal outcome you cannot bring yourself to harm your Relation. ✞ Regain Stability: In a scene where you experience closeness, assurance, and affirmation from a Relation your Stability is improved a number of steps equal to the strength of the Relation value. ✞ Lose Stability: If a relation of yours is seriously injured or dies, your Stability is decreased a number of steps equal to the strength of the Relation value.
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Post by ◊◊BLOODBEASTER◊◊ on Oct 16, 2018 18:58:10 GMT -8
✞✞✞ DISADVANTAGES These are optional. Choose one to add an additional advantage. ✞ REPRESSED MEMORIESYou have repressed a particularly unpleasant event in the past, but the memory of it sometimes rises to the surface. It could be a crime or some horrible thing you have done, been subjected to, or witnessed. The GM will decide the nature of your repressed memory based on your dark secrets.
In situations associated with your repressed memories roll +0 to determine if the memories surface.◦ (15+) You repress or suppress your memories.
◦ (10–14) The memories partly surface in the shape of flashbacks and/or hallucinations (Keep it Together).
◦ (−9) You completely lose yourself in your repressed memories. The GM makes a hard move and you reduce Stability (−2).
✞ NIGHTMARES You have recurring nightmares that are probably connected to your dark secrets. During a scene when you sleep roll +0.◦ (15+) You sleep in peace.
◦ (10–14) The nightmares torment you. The GM may make a move for your nightmares. For example, you may not have slept at all during the night (−1 ongoing until you sleep), something follows you back into reality, the nightmares give you insight into the Truth, or you are forced to process some trauma (Keep it Together) when you wake up.
◦ (−9) The nightmares take over completely. You are trapped in the dream until you find a way to wake up, and everything that happens there directly affects your sleeping body.
✞ BROKENSomething in your past has broken down your psyche so badly you haven’t been able to recuperate. Your Stability can never increase beyond Stressed (6). ✞ FANATICYou are a fervent adherent of an ideology. You interpreted the whole world in accordance with your ideology, an interpretation which must not be questioned. When someone/something questions your ideology roll +0 :
◦ (15+) You can keep your emotions in check.
◦ (10-14) You get angry, confused, or frustrated. You take -1 to your next roll .
◦ (-9) You are forced to choose between taking steps to changing the person or situation such that your ideology is no longer questioned, or decrease Stability by -2. ✞ PHOBIAYou harbor an overpowering fear of something. Choose the stimulus that frightens you. Whenever you confront the object of your phobia you must Keep it together . ✞ GREEDYYou are driven by a bottomless desire for money and wealth, and are prepared to sacrifice your health, family, and friends to fill the emptiness inside. When an opportunity to acquire more arises roll +0 to see if you are in control of your desire.
◦ (15+) You keep your greed in check.
◦ (10–14) The black void inside shrieks for more. As long as the opportunity exists and you do not take it you take -1 ongoing to any rolls you make.
◦ (−9) You must lay your hands on everything you’re able to acquire, or reduce Stability by -2. ✞ INVOLUNTARY MEDIUMYou are an empty vessel for any spirits or demonic entities who want a medium to speak through or a corporeal body to use for their purposes. When you encounter spiritual entities or haunted places roll +0 .
◦ (15+) You resist the possession.
◦ (10-14) The entity gains influence over you. The GM takes 1 hold.
◦ (-9) The entity gains control over you. The GM takes 3 hold.
The GM can spend hold to make moves for the being possessing you. For example, the entity may give you a vision, make use of your body, communicate with or through you, try to harm someone else through you, follow you unseen, ask you for something, or drag you into another dimension. ✞ RATIONALISTYou refuse to believe in anything not confirmed as fact by modern science. In addition to the other effects of Seeing through the illusion the GM may choose 1:
◦ Your presence nurtures the Illusion, making it powerful and unpredictable.
◦ Your bewildered psyche starts creating mirror images of familiar places and people in the Illusion.
◦ You attract extradimensional entities. ✞ SENSITIVELose +1 stability at stability loss but return +1 at stability recover. ✞ IMPATIENTYou have no patience for standing around and waiting. Whenever forced to wait rather than act, roll Keep it Together.
◦ (+15) You're able to suffer through it.
◦ (10-14) You can wait, but feel the need to bitch or interfere to try to hurry things along.
◦ (-9) You absolutely cannot wait. You tear off on your own or try to just do it yourself. ✞ SPACED OUTYou have a hard time focusing on other people's words. When trying to listen to something that is not of your interests (People talking about themselves and their personal situations for example...) roll Willpower to pay attention.
◦ (15+) You focus on the words and absorb the meaning.
◦ (10-14) You pick up the gist but miss some crucial details.
◦ (-9) You don't pick up on any of it and the person can tell. ✞ BOREDThere is a world of fun things to do, but this isn't one of them. You hate focusing on tasks when they're not fun. Whenever you have to do something that's not fun for you, roll Willpower.
