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+ | === Cyberkinesis=== | ||
+ | ---- | ||
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+ | • '''Roll:''' Manipulation + Computer | ||
+ | |||
+ | • '''Switch -''' The cyberkinetic possesses the ability to switch computers or easily operated electronic equipment off and on. Roll at difficulty 6 for machines switched by electronic relays, difficulty 8 for machines that rely on physical relays. | ||
+ | |||
+ | •• '''Link -''' The psychic may operate the electronic equipment without touching it, as if by remote control. This does not give her any override codes or passwords. She could enter a password without typing it at the keyboard, but she could not login to the machine without a valid password. Roll against difficulty 4 or 5 for simple acts like programming a VCR or entering data into a word processor. Very complex actions require higher numbers, such as a 7 for driving a car with power steering or 9 for a computer controlled factory. | ||
+ | |||
+ | ••• '''Scramble -''' The character possesses the ability to send microscale power surges through computers, giving an equivalent of an epileptic seizure. Computers lock up. Video equipment displays snow, and recording equipment picks up nothing but static. The scrambling effects lasts as long as the cyberkinetic concentrates upon it. When the effect lapses, the machines return to normal operation, though some less robust operating systems will crash. Roll against difficulty 7, though complex systems may require an 8 or 9. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Cyberpathy=== | ||
+ | ---- | ||
+ | • '''Roll:''' Perception + Computer (difficulty 6 for ordinary storage media, 8 for encrypted data.) | ||
+ | |||
+ | • '''Analyze Structure -''' At this level, the cyberpath possesses the ability to examine the directory structure of the computer. She can see what files are stored on the hard drive but cannot access them. This can be useful to cyberpath hackers looking for a specific piece of data. | ||
+ | |||
+ | •• '''Read-Only Mode -''' The cyberpath can not only travel the directory structure but can read the files. Simple text and graphic files are easy to comprehend. Additionally, she can grasp the functions of executable programs. Unscrambling encrypted files remains beyond her at this level. | ||
+ | |||
+ | ••• '''Download -''' The psychic can "copy" a file from a computer to her mind, writing the data in unused sections of her brain. While she can read text files, observe graphics or sound files and understand the nature of an executable program, she cannot "run" the program in her brain. With the Level Two Cyberkinesis power Link, the Cyberpath can upload the data back onto another computer. The Cyberpath can download one program or file for every dot in mental attributes she possesses. The storyteller should decide how much data constitutes a single file. Some large files such as operating system kernels, large software packages or large movie files may take up more than one "file" in the Cyberpath's head. | ||
+ | |||
+ | ---- | ||
+ | |||
===Psychokinesis=== | ===Psychokinesis=== | ||
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Latest revision as of 21:45, 29 January 2021
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.
• Step Sideways - The ability to step sideways is permanent. Roll Gnosis (difficultly of the local Gauntlet) to step into the Umbra. Drones are the exception; they can step sideways more easily in areas where the Gauntlet is the strongest (as the Weaver-spirit inhabiting them parts the webs of the Gauntlet). Simply "reverse" the chart of Werewolf, I.E., a science lab would be difficulty 2, whereas a drone trying to step sideways at a Caern would have a hard time of it (difficultly 7 or higher).
• 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.
• Water Breathing - With this simple Power, the drone may breathe underwater. This power also confers a certain degree of resistance to underwater pressures and decompression problems, although considerable depths or radical changes will cause some damage.
Spirit Gifts
Rank 1
• Blood of the Deeps - The player spends one Willpower point and rolls Stamina + Survival (difficulty 6). The Drone takes no damage from pressure or cold for 3 hours per success. Note that this includes travel time, i.e., the Drone must reach a safe depth before the Gift wears off to avoid taking damage. This Gift protects the Drone from environmental harm only; direct attacks using pressure or cold still have their normal effect.
Rank 4
• 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.
Numina
Sorcerer Numina
Enchantments
• Double Feint Tie - This garment lowers difficulty of dodge rolls by -2.
• Eidolon Crafting Droid - This robot lowers difficulty of crafting rolls by -2.
• Precision Finishing Tools - This toolkit lowers difficulty of science rolls by -2.
• Quantum Cell Phone - This smartphone emulates a spirit phone fetish.
• Quantum Entanglement Machine - This machine emulates a talisman dedication rite.
• Transcendent Mirrorshades - This accessory lowers difficulty of awareness rolls by -2.
• Universal Hermetic Converter - This schematic lowers difficulty of ritual rolls by -2.
Hellfire
• Roll: Manipulation + Occult | Dexterity + Melee vs 7 or 5; Hitting a Target vs Hitting an Area.
