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Signal * '''Alarm''' (•): Send out a distress signal to all Travelers within a set period of years. Cost: 1 Aion; can be "set up" ahead of time to trigger when the Traveler fulfills certain conditions Dice Pool: Inertia + Presence Before rolling, the Traveler gives a message of one or two words- "Help!", "Attack!", "He's coming!", etc. Dramatic Failure: The message is sent, but the currents of the Stream garble it, making the information conveyed completely different. "Help!" could become "Stay away!" and "Don't come here!" could become "Let's meet up". Or "turkey sandwich". It doesn't have to make sense. Failure: The message fails to get through time correctly; the result is garbled beyond comprehension, or just doesn't arrive. Success: For every success, the message may move up to 20 years through time, occurring to all Travelers within that range. The message manifests as a temporary vision, becoming superimposed on an object at which the Traveler is looking. This vision fades within two minutes, but while it is present, it's a bit distracting; the Traveler receiving it also receives a -1 penalty to Perception. Exceptional Success: The message is well-handled. The result does not cause a Perception penalty in the recipient. * '''Radio''' (••): Send a message to any Traveler throughout time. Cost: 1 Aion initially, + 1 Aion per 10 minutes conversation Dice Pool: Inertia + Presence or Inertia + Manipulation Dramatic Failure or Failure: The signal fails to connect; the target's signature fizzles, and cannot receive a message. Success: The Traveler creates a connection to her target by locking on to their Aionic signature. This manifests to the person to whom the Traveler is speaking as words of light, written on something they can see- walls, for instance, or the backs of their hands or eyelids. If this person is a Traveler with Radio, they may speak back over this connection without spending any Aion; the Aion expenditure goes to the one who initiated the connection. The target may wish to close the communication; to do so, if opposed, is the Traveler's Inertia + Composure vs. the target's Presence + Subterfuge. Exceptional Success: The time-based Aion charge is waived; the connection is maintained until the Traveler or her target wills it closed. In addition, if the target attempts to will the channel closed, the Traveler may automatically shut them down. * '''Detection''' (•••): Alter a target's temporal weight, allowing you to track them nearly anywhere… or avoid detection yourself. Analysis: Cost: 1 Aion Dice Pool: Inertia (user's) + Investigation vs. Composure + Subterfuge - Inertia (target's) The Traveler must be within sensory range of the target- that is, seeing them, smelling, or experiencing some other sensation that the target exhibits. This allows her to memorize the particular vibrations of her target's temporal weight and track them down through time. Dramatic Failure: The Traveler completely screws up memorizing the temporal weight of her target. She takes a -1 penalty to all attempts, within the same scene, to try again. Failure: The Traveler can't memorize the target's temporal weight. Success or Dramatic Success: The Traveler memorizes the temporal weight of the target. From there, the Traveler has a perfect awareness of where her target is- in time. By rolling Inertia + Investigation again, the Traveler can figure out the temporal location of any target, as well as physical location within the Stream, with a margin of error of 10 years reduced by a degree of time for every success beyond the first. So a roll of two successes means that the margin of error is 1 year; at three successes, it becomes one month, and so on. In the Stream, this doubles as a bonus to locating her target; the Traveler receives all successes on the Inertia + Investigation roll as a bonus to finding the person in the Stream. Dispersal: Cost: 1 Aion Dice Pool: Wits + Subterfuge Conversely, a Traveler can mess with her own temporal weight to prevent its detection. Dramatic Failure: The Traveler's tinkering with powerful temporal forces results in backlash. Her Aion is wasted, and she loses a point more as recourse. Failure: The Traveler's temporal weight and frequency remains clear. Success: The Traveler distorts her own temporal weight and frequency, distributing it over an area and thus keeping it from indicating her person. The Traveler becomes nearly invisible to detection attempts by Travelers; her Inertia no longer adds to Traveler' attempts to find her in the timeline, and she no longer subtracts her Inertia when resisting Detection's Analysis function. Exceptional Success: The Traveler's Inertia is added, rather than subtracted, to her dice pool when evading Travelers. * '''Upload''' (••••): Speak to all of a specific group of Travelers who have ways to "receive" the information. Cost: 2 Aion Dice Pool: Presence + Inertia The Traveler must designate a condition that the target audience has before she sends the signal. Generally, this involves physical equipment; a target may be given a cell phone number to call or a book with a certain mark to read. Those who are interacting with the equipment in the way that the Traveler deems suitable will receive the message. Dramatic Failure: The message flaps loose in the Stream; not only do the targets chosen not receive it, but the message can be trapped by anyone with a Inertia + Perception roll, and read themselves. If this does not happen within 24 hours, the message dissolves. Failure: The message doesn't transmit correctly. All those who were trying to receive it must roll Wits + Composure to read the message, or else lose it. Furthermore, the text does not remain on the medium to which it was transmitted; it vanishes after the message is read. Success or Exceptional Success: The message distributes to the medium designated by the Traveler, and remains until the medium is destroyed. Enforcers tend to keep around "little black books"- books marked with a particular insignia, plus a number of complex squiggles and extremely minute ciphers, to which Upload is almost always used among Enforcers. * '''Harmonize''' (•••••): Provide perfect synchronization to a group of Travelers, allowing synchronized actions. Cost: 2 Aion per participant Dice Pool: Signal + Composure (Initiator), Signal + Resolve (Participants) ** Initiator: Dramatic Failure: The union is dissolved, and any attempt to form another fails. Failure: The union is dissolved, and any attempt to form another suffers a -1 penalty for the scene. Success: The Traveler successfully creates a support for harmonization. Dramatic Success: The union is particularly seamless; the Traveler regains a point of Willpower from the affirming mental stimulus. ** Participant: Dramatic Failure: The person involved scrambles the union; regardless of the rolls made by the others, the use of Harmonize fails. Failure: The person involved fails to enter the union and must make another roll to enter, at a -1 penalty. Success: The Traveler and all persons involved who successfully make the roll are harmonized. Any person in the group can use the skills of any other person at a -1 penalty, regardless of their own training; any member can also spend the Aion or the Willpower of other members. This also allows communication; regardless of distance, temporal or otherwise, a member of a Harmonized group can send a message to allies for the cost of a point of Willpower. This communication is instantaneous, and costs nothing if the group is within the same time frame. This state lasts a single scene. There is a drawback, however: the harmonization also spreads negative effects. All those in a Harmonized group suffer from the derangements of all others in the group; when one suffers from wound penalties, the phantom pain afflicts the rest with the same. Worst, if a member of a Harmonized group dies, the psychic shock and pain that spreads throughout the others means that each loses a dot of Willpower and must roll a derangement check. Dramatic Success: The participant enters the union and gains a point of Willpower from the affirming mental stimulus.
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