◦ (15+) You grit your teeth and focus through the tedium.
◦ (10-14) You get it done, but you do a half-assed job.
◦ (-9) You just can't bring yourself to do it. You blow off whatever you're doing at the soonest opportunity.
On the plus side you get a +1 to KiT rolls; monsters are soo done. ✞ INSOMNIACFor whatever reason, you just can't get a good night's rest. Even coffee barely helps and you trudge through your days when you haven't gotten some shut-eye. You don't have a single night where you get a full rest, but sometimes you can suffer through your impairment. Whenever you have to do anything involving focus, roll Willpower.
◦ (15+) You plod through the work and even do a decent job.
◦ (10-14) You do your best but you can't concentrate. -1 to all rolls for the duration of the scene.
◦ (-9) You can't handle it, you just gotta get some sleep. At the soonest opportunity, you will fall asleep until woken by someone or something. ✞ ABSENT-MINDEDThough you do not forget things such as Knowledge or Skills, you do forget things such as names and addresses. In order to remember anything more than your own name and the location of your freehold, you need to make a reason roll. ✞ CONFUSEDYou are often confused, and the world seems to be a very disoriented and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behavior all the time to a small degree, but your confusion becomes especially strong whenever stimuli around you (such as when a number of different people talk at once, or you enter a nightclub with loud, pounding music). -2 on all rolls in these situations. ✞ CURIOSITYYou are a naturally curious person, and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense. To resist the temptation, make a willpower roll for simple things like “I wonder what is in that cabinet.” all the way to things like, “I wonder what those strange sounds coming from the foreboding cellar are. I'll just slip in and check it out – no one will ever know. What could possibly go wrong?” ✞ GHOULISH SENSE OF HUMORYou find humor in situations that make most people uncomfortable or even nauseated. Your questionable taste doesn't make you particularly resistant to the horror of gruesome sights. Your defense mechanism is simply to belittle the situation or those involved in an inappropriate way. When confronted with a horribly gory scene or otherwise uncomfortable situation such as people trying to console each other, you tend to crack jokes. - 2 to all social rolls in this situation. ✞ LIFESAVERYou believe that human life is a sacred gift, and will not take a person's life except in the most extreme of circumstances. You may not ever willingly endanger the lives of innocents or in any way participate in a killing. You will kill evil and inhuman creatures to protect others if necessary. (Be very careful, however, with your determination of 'evil'…) Senseless death in all forms repulses you, and you feel that those who commit murder should be punished. Roll willpower to attack anything less inhuman than a complete monster. ✞ LOW PAIN TOLERANCEYou have a very low capacity for pain. You turn into a whimpering, blubbering ball of misery at the first sign of it. Although you roll to endure damage normally, you suffer an additional -1 penalty when you are injured. ✞ MEDICATEDYou require a daily medication to stay alive, such as regular insulin shots. If you should miss a day's worth of medicine, you automatically suffer critical damage for every 12 hours that pass without your medicine, as determined by the GM. The damage is healed at a rate of one level per 12 hours that pass once you resume your regular medication schedule. ✞ NON-CONFRONTATIONALYou have a hard time bringing up difficult subjects with others. You're willing to make a lot of sacrifices to avoid interpersonal confrontations. You let people have their way simply to avoid fights, and often you step into arguments and attempt to end them without any thought about the outcome of the discussion, as long as it ends. You have a hard time coping with pushy people and find yourself making a lot of compromises that you later wish you hadn't. -2 to any roll that involves debating or arguing with someone. ✞ POOR JUDGE OF CHARACTERYou're the type of person who always ends up hanging out with the wrong crowd. Maybe you just like to date dangerous men or you're a sucker for a woman in trouble (or vice versa). Whatever the reason, you have a very hard time figuring out whom to trust. Intuition rolls are -2. Also, your friends and acquaintances tend to be sponges and other lowlifes. ✞ SHYYou are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. All rolls involving social interaction with strangers are -2. If the character becomes the center of attention in a large group, rolls are -3. ✞ SUPERSTITIOUSYou adhere doggedly to a superstition, such as knocking on wood or tossing salt over your shoulder. Although everyone has foibles, you take your behavior to extremes, often tying misfortune to your inability to abide by some superstition, and crediting any success to your adherence to “the rules.” Your obsession doesn't lead you to risk your life, nor does it have a pervasive sway over you. You do tend to raise warnings and make superstitious suggestions frequently, though. Make up your superstitions you adhere to, and you are -3 to all dice rolls when you break the rules, or can't do your ritual. ✞ TRUSTINGYou tend to follow your instincts when dealing with strangers. Sadly, your instincts often tell you that you can trust people. You want to believe the best about everyone you meet and tend to put yourself in situations that could be dangerous, such as accepting a ride home from a recent acquaintance, going home with a person you just met at a bar, or taking a stroll in a poorly patrolled city park after nightfall. -2 to intuition rolls. ✞ ICY DEMEANORYou're uncomfortable relating to people on an emotional level, which is reflected in your mannerisms and speech. You clam up, seek escape or avoid eye contact. -2 Social rolls, as people have trouble identifying with you.
