Difference between revisions of "Ciphers"

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| style="text-align:right;" | ''Someone Else's Postman''
 
| style="text-align:right;" | ''Someone Else's Postman''
 
| Manip + Subtf
 
| Manip + Subtf
| Can affect multiple people. For one scene. Breaks when you catch their attention/be suspicious. A kind of social stealth.
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| You are an unnoticeable person doing unnoticeable things. Like a homeless person on a street or a janitor in a building. Can affect multiple people. For one scene. Breaks when you catch their attention/be suspicious. A kind of social stealth.
| Doesn't work if it would be out of place for you to be there, like a janitor where there shouldn't be anyone else in the building.
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| Doesn't work if it would be out of place for you to be there, like a janitor when there shouldn't be anyone else in the building.
 
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| '''Key #3'''
 
| '''Key #3'''
 
| Identity Theft
 
| Identity Theft
 
| Manip + Subtf
 
| Manip + Subtf
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| Demon takes face and eyes of target, voice and mannerisms and kind of the target's life. If fail and try again, -1 to roll. Demon must touch the target in order to use this power. Gains access to the target’s Social Merits, including Resources, Allies, Retainers and so forth, for a number of hours equal to the successes on the roll. Target loses her identity entirely and succumbs to lethargy — she sleeps while the demon is using her persona, or sometimes wanders in a daze. If Target dies while the demon is using her identity, the demon must release the identity immediately. The player makes a compromise roll, with a negative modifier equal to the number of hours that the demon has already used the identity on this occasion. Once has made contact, she can use the power on the target within a number of miles equal to her Primum. Doesn't work on supernatural characters.
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| Dr. failure - gives demon's identity to the target, but keeps none. Demon has no identity at all and wanders, dizzied and confused, until wears off. Unable to spend Aether or use other Embeds, and has no clear idea who she is. This effect lasts for
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a number of hours equal to (10 – Cover), using the Cover the demon was using when she used this Embed. Ex. Succ - theft lasts for up to 24 hours, though the demon is free to cancel the effect at any time. Demon is advised to keep close tabs on the target during this time, though, since the longer the theft continues, the more dangerous it becomes for the demon if the target dies
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| Interlock
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| '''Key #4'''
 
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Revision as of 17:42, 1 March 2015

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Key #1 Hom. Memory Manip + Subtf Anti-Rashomon effect, making everyone in target group tell the same story. Cover story can't be completely absurd or impossible to a conventional understanding. Demon doesn’t actually need to talk with the witnesses. Doesn't prevent a supernatural being from looking into a witness’s mind to learn the truth, or from using some kind of psychic power to look into the area’s past. Dr. failure - everyone tells the mutually coherent story that leads any inclined investigator straight to the demon. Demon gains the Marked Condition — +2 on any roll to track or find witness to the demon’s activities. Can resolve this Condition by agreeing to a confrontation scene with the pursuer. Ex. Succ - any attempt to learn the truth from one of the witnesses, through mundane or supernatural means, suffers a penalty equal to the demon’s Primum..
Interlock Missing Time Manip + Subtf Have to do it in advance. Doesn't stop them from doing things (like writing notes), gives multiple people gaps in time. Like Merc Gunman, with Primum instead of Weapon Damage. As many as Primum + 1 people. Dr. failure - everyone suddenly looks at you or whatever you are trying to distract them from. Ex. Success - can effect everyone in the group/range.
Key #2 Ellipses Manip + Exprn Target becomes engrossed in something. For scene, target Perception rolls for are reduced to a chance die. If someone actively engages the character, the effect is lost. Demon must be able to see the target when this power takes effect, but the Embed’s effects persist if the demon leaves area. The effects last for a scene. Dr. failure - target becomes hyper-aware, bonus to Initiative and Perception rolls equal to the demon’s Primum for scene. Ex. Succ - if someone interrupts the target and then leaves them alone, target goes back to engrossed. If fail and try again, -1 to roll.
Interlock Someone Else's Postman Manip + Subtf You are an unnoticeable person doing unnoticeable things. Like a homeless person on a street or a janitor in a building. Can affect multiple people. For one scene. Breaks when you catch their attention/be suspicious. A kind of social stealth. Doesn't work if it would be out of place for you to be there, like a janitor when there shouldn't be anyone else in the building.
Key #3 Identity Theft Manip + Subtf Demon takes face and eyes of target, voice and mannerisms and kind of the target's life. If fail and try again, -1 to roll. Demon must touch the target in order to use this power. Gains access to the target’s Social Merits, including Resources, Allies, Retainers and so forth, for a number of hours equal to the successes on the roll. Target loses her identity entirely and succumbs to lethargy — she sleeps while the demon is using her persona, or sometimes wanders in a daze. If Target dies while the demon is using her identity, the demon must release the identity immediately. The player makes a compromise roll, with a negative modifier equal to the number of hours that the demon has already used the identity on this occasion. Once has made contact, she can use the power on the target within a number of miles equal to her Primum. Doesn't work on supernatural characters. Dr. failure - gives demon's identity to the target, but keeps none. Demon has no identity at all and wanders, dizzied and confused, until wears off. Unable to spend Aether or use other Embeds, and has no clear idea who she is. This effect lasts for

a number of hours equal to (10 – Cover), using the Cover the demon was using when she used this Embed. Ex. Succ - theft lasts for up to 24 hours, though the demon is free to cancel the effect at any time. Demon is advised to keep close tabs on the target during this time, though, since the longer the theft continues, the more dangerous it becomes for the demon if the target dies

Interlock
Key #4

Crash

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