Difference between revisions of "Eden/Upgrades"
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==Spirit Gifts== | ==Spirit Gifts== | ||
− | • ''' | + | • '''Mindblock -''' The difficulties of any direct mental attacks or attempts to control the Drone's mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion. |
=Sorcerer & Psychic Numina= | =Sorcerer & Psychic Numina= |
Revision as of 08:58, 4 August 2020
Contents
Upgrade Categories
Possessed Powers
• Blending - The character gains four extra dice on any stealth rolls to keep from being visually detected.
• Computer Link - The drone can open any file or crack any password with a Intelligence + Computer roll; even simpler tasks, such as composing an email and running an antivirus program, are automatic. Any machine controlled by a computer can be operated this way, although the Drone must be in contact with a piece of hardware that contains the actual computer, if the computer is separate from the machine.
• Cybersenses - As the Glass Walker gift save that the Drone spends Willpower rather than Gnosis. (System: The player spends one Gnosis point per sense affected, and he rolls Perception + Science thereafter to activate the Garou’s new senses. This Gift lasts for one scene.)
• Extra Speed - The drone may take two extra actions per turn without splitting her dice pool. When moving, this allows her to double a humans speed. Walking is 14yds/turn, Jog is 26yds/turn, Run is 40yds/turn
• Invulnerability - The character gains five additional soak dice and may soak lethal and aggravated damage at no penalty.
• Peaceful Fighting - This power can be activated or deactivated at will. The character fights normally, but any health levels of damage she inflicts will last only for the remainder of the scene. Her target heals completely when the scene is over. If the character does a number of health levels of damage in one blow equal to her opponents Stamina, her target falls unconscious and awakens at the end of the scene (or if actively awoken by an ally).
• Reassuring Presence - The player rolls Manipulation + Leadership difficulty 7 (9 if the majority of onlookers are supernatural). Success indicates that the character's appearance shifts to that of the most appropriate authority figure or peer the onlookers would expect. The shift is a subtle one, and as long as the character doesn't shapeshift while several people are looking directly at her, onlookers react to the change as if they just noticed the "arrival" of the character in her new form. The character cannot take any specific form ("a policeman" is possible but "Officer Susan Delmonte" is not.), and cannot select the "most appropriate" form (the Storyteller decides what is appropriate). Once selected, the form cannot be changed for the rest of the scene. Drones retain the form for the full scene duration.
• Spirit Gift - The system works as described for the individual Gift purchased. This power does not negate the need for Gnosis if a Gift calls for it.
• Spirit Ties - The player begins with one dot of Gnosis and may purchase more.
• Thick-Skinned - The character gains an additional bruised Health Level. This power may be taken a number of times equal to the character's unmodified Stamina rating.
• Unnatural Strength - This power adds four dots to the characters strength.
Spirit Gifts
• Mindblock - The difficulties of any direct mental attacks or attempts to control the Drone's mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion.
Sorcerer & Psychic Numina
Clairvoyance
• Roll: Perception + Awareness (difficulty 8)
• The character can see things, though the images are hazy and dreamlike. The character can extend her senses into just the immediate area, approximately a mile from her body.
•• The character can see clearly through remote sight and can faintly hear. The range of perception is now anywhere in the immediate five to 10 miles, depending on the number of successes (1 success = 5 miles, 2 successes = 6 miles, etc.).
Counterspell and Unweaving
• Counterspell - Are cast at a incoming spell or effect and serve to blunt or dispel it before it can take effect. Roll Wits + Occult vs 8; each success you score cancels one of the opponents successes. If the opponent ends without enough successes for the spell to go off it, then it fails (but she still loses whatever costs she paid, be it blood, Quintessence, Willpower or whatever.) You can spend Willpower to aid a Counterspell, but must score at least one natural success for the Counterspell to work at all.
• Unweaving - Is the art of dissembling another spell caster's effect. The sorcerer must have knowledge of the Path that was used to create the effect in the first place (if trying to unweave an effect not based on sorcery, such as Thaumaturgy, Sphere magic or the like, use the Path most applicable.) If your character has one dot in a Path (or related one) being used, roll Intelligence + Occult vs 8, using the Extended Rolls rules. You must score as many successes as the original caster scored to unweave the spell; otherwise, it may be weakened, but still remain. Long standing enchantments and those based on Thaumaturgy or Sphere magic may take more effort to unweave: in the case of very ancient, very powerful Enchantments, sometimes as many as 15 or even 20 successes might be needed (time for some teamwork).
Enchantments
• Double Feint Tie - This garment lowers difficulty of dodge rolls by -2.
• Precision Finishing Tools - This device lowers difficulty of science rolls by -2.
• Transcendent Mirrorshades - This device lowers difficulty of awareness rolls by -2.
• Universal Hermetic Converter - This device lowers difficulty of ritual rolls by -2.
Psychokinesis
• Roll: Wits + Empathy
• The psychic has an effective mental strength of 0. She can lift only a few pounds. She can move the object 5 + Wits yards/round.
•• The psychic's mental strength is now 1, and she can move an object at a velocity of 7 + Wits yards/round.
Psychoportation
• Roll: Perception + Alertness
• Short Hop - The teleporter can teleport 12 + Intelligence yards in a turn. She must be able to see (with her own eyes or mystical senses) the destination.
•• Simple Jump - The psychic's range for teleportation increases to 20 + (3 x Intelligence) yards.
Advanced Combat
Martial Arts
• Acrobatic Dodge - By jumping, flipping, bending and spinning, an acrobatic martial artist may evade many blows at once. The martial artist uses Dexterity + Dodge as normal, but may dodge a number of hand-to-hand or melee attacks equal to his Acrobatics rating while using his full Dodge pool for each. (Executing an acrobatic dodge requires the entire turn - a martial artist cannot split his dice pool or perform an acrobatic dodge in conjunction with powers such as Black Wind or Celerity.)
• Damaging Block - The martial artist's blocks are really strikes aimed at attacking limbs. Roll a normal Block roll, but if the artist scores three or more successes, she also inflicts Strength damage.
• Ground Fighting - Skill in ground fighting allows a martial artist to attack and defend normally while crouching or prone; she suffers no penalties. Of course, the character must still be able to reach her targets.
• Killing Blows - Killing blows inflict lethal damage. No special roll or expenditure is required; the martial artist may simply decide to score lethal damage instead of bashing damage with her attacks. Killing blows may not be effective against non-human targets at the Storyteller's discretion.
• Reactive Strikes - When using a reactive strike, the martial artist must split his dice pool or otherwise perform at least two actions in the turn. The first action must block the opponent's attack; failure on the block negates the reactive strike. However, if the block succeeds, the martial artist immediately counterstrikes; the reactive blow cannot be blocked or dodged.