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Post by ◊◊BLOODBEASTER◊◊ on Oct 16, 2018 19:29:04 GMT -8
✞✞✞ ADVANTAGESChoose 2 advantages from the list below.✞ ARTISTIC CHARISMAWhen you perform your chosen art form or show your works to an audience, roll +Charisma for opportunities to influence your audience anytime during the scene.◦ (15+) Choose 2 options.
◦ (10–14) Choose 1 option.
◦ (−9) Choose 1 option anyway but a threat emerges. The GM makes a hard or soft move.
Influence options: ††† They want to see more of my art ††† They are affected by the emotion I wanted to convey (e.g. anger, sorrow, fear, joy, lust) ††† They look up to me (take +1 ongoing with the audience during this scene) ††† Their attention is fixed entirely on me throughout my performance
✞ ENHANCED AWARENESSWhen you are at a location where the Illusion is weak, roll +Soul. On a success you have visions about the place and may be able to speak to entities tied to it.◦ (15+) You can discern clear details.
◦ (10–14) You get some basic impressions.
◦ (−9) The Illusion tears and the veil to an alternate dimension is lifted temporarily. The GM makes a hard or soft move.
✞ FORBIDDEN INSPIRATIONWhen you dive deep into your art and allow yourself to be inspired by the Truth roll +Soul.◦ (15+) Choose 2 options.
◦ (10–14) Choose 1 option.
◦ (−9) You have gazed too deep into the abyss. Choose 1 option anyway but you also experience terrifying visions or encounter something horrible. The GM makes a hard or soft move.
Options: ††† Enticement: Entice an entity to come to you, and manipulate it. ††† Visions: See through the Illusion in a specific place. ††† Inspiration: Ask the GM if there is anything strange or supernatural about the situation you’re in. The answer will be revealed through your art.
✞ FASCINATIONWhen you use your art to seduce someone roll +Charisma.◦ (15+) Choose 1 option.
◦ (10–14) Choose 1 option but the GM also chooses one of:
††† They become obsessed with you. ††† They want you now.
◦ (−9) They are affected by you in a way you didn’t anticipate, or the attraction is uncomfortably strong –you choose. The GM makes a hard or soft move.
Options: ††† They are attracted to me (+1 Relation) ††† They forget their woes when experiencing my art (+1 Stability) ††† They are totally captivated by my art and forgets all about their surrounding environment.
✞ BODY AWARENESS Your body and mind are as one. When you perform acrobatic or agile feats roll +Perception.◦ (15+) Choose 1 option.
◦ (10–14) Choose 1 option but you expose yourself to danger or a cost.
◦ (−9) Choose 1 option but something goes wrong. The GM makes a hard or soft move.
Options: ††† Escape bondage ††† Get past an obstacle (creature or object) ††† Get into or through a space you normally wouldn’t be able to
✞ CELEBRITYWhen you encounter someone new, at your option, roll +Charisma.◦ (15+) They have heard of you, and you decide what they have heard. The GM makes them act accordingly and you take +2 to your next move targeting them.
◦ (10–14) They have heard of you, and you decide what they have heard. The GM makes them act accordingly.
◦ (−9) They have heard of you, but the GM decides what they have heard and makes a hard or soft move.
✞ SNAKE CHARMER When you perform your chosen art form for an intelligent monstrous creature, roll +Charisma to awaken a desire in them.◦ (15+) Choose 1 option now and you may choose 2 more anytime in the future.
◦ (10–14) Choose 1 option now.
◦ (−9) The desire is beyond the creature’s ability to control. It will attempt to devour or imprison you.
Options: ††† Ask the creature for help with a problem ††† Ask the creature for something you desire
✞ EYE FOR DETAIL When you Read a Person, in addition to its selection of questions, you may additionally choose from the following:††† What do you think of me? ††† What sort of person are you? ††† Is there anything odd about you?
✞ CRIME SCENE INVESTIGATORWhen you investigate a crime scene roll +Reason. You get to ask questions from the list below.◦ (15+) Ask 2 questions
◦ (10–14) Ask 1 question
◦ (−9) Ask 1 question, but your investigation leads to danger or problems later on.
Questions: ††† What was the chain of events? ††† What can I assume about the perpetrator? ††† Which mistakes have the perpetrator made? ††† When was the crime committed? ††† When was someone here last? ††† Does the crime remind me of something I am familiar with already and if so, what? ††† Who might know more about the crime?
When you Read a Person and mention a name, person, or object, you can always ask “Are you lying?” This doesn’t use up any of the questions you may have been given from succeeding.
✞ DREAMER You are a dream wanderer. When you want to meet someone or find out the truth about something while you sleep, roll +Soul.◦ (15+) You meet the intended person or arrive at the specific place in the Dream where space and time bends.
