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| '''Key #1'''
 
| '''Key #1'''
 
| Last Place You Look
 
| Last Place You Look
| Wits + Larc
+
|  
| Find something that has been deliberately hidden.  -1 next attempt after a fail. Object has been hidden in the general area
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|  
(roughly 250 square feet; about the size of a living room, but the Storyteller is encouraged to be generous, especially for a demon with a higher Primum rating), the demon knows where the hidden object is. Doesn’t know what the hidden object is or
+
| Dr. failure - Ex. Succ - cover as many allies as wants.
how it is hidden, but she knows when she is standing over or near it, and knows where to dig or look to begin her search. The
 
player can add her Primum to any rolls made during the scene to find the object. If this would require an extended action, she
 
instead adds her Primum as successes to the action.
 
| Dr. failure - thing becomes so hidden that it cannot be found by mundane means. Any supernatural attempt suffers a negative modifier equal to the demon’s Primum. Ex. Succ - know where the hidden object is and how it was hidden. If the “object” is a message etched into a wall and then painted, the demon knows to remove the paint. If the object is a gun hidden in a wall safe,
 
the demon knows she needs to open the safe. The rule about adding Primum to dice pools or extended action success totals
 
still applies.
 
 
|-
 
|-
 
| Interlock
 
| Interlock
 
| style="text-align:right;" | ''Hidden Treasure''
 
| style="text-align:right;" | ''Hidden Treasure''
| Wits + Larc
+
| Wits + Exprn - Resist
| Like Cuckoo's Egg in that you're switching something out for another thing, but it doesn't have to be identical and it doesn't _become_ identical and the other thing has to be hidden.  Example, water pistol when looking to see if someone has a hidden gun. If fails due to size difference, next try doesn't have -1 to it.
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|   
| Dr. failure - Item being used as the decoy disappears and either is never found or becomes the ST's plaything (more likely).   Ex. Success - if object (let's say the gun) is drawn during the scene, the person will not notice the switch until demon wants them to.  (Try shooting us, turns out it's a water pistol.)
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| Dr. failure -  Ex. Success - you can get secret info _and_ place a lesser condition.
 
|-
 
|-
 
| '''Key #2'''
 
| '''Key #2'''
 
| Cuckoo's Egg
 
| Cuckoo's Egg
| Dex + Larc
+
| Manip + Exprn - Res
| Have an object of comparable size, function and mass to the targeted one, but once this Embed is activated, the “cuckoo’s egg” is indistinguishable from the stolen one and switches them. -1 next attempt after a fail.  Target next scene can notice the difference.
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|  
| Dr. failure - demon becomes unable to tell which object is the genuine article and which one was the decoy, and “steals” the decoy. She doesn’t notice this until the next scene, at which point the target might well be unobtainable. Ex - the victim doesn’t notice the switch for 24 hours. Another character might, however; if the switch is pointed out to the victim, the effects of the Embed end.
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| Dr. failure - d
 
|-
 
|-
 
| Interlock
 
| Interlock
 
| style="text-align:right;" | ''No Whammies''
 
| style="text-align:right;" | ''No Whammies''
| Manip + Occult
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| Manip + Exprn
| Give good or bad luck to someone else. State the action, that can happen in one scene, you want your luck to help or harm with.  Succ gives +1/-1 to target dealing with that issue.
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|   
| Dr. - give them the opposite flavor of luck. Ex - give +3/-3 to target
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|
 
|-
 
|-
 
| '''Key #3'''
 
| '''Key #3'''
 
| Lucky Break
 
| Lucky Break
| Manip + Occult
+
| Dex + Larc
| Can cause these strange “lucky breaks” of chaos or guessing. If fail, can't do a second try. demon to bypass an obstacle or gain a piece of information by pure luck. Can't control how they get the lucky break. If keep using it in short amount of time or big ways, the GM _will_ notice.
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|  
| Dr. failure - Immediately rolls to avoid compromise, with a –3 modifier. The demon can avoid this roll by allowing the scales of fate to balance themselves, as it were. In game terms, the player takes a –1 penalty to all rolls for the next week of game time. Ex - gains a degree of control over how fate helps her, meaning that she can minimize the impact on the world around her and avoid collateral damage.
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| Dr. failure -  
 
|-
 
|-
 
| Interlock
 
| Interlock
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|-
 
|-
 
| '''Key #4'''
 
| '''Key #4'''
| Shift the Consequences
 
 
|}
 
|}

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