• Cost: One Willpower
• Duration: Instant
Special Effects (are optional, and in fact, must be purchased, as a separate study of destruction. Each could be considered a separate destructive Path, of which Hellfire is simply a generic sampling.)
• Smoke: A thick cloud of poisonous smoke billows forth from the caster, enveloping the area. (This effect must be bought with an Area of at least 3 dots.) Everyone within the area takes one health level of lethal damage per turn, unless they have some kind of protection (a gas mask buys 2 turns of exposure but is then rendered useless.) or do not need to breath (like vampires). Vision is totally obscured (even advanced vision, like thermographic or night vision) while within the cloud. Can be aggravated.
•• Lightning: A bolt of electricity fries the target. If the target is touching any conductive material (water, a suit plate of armor, wires, etc.) and anyone else is touching that material, they suffer the same damage the target did. Can be aggravated.
Rituals
•• Hellblade: This simple ritual attunes a weapon (normally some kind of bladed weapon, often a dagger or a sword) to the powers of this Path. By spending one Willpower, you may engulf the blade in mystical fires; while burning, the weapon does aggravated damage and does 2 additional dice of damage. These fires last for up to one scene, unless the magician tries to hand the weapon to another user, at which point the flames die out. Requires a Manipulation + Occult roll, difficulty 7, with at least 2 successes rolled to take effect.
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.).
••• The character can see and hear clearly at a distance. She can also "touch" things at the remote site, though her sense of touch is vague, as if she was wearing heavy gloves. (She cannot move things, naturally.) The character's range expands to 10 miles per success rolled.
Cyberkinesis
• Roll: Manipulation + Computer
• Switch - The cyberkinetic possesses the ability to switch computers or easily operated electronic equipment off and on. Roll at difficulty 6 for machines switched by electronic relays, difficulty 8 for machines that rely on physical relays.
•• Link - The psychic may operate the electronic equipment without touching it, as if by remote control. This does not give her any override codes or passwords. She could enter a password without typing it at the keyboard, but she could not login to the machine without a valid password. Roll against difficulty 4 or 5 for simple acts like programming a VCR or entering data into a word processor. Very complex actions require higher numbers, such as a 7 for driving a car with power steering or 9 for a computer controlled factory.
••• Scramble - The character possesses the ability to send microscale power surges through computers, giving an equivalent of an epileptic seizure. Computers lock up. Video equipment displays snow, and recording equipment picks up nothing but static. The scrambling effects lasts as long as the cyberkinetic concentrates upon it. When the effect lapses, the machines return to normal operation, though some less robust operating systems will crash. Roll against difficulty 7, though complex systems may require an 8 or 9.
Cyberpathy
• Roll: Perception + Computer (difficulty 6 for ordinary storage media, 8 for encrypted data.)
• Analyze Structure - At this level, the cyberpath possesses the ability to examine the directory structure of the computer. She can see what files are stored on the hard drive but cannot access them. This can be useful to cyberpath hackers looking for a specific piece of data.
•• Read-Only Mode - The cyberpath can not only travel the directory structure but can read the files. Simple text and graphic files are easy to comprehend. Additionally, she can grasp the functions of executable programs. Unscrambling encrypted files remains beyond her at this level.
••• Download - The psychic can "copy" a file from a computer to her mind, writing the data in unused sections of her brain. While she can read text files, observe graphics or sound files and understand the nature of an executable program, she cannot "run" the program in her brain. With the Level Two Cyberkinesis power Link, the Cyberpath can upload the data back onto another computer. The Cyberpath can download one program or file for every dot in mental attributes she possesses. The storyteller should decide how much data constitutes a single file. Some large files such as operating system kernels, large software packages or large movie files may take up more than one "file" in the Cyberpath's head.
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 (she can lift 40 lbs), and she can move an object at a velocity of 7 + Wits yards/round.
••• The psychic has a mental strength of 2 (she can lift 100 lbs), and she can now move objects at a velocity of 9 + 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.
••• Long Jump - The teleporter can "jump" 40 + (6 x Intelligence) yards in a turn. She can double this distance by spending the previous turn concentrating and succeeding on a Perception + Meditation roll, difficulty 7.
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.
Miscellaneous Info
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).
Webworking
• Dexterity + Webworking will allow you to:
Difficulty | Feat |
5 | Travel up, down or across distances on your web |
6 | Craft large webs |
7 | Snare Foes |
8 | Grab objects at a distance, or block entrances |
Inverse Gauntlet
Typical Gauntlet | Area |
2 | Science Lab |
3 | Inner City |
4 | Most Places |
5 | Rural Countryside |
6 | Deep Wilderness |
7 | Typical Active Caern |
8 | Powerful Caern |
9 | The Greatest Caerns |