◦ (10–14) You meet the intended person, or arrive at the specific place, but something has changed, or followed you or the person in question.
◦ (−9) You are lost in the Dream and put in danger.
✞ ENHANCED AWARENESS When you are at a location where the Illusion is weak, roll +Soul. On a success you have visions about the place and may be able to speak to entities tied to it.◦ (15+) You can discern clear details.
◦ (10–14) You get some basic impressions.
◦ (−9) The Illusion tears and the veil to an alternate dimension is lifted temporarily. The GM makes a hard or soft move.
✞ INSTINCTWhen you Observe a Situation and act on the GM’s answers, take +2 instead of +1. ✞ READ A CROWDWhen you move through a small crowd to gather information you’re sure someone there ought to know, roll +Perception. Examples of a “small crowd” include a party, a bar, or an office. You decide what specific information you are looking for, as long as it makes sense for the crowd to possess such information.◦ (15+) Ask 2 questions.
◦ (10–14) Ask 1 question.
◦ (−9) Ask 1 question but you also draw unwanted attention to yourself. The GM makes a hard or soft move.
Questions: ††† Who here has information I want? ††† Where can I find what I am looking for? ††† Who is watching me? ††† Is there anything else of interest?
✞ SHADOW When shadowing someone, roll +Coolness.◦ (15+) You avoid discovery, follow your target all the way to her final destination and learn something about her you can use to your advantage later.
◦ (10–14) You avoid discovery and follow your target to her final destination.
◦ (−9) You are spotted or encounter some sort of problem. The GM makes a hard or soft move.
When you want to lose someone shadowing you, roll +Coolness.
◦ (15+) You have lost your pursuers and can choose to try to shadow them instead.
◦ (10–14) You have lost your pursuers.
◦ (−9) You pursuers are still on your tail but they can set up an ambush, disappear without a trace and show up when you least expect it, or refuse to go away. The GM makes a hard or soft move.
✞ FAST TALK When you talk to an NPC to get their attention, roll +Coolness.◦ (15+) Choose 2 options.
◦ (10–14) Choose 1 option.
◦ (−9) They grow suspicious. The GM makes a hard or soft move.
Options: ††† Stop the NPC from noticing something in her immediate vicinity. ††† Get the NPC to disclose something important (the GM will provide the details). ††† Distract the NPC. You take +1 to your next roll against them.
✞ ANIMAL SPEAKER You are able to understand and control animals. When you attempt to control an animal roll +Intuition.◦ (15+) Choose 3 options. You may save up to 2 until later.
◦ (10–14) Choose 2 options. You may save 1 until later.
◦ (−9) Choose 1 option, but the animal is affected by your memories and disadvantages. The GM makes a hard or soft move.
Options: ††† Make the animal go against its instincts. ††† Make the animal follow you. ††† Make the animal protect you against an attacker.
✞ ENHANCED AWARENESS When you are at a location where the Illusion is weak, roll +Soul. On a success you have visions about the place and may be able to speak to entities tied to it.◦ (15+) You can discern clear details.
◦ (10–14) You get some basic impressions.
◦ (−9) The Illusion tears and the veil to an alternate dimension is lifted temporarily. The GM makes a hard or soft move.
✞ CODE OF HONORYou abide by a strict code of honor. Decide its nature. When you take risks or make sacrifices for your code of honor, take +1 Stability. ✞ EYE FOR AN EYEWhen you suffer a serious or critical injury name the person you find most responsible. You get +2 ongoing to all rolls against them, forever. All rolls targeting the person counts, but rolls targeting the person’s family, friends, minions, and property only count if the GM feels it’s applicable.✞ RAGEWhen in combat you may awaken the rage inside you. Take −1 Stability and mark Rage 1. Every time you Endure Injury and every time you defeat a foe, increase Rage by 1. Rage lasts until the end of the combat. During combat you may spend 1 Rage to choose 1: ††† Increase the Harm of an attack by +1. ††† Take +2 to Endure Injury. ††† Shake off and ignore psychological or supernatural influence.
✞ INTIMIDATINGThere is something about you that instinctively makes others fear you. When you’re trying to frighten a human NPC roll +Violence. ◦ (15+) They succumb to fear and gives in to your demands.
◦ (10–14) They run away from you or gives in to you, GM’s choice.
◦ (−9) They see you as their primary threat and acts accordingly. The GM makes a move for them, hard or soft.
✞ SURVIVAL INSTINCTWhen you suffer a serious or critical injury yet refuse to yield, roll +Violence. On a success you may ignore the effects of the injuries for a limited time, but as soon as that time is up you will need treatment to stabilize them.◦ (15+) You ignore your injuries until conflict is over and may choose one:
††† Viciousness (+1 ongoing to Engage in Combat rolls for the remainder of the combat) ††† Adrenaline rush (+1 ongoing to Endure Injury rolls for the remainder of the combat)
◦ (10–14) You ignore your injuries until the conflict is over.
