Difference between revisions of "Ciphers"

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(Finder)
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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
| Dr. failure - Ex. Succ - cover as many allies as wants.
+
(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
 +
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 + Exprn - Resist
+
| Wits + Larc
|   
+
| 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.
| Dr. failure -  Ex. Success - you can get secret info _and_ place a lesser condition.
+
| 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.)
 
|-
 
|-
 
| '''Key #2'''
 
| '''Key #2'''
 
| Cuckoo's Egg
 
| Cuckoo's Egg
| Manip + Exprn - Res
+
| Dex + Larc
|  
+
| 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.
| Dr. failure - d
+
| 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.
 
|-
 
|-
 
| Interlock
 
| Interlock
 
| style="text-align:right;" | ''No Whammies''
 
| style="text-align:right;" | ''No Whammies''
| Manip + Exprn
+
| Manip + Occult
|   
+
| 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.
|
+
| Dr. - give them the opposite flavor of luck. Ex - give +3/-3 to target
 
|-
 
|-
 
| '''Key #3'''
 
| '''Key #3'''
 
| Lucky Break
 
| Lucky Break
| Dex + Larc
+
| Manip + Occult
|  
+
| 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.
| Dr. failure -  
+
| 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.
 
|-
 
|-
 
| Interlock
 
| Interlock

Revision as of 19:48, 1 March 2015

Black

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

Key #1 Ambush Wits + Stealth Know precisely where to stand/hide/weapon to use for Surprised. Allies up to Primum rating. Target is Surprised and can't act during the first turn of combat. Dr. failure - Demon is Surprised (p.319) and any allies that were planning to benefit from this Embed must roll to see if they are surprised. Ex. Succ - cover as many allies as wants.
Interlock Words Will Never Wits + Exprn - Resist To say *exactly* what will fucking crush a person. Gain secret info or place a lesser condition on target Dr. failure - Embarrassing about yourself or inconvenient about you. But not breaking your Cover. Ex. Success - you can get secret info _and_ place a lesser condition.
Key #2 Muse Manip + Exprn - Res Plant an idea/vision/dream in someone's head. Once the idea is in place, add the demon’s Primum rating to any attempt to convince the target to act on it. Doesn't force target to do it. This idea can be anything from an inspiration for a creative work to a craving for a given food or activity. The demon can instill suicidal ideas or the notion of calling an estranged family member. (Call Your Mom!) Dr. failure - drains every bit of creative and independent thought from the victim, but not the desire to create. –3 modifier to all attempts at novel creation, whether artistic or simple conversation. This effect lasts for one week per dot of the demon’s Primum. Ex. Succ - target’s player must roll Resolve + Composure every day for a number of days equal to the demon’s

Primum. If this roll fails, the target immediately acts on the idea. If the target is a Storyteller character, the Storyteller may decide to forego the resistance roll and just have the target act on the idea, especially if this moves the story along.

Interlock Other Pants Manip + Exprn Put the idea in someone's head that something that they are looking for either is or isn't in their (pants) pocket. If they haven't drawn yet, make a gunman think that they don't have their gun.
Key #3 In My Pocket Dex + Larc Hammerspace, if the object would have fit in that particular pocket and your pockets haven't already been searched-sort-of-thing. can use this Embed a number of times during a chapter equal to his Primum rating. After that, every use of In My Pocket causes a compromise roll. The equipment bonus from an object thus produced is equal to the demon’s Primum or the standard equipment bonus for an object of its type, whichever is lower. Can work on non-pockets if no one in the current scene has seen the interior of the space and knows that the target object was not there. Can't produce an object that has been established as not being in the demon’s pocket, like someone else's cellphone across town or the security guard's gun from across the room. Can produce a badge or a form of identification, but it won’t be tailored to the character and it won’t stand up to any kind of inspection. Dr. failure - Every object demon was carrying is gone forever, vanished into pure potential. Ex. Succ - equipment bonus on the item in question is equal to the higher of the demon’s Primum or the standard for the object. If they are equal, add one.
Interlock
Key #4

Finder

Key #1 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

(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 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 Hidden Treasure Wits + Larc 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. 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.)
Key #2 Cuckoo's Egg Dex + Larc 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. 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.
Interlock No Whammies Manip + Occult 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. Dr. - give them the opposite flavor of luck. Ex - give +3/-3 to target
Key #3 Lucky Break Manip + Occult 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. 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.
Interlock
Key #4