◦ (−9) You overexert yourself and after a few moments your injuries cause you to black out and collapse. After your next action the GM will decide when and how you black out.
✞ ENDURE TRAUMA You are not as easily affected as others. When your Stability decreases you always lose 1 fewer level than normal.✞ STUBBORN When you push yourself to the limit to overcome a threat roll +Willpower.◦ (15+) Choose 3 options. You may save up to 2 until later.
◦ (10–14) Choose 2 options. You may save 1 until later.
◦ (−9) Choose 1 option, but you push yourself past your breaking point. Decrease Stability two steps.
Options: ††† Refuse to give up: postpone the effects of a critical injury until you have made it out of the threat’s reach ††† Will over skill: roll +Willpower instead of the normal attribute when you avoid or fight what is threatening you ††† Steel yourself: break free from a supernatural effect
✞ PREPAREDWhen you investigate a location roll +Reason.◦ (15+) Choose 3 options. You may save up to 2 until later.
◦ (10–14) Choose 2 options. You may save 1 until later.
◦ (−9) Choose 1 option, but you have missed or overlooked something crucial. The GM holds 1 and can spend that hold anytime to make a hard or soft move for the location.
Options: ††† Find or create a map of the location ††† Uncover any security systems and other obstacles ††† Pinpoint the location of something you’re after
✞ HACKERWhen you penetrate digital networks in the pursuit of confidential data, crack software, or disable security systems roll +Coolness.◦ (15+) You accomplish your task without a problem.
◦ (10–14) Complications arise, choose 1:
††† Someone discovers the intrusion. You must take risks or compromise on how much you’re able to accomplish. ††† You leave traces of your intrusion.
◦ (−9) Unbeknownst to you, things didn’t work out as you wanted. Maybe you didn’t succeed at your task as well as you ]imagined, or you may have been discovered by personal enemies, law enforcement, or something else lurking in the network. The GM makes a hard or soft move.
✞ PARKOURWhen you execute acrobatic maneuvers roll +Coolness.◦ (15+) Choose 2 options. You may save 1 until later.
◦ (10–14) Choose 1 option.
◦ (−9) Choose 1 option, but a complication, cost, or new threat emerges. The GM makes a hard or soft move.
Options: ††† Scale a seemingly impossible obstacle ††† Make a seemingly life threatening leap without taking any harm ††† Run away from a threat
✞ THE DARK WEB When you search the dark web for forbidden information, rare items, or myths roll +Perception.◦ (15+) You discover what you were looking for and may, if you wish, choose 1 option:
††† You also discover a portal to another dimension, and a path you can trace back to it later. ††† You also make contact with someone – or something – that can help you, for the right price. ††† You also find something valuable or important in addition to what you were looking for. The GM will tell you what it is.
◦ (10–14) You find what you’re looking for but you’re also exposed to repulsive and frightening stimuli. You must Keep it Together to see how it affects you.
◦ (−9) You find what you’re after but make contact with something very dangerous. It might attempt to latch onto you or follow you out into your realm. The GM makes a hard or soft move.
✞ EXPERT You are a subject matter expert. When you Investigate something connected to your field you always get to ask 1 additional question regardless of the outcome, and you may ask any question you want.
Choose your area of expertise: ◦ Archeology ◦ Economy ◦ History ◦ Comparative literature ◦ Psychology ◦ Sociology ◦ Theology ◦ (etc) ✞ MEDICAL DOCTOR
When you stabilize an injured person’s wounds, even if you don’t have access to medical equipment , roll +Reason (15+) Choose 2 edges from the list below.
(10-14) You may choose 1 edge from the list below. If you do, you must choose 1: ◦ You leave cosmetic scars or defects (the patient suffers Stability loss of -2). ◦ There are side effects ( -1 to all rolls the wound could feasibly affect until it’s fully healed). ◦ The patient is knocked out until the GM determines they would awaken.
(-9) You stabilize the wound, even without access to medical equipment, but there are also unexpected consequences such as infections, healing deformities, or other serious side effects. The GM makes a move. Edges: ◦ Improvisation : You stabilize 1 wound without access to medical equipment. ◦ Effective : You stabilize 2 wounds instead of 1. ◦ Careful : The wound stabilizes and will heal much faster than normal. ✞ KEEN-EYED When you Observe a situation you may choose from these questions in addition to the usual ones.
◦ What weaknesses do they have that I can use to my advantage? ◦ What strengths do they have that I ought to watch out for? ✞ WANDERER
When you are heading out to a community or another part of the city roll +Perception . (15+) You have been here before. Choose 2 edges anytime during your visit.
(10-14) You have heard of this place. Choose 1 edge anytime during your visit.
(-9) You have been here before, but something bad happened. Choose 1 edge anytime during your visit. The GM will explain what kind of problem is awaiting you here.
Edges ◦ Ask the GM 1 question about this place. ◦ You have a contact at this place who could help you, with a bit of convincing. ◦ You have a hideout here where you can put your head down and get some rest. ◦ You know something about this place. Tell the others what. ✞ STREET FIGHTERWhen you fight in close combat roll +Coolness .
(15+) Choose up to 3 edges at any time during this fight.
(10-14) Choose up to 3 edges at any time during this fight but the GM also gets to pick one one: ◦ You risk losing control during the fight (roll to Keep it together to prevent it) ◦ You earn an enemy who will try to get back at you later.
(-9) You’re a bundle of nerves. The GM makes a move. Edges ◦ Dodge an attack ◦ Deliver a flurry of blows ( attack an opponent taking +2 on your roll) ◦ Land a dirty strike (e.g. on the eye, crotch, or ear) against an opponent who is momentarily stunned. ✞ RUTHLESSWhen you sacrifice another to save your own skin roll +Coolness .
(15+) Choose up to 3 edges. You may save 2 until later during this scene.
(10-14) Choose 1 edge right now.
(-9) You may choose 1 edge but if you do, the person you’ve betrayed will be hostile to you should they survive. Edges ◦ Use the person as a human shield ◦ Use the person as bait to flank an enemy ( +1 harm ) ◦ Leave them to the enemy while you slip away ✞ DAREDEVILWhen you’re in a dangerous situation roll +Coolness .
(15+) Choose 3 edges. You may save 2 until later.
(10-14) Choose 2 edges. You may save 1 until later.
(-9) Choose 1 edge but you are in over your head. The GM makes a move. ††† Keep your eyes open : Discover a threat before it has discovered you. ††† Get out of the way : Avoid an attack . ††† Get the jump : Harm your opponent before they get a chance to react. ✞ QUICK THINKERWhen you commence a dangerous mission roll +Coolness .
(15+) Choose up to 3 edges from the list below anytime during the mission.
(10-14) Choose up to 2 edges from the list below anytime during the mission.
(-9) Choose 1 edge from the list below anytime during the mission, but you’ve failed to account for something. The GM makes a move. Edges ††† Remember something that’s advantageous in a negotiation. Ask the GM what it is. ††† You possess some equipment you can use to get out of a sticky situation. Ask the GM what it is. ††† You have special field training that would be useful in getting past one of your obstacles. Ask the GM what it is. ✞ SURVIVALISTWhen you utilize your survivalist skills roll +Coolness .
(15+) Choose up to 3 edges from the list below anytime while you’re still in this situation.
(10-14) Choose up to 2 edges from the list below anytime while you’re still in this situation.
(-9) Choose 1 edge anytime while you’re still in this situation, but you’ve also overlooked something important. The GM makes a move. Edges ††† Find water and something edible. ††† Make it past an environmental obstacles. ††† Find a safe spot to hide and rest. ✞ OFFICERWhen you are in combat with at least one ally by your side roll +Violence .
(15+) Choose up to 3 edges from the list below anytime during the fight.
(10-14) Choose up to 2 edges from the list below anytime during the fight.
(-9) You misjudge the situation. Choose whether you have put yourself or one of your allies in harm’s way. The GM makes a move for your opponent. Edges ††† Attack !: One ally gets +2 to their next roll to Engage in combat . ††† Coordinate fire !: All allies get +1 to their next roll to Engage in combat with firearms while in the fight. ††† Aim for the head !: You or one of your allies’ Engage in combat deals +1 harm . ††† Take cover !: You or an ally gets 2 armor against a ranged attack. ✞ GANG LEADERYou’re the boss of a small gang of criminals. When you give your gang orders that are risky or may result in them paying a high price roll +Violence.
(15+) They do as you want.
(10-14) They do as you want but (choose 1): ††† One of them defies you in front of the others. ††† They will all be disgruntled for some time.
(-9) Problems arise. Maybe something goes wrong when carrying out your orders, or they doubt your abilities as a leader. The GM makes a move. ✞ SURVIVAL INSTINCTWhen you suffer a serious or critical injury yet refuse to yield roll +Violence . On a success you may ignore the effects of the injuries for a limited time, but as soon as that time is up you will need treatment to stabilize them.
(15+) You ignore your injuries until the fight is over and may choose one: ††† Viciousness : +1 ongoing to Engage in combat rolls for the remainder of the fight. ††† Adrenaline rush : +1 ongoing to Endure injury rolls for the remainder of the fight.
(10–14) You ignore your injuries until the conflict is over.
(−9) You overexert yourself and after a few moments your injuries cause you to black out and collapse. After your next action the GM will decide when and how you black out. ✞ ARTIFACTYou own a seemingly mundane item which possesses mystical powers. When you caress the object with blood roll +Soul .
(15+) Choose 1 edge from the list below and ask the GM what happens.
(10-14) Choose 1 edge from the list below and ask the GM what happens. The artifact also exacts a price.
(-9) The artifact does something unexpected, possibly dangerous. The GM makes a move. Edges ††† See the true form of a creature or location. ††† Receive a vision of what threatens you. ††† Get yourself out of a bind. ††† Call on an entity bound to the artifact to bargain with them. ✞ ENHANCED AWARENESSWhen you are at a location where the Illusion is weak roll +Soul . On a success you have visions about the place and may be able to speak to entities tied to it.
(15+) You can discern clear details.
(10–14) You get some basic impressions.
(−9) The Illusion tears. The veil to an alternate dimension is lifted temporarily, and the PC could be sucked into it or something may emerge out of it into our reality. The GM makes a move. ✞ GENIUSWhen you find yourself in a life threatening situation roll +Soul to see if you can discover a way out.
(15+) Choose up to 3 edges anytime in the scene while you’re still in danger.
(10-14) Choose up to 2 edges anytime in the scene while you’re still in danger.
(-9) Choose 1 edge, but you also attract unwanted attention. The GM makes a move. Edges ††† Logical : You realize an effective way to dispose of the threat. Deal +1 harm when you exploit it. ††† Quick thinker : You realize how to protect yourself from harm. Treat it as if you’d rolled a 15+ on Avoid harm when you exploit it. ††† Rational : You realize how to save yourself by sacrificing someone else. Pick the person to escape the threat. ✞ LAY ON HANDS You are able to heal wounds without use of medicine or first aid, but you must channel the lacerations onto yourself or another living victim. When you lay your hands on a seriously or critically wounded person and pray roll +Soul .
(15+) You stabilize the injured and channel the damage onto the victim.
(10-14) You stabilize the injured but cause the victim to suffer a serious wound.
(-9) You may choose to stabilize the injured but if you do, your victim will be dying from the injuries. ✞ DABBLER IN THE OCCULT You know a little of magical rituals but have never gone beyond performing written instructions. When you attempt to perform a magical ritual from a set of instructions roll +Soul .
(15+) You perform every little step correctly.
(10-14) You make a minor error. The GM chooses 1: ††† You do not have working protection against the forces or entities the ritual summons. ††† The effects of the ritual will be a little different than what you had imagined. ††† The ritual summon unexpected entities or forces.
(-9) You misunderstand the scripture and perform the ritual with no control whatsoever over the resulting outcome. The GM makes a move. ✞ ENDURE TRAUMA You are not as easily affected as others. When your Stability decreases you always lose 1 fewer level than normal.
✞ FROSTY When you roll a 10-14 to Keep it together you may keep your feelings back and postpone the effects until next scene. ✞ DESPERATE When you try to make it through against all odds take +1 on all rolls until you’re in the clear.
✞ CALLOUS When you perpetrate or are exposed to violence you always lose 1 fewer level of Stability than normal.
✞ CODE OF HONOR You abide by a strict code of honor. Decide its nature. When you take risks or make sacrifices for your code of honor , take +1 Stability . ✞ EYE FOR AN EYE When you suffer a serious or critical injury name the person you find most responsible. You get +2 ongoing to all rolls against them, forever. All rolls targeting the person counts, but rolls targeting the person’s family, friends, minions, and property only count if the GM feels it’s applicable. ✞ HARDENED You take +1 to all rolls to Endure injury . ✞ THIRST FOR KNOWLEDGE When you learn new information about alternate planes of existence, a supernatural entity, or a higher power you regain +1 Stability . ✞ GOOD SAMARITAN When you help another at your own expense take +1 Stability . ✞ AT ANY COST When you truly desire something you may take +2 to a roll by decreasing Stability by -2 . ✞ OCCULT CARTOGRAPHER Your awareness of the illusion is so accurate that you can feel out spatial relationships. You can sense the way from one area of the illusion to the next, and beyond. When encountering an area on the border or beyond the illusion, roll +Soul.
(15+) You understand the exact relationship of the location to other locations and can intuit all ways in and out.
(10-14) You know where you are in the illusion, in Metropolis, etc but you can't sense the way out.
(-9) You have no sense of where you are or how to leave and may require a KiT roll. ✞ APPROACHABLE There's something very inviting and nonthreatening about you. People find you very easy to start a conversation with. Distrustful people, and even animals tend to put aside their instinctive wariness in regard to you. +1 social rolls. ✞ COLDLY LOGICAL While some might refer to you as “cold,” you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings +2 on all related rolls. ✞ FUNNY You can make people laugh. Your timing and sense of the absurd are second to none. You're always being invited to parties because you're so much fun. However, you're also very good at judging the appropriateness of your humor. Sometimes, the right joke can lift the spirits of people when everything seems to be going against them. So, you do what you can to make life more bearable, even when the situation seems darkest. Social roll intended to boost morale +2. ✞ GOOD JUDGE OF CHARACTER You have an instinct for reading people. You can make an appraisal of what kind of person someone is after meeting her for a few seconds, based on little more than gut instinct. You're rarely wrong. +1 on intuition rolls. ✞ HEALTHY SKEPTICISM You are good at separating truth from fiction, and someone has to be up pretty damn early to catch you off guard. You rarely take what people say at face value, until you're able to check the details yourself. + 2 on any roll to perceive a lie. It should be roleplayed as much as possible. ✞ IRON WILL You have a tremendous ability to resist outside attempts to take over your mind. +2 to resist attempts to manipulate your mind, and may re-roll a willpower roll to shake off the direct mental control. This Merit works only against direct mental control, not emotional manipulation. Characters will Willpower of 0 cannot take this Merit. ✞ ORACLE You can see and interpret signs and omens. You are able to draw advice from these omens, for they provide hints of the future and warnings of the present. When the GM feels that you are in position to see an omen, you will be required to make a Perception roll. If successful, you may then roll Soul to interpret what you have seen. You must have a Soul rating of higher than 0. ✞ SANCTITY This Merit is sometimes called the halo effect; everyone considers you pure and innocent, though not necessarily naïve. You have a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted, even if you are not trustworthy. At the GM’s discretion, you tend to receive lesser punishments for wrongdoing, and are +1 to rolls used to gain someone's trust.
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Post by ◊◊BLOODBEASTER◊◊ on Oct 16, 2018 19:42:03 GMT -8
✞✞✞ Weapons & ArmorThese rules explains how weapons and armor works. The GM can decide that the PC are only equipped with firearms and other deadly weapons if it seems appropriate based on the setting and the concept of the PC. WEAPON TYPES
✞ Base harm: This is the harm this weapon type will cause before any advantages and edges have modified it. The harm mechanics have two effects: ◦ PCs subtract the harm value when the make the Endure Injury move. ◦ NPCs take the harm value directly after subtracting any armor.
✞ Ammo: The value doesn’t literally indicate how much ammo is in the weapon, but is symbolic of how many rounds are being discharged in a typical attack. To use an attack you must first ensure you have the requisite amount of ammo to spend. After using the attack, check off that amount of ammo on the weapon’s ammo track. ✞ Distance: A rule of thumb for how close or far a given weapon or attack could feasibly hit its target. ††† Arm: when you’re close enough to attack with a leap ††† Room: when you’re just several steps apart ††† Field: when you’re within a hundred meters of one another ††† Horizon: when you can barely see your target with the naked eye
✞✞✞ Attacks: Different forms of attacks the PC can make with the weapon. The first underlined attack is the default is the player doesn’t specify otherwise. The value in angle brackets [x] is the amount of harm caused by that attack.
CLOSE COMBAT WEAPONS✞ UnarmedDistance: arm Attacks: ††† Violence [1] ††† Lock [0] [you are in control of the target until they break free] ††† Shift [0] [you create distance between yourself and the target through a throw, body check, or push] ††† Disarm [0] [you remove an object your opponent held in their hand] ††† Excessive force [2] [focus entirely on killing your target]
✞ Edged weaponsExamples: knife, stiletto, daggerDistance: arm Attacks: ††† Close combat [2] ††† Edge at the throat [0] [you are in control of the target until they break free]
✞ Crushing weaponsExamples: baseball bat, hammer, crowbarDistance: arm Attacks: ††† Close combat [2] ††† Knock down [1] [the target falls to the ground] ††† Knock out [1] [target is knocked out; PCs must successfully endure Injury to avoid getting knocked out]
✞ Chopping weaponsExamples: machete, axe, swordDistance: arm Attacks: ††† Close combat [2] ††† Momentum [1] [may hit one additional target]
✞ RANGED WEAPONS
✞ Automatic pistol/revolverExamples: .38 Special, 9 mm pistol, .40 S&W, .45 ACPDistance: room Attacks: ††† Aim & fire [2] [−1 ammo] ††† Concentrated fire [3] [−2 ammo] ††† Rapid fire [2] [may hit one additional target] [−3 ammo]
Ammo:
✞ Heavy pistol/revolverExamples: .357 Magnum, .44 Magnum, .50 AE, .500 S&W MagnumDistance: room Attacks: ††† Aim & fire [3] [−1 ammo] ††† Concentrated fire [4] [−3 ammo]
Ammo:
✞ RifleExamples: hunting rifle, sniper rifleDistance: room, field, horizon Attacks: ††† Aim & fire [3] [−1 ammo]
Ammo:
✞ ShotgunExamples: pump shotgun, SPAS−12, Mossberg 500 bullpup.Distance: room/field Attacks: ††† Aim & fire [3/1]* [−1 ammo] ††† Rapid fire [3/1]* [small close group all hit at once] [−2 ammo] * Base Harm is 3 if target(s) is at Room distance, and 1 if beyond.
Ammo:
✞✞✞ ARMORPCs who wear armor gets a positive modifier to their Endure Injury roll. NPCs who wear armor gets to subtract their armor rating from the amount of harm they take each time it applies. Armor Rating Example
Normal +1 Bulletproof vest Heavy +2 Heavy full-body armor
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