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Homebrew Embeds and Exploits

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  • #91
    Stub:

    Contingency Plan
    A careful Demon learns to plan for everything. By bending time and Causality, the Unchained can suspend an action in time until conditions are met, activating without any further input needed. The Demon must declare the action they will take and the condition that will trigger it, and once that exact criteria is met, the stated action triggers immediately.
    Example:
    Example Prerequisites: Cause and Effect, Wait For It
    Dice Pool: Intelligence + Computers + Primum
    Action: Instant + triggered action
    Cost: 3 Aether
    Roll Result
    Dramatic Failure: The triggered action goes off now instead of when relied upon.
    Failure: The triggered actions fails to set, but the Demon can try again.
    Success: The preset effect goes off right Reflexively after the triggering condition is fulfilled. [Costs must be paid at that point in time.]
    Exceptional Success: The Demon can choose whether the triggered action will go off or not each time the condition comes up, preventing accidental or deliberate misfires.
    Possible Modifiers: -2 for day long duration, -4 for week long duration, -6 for month long duration, -8 for year long duration.
    Special: A Demon can only have a number of Contingency Plans active at once equal to their Primum.
    [Comments: ]
    Last edited by Vent0; 11-01-2017, 01:24 PM.


    Malkydel: "And the Machine dictated; let there be adequate illumination."
    Yossarian: "And lo, it was optimal."

    Comment


    • #92
      Originally posted by Vent0 View Post
      Stub:

      Contingency Plan
      A careful Demon learns to plan for everything. By bending time and Causality, the Unchained can suspend an action in time until right (before?) conditions are met. The Demon must declare the action they will take and the condition that will trigger it, and once that exact criteria is met, the stated action triggers immediately (before?) without any input by the Demon required.
      Dice Pool: Intelligence + __ + Primum - __
      Roll Result
      DF
      F
      S: The preset effect goes off right before the set trigger.
      ES: Same as S, but can stack? Decide to activate or not?
      Special: A Demon can only have a number of Contingency Plans active at once equal to their Primum.

      This sounds like a story telling function already in the book. It allows players to say we already did x y z before hand because demons can think a head. I think they said its like burn notice or something.

      Comment


      • #93
        Originally posted by Basic View Post


        This sounds like a story telling function already in the book. It allows players to say we already did x y z before hand because demons can think a head. I think they said its like burn notice or something.
        Actually, this is a mechanics specific effect similar to the Contingency spell in D&D - whenever X happens, then Y happens automatically.

        Examples:
        When I notice an Angel, Then trigger Going Native.
        When my last Health box is filled with Lethal damage, Go Loud.
        When my Plan fails, Then trigger 4 Minutes Ago.

        You state X, then Y happens Reflexively. I'm just unsure when to check for the 2ndary effect (at setup, or at activation), and whether to stipulate Y must occur before, or after.

        Since the Exploit isn't permanent (without cost or limit?), keeping a stable of Contingency Plans active all the time will be expensive in both Aether and Compromise checks. But it does allow a Demon to trigger a specific action even if otherwise incapacitated.

        You might be able to achieve the same results with Gadget triggers, depending on the ST, but this is explicit.

        I am concerned about Action-Economy-Breaking Contingency-Chains, though.
        Last edited by Vent0; 11-01-2017, 07:45 AM.


        Malkydel: "And the Machine dictated; let there be adequate illumination."
        Yossarian: "And lo, it was optimal."

        Comment


        • #94
          Lifeline
          Life is a beautiful thing, and often too short for what one wants to experience. For Demons, even with their true form being effectively immortal, life truly is too short. However, though Demons may not be able to raise themselves or their Unchained brethren with any form of ease, they can link onto someone else’s life to avoid death for a short time. Only one link may be established at a time.

          Example Prerequisites: Remote Linkup, Just Bruised
          Dice Pool: Strength + Medicine + Primum Vs Resolve + Primum (if contested)
          Action: Instant
          Cost: 3 Aether if Contested; 2 Aether if welcomed
          Roll Results
          Dramatic Failure: A black line briefly forms between the Demon and her target, but instead of life being linked it is sickliness. Both the target and the Demon take two Lethal damage and the Sick tilt before the line suddenly snaps.
          Failure: The line fails to form. However, the Demon may try again.
          Success: A golden line briefly links the Demon and her target, and splits into a gold bangle around each of their wrists. Whenever one of the linked parties would take damage, it is halved and applied to both the linked parties; if the damage cannot be split evenly, the original target takes the spare damage. If one of the linked parties has their last health box filled with Aggravated damage, they do not die. However, any damage they accrue is transferred in full to the linked party; this includes degrading health from Aggravated damage.

          With this power, a dying Demon could take her assailant down with her, take another person hostage in a dangerous scenario or even to outright save someone else's life until medical treatments can be administered. However, if the lifeline expires while one of the parties' health is full of Aggravated damage, the target immediately dies. The exploit lasts until the end of the scene or until both parties exceed (10 x Primum) yards from another, the bangles dimming with time and distance.
          Exceptional Success: The Demon may either have the link remain indefinitely, provided the linked parties remain in range, OR may have the link only go in one direction.
          Last edited by Taidragon; 06-08-2018, 01:07 PM.

          Comment


          • #95
            (Full version below, now that the forum is fixed)
            Last edited by Vent0; 09-15-2018, 06:17 AM.


            Malkydel: "And the Machine dictated; let there be adequate illumination."
            Yossarian: "And lo, it was optimal."

            Comment


            • #96
              Everything Is Fine (Mundane)
              Humanity possesses a seemingly limitless capacity for self-delusion, able to tolerate and justify whatever circumstances they need to so they can continue their routine. A Demon can manually activate this inclination, arresting mental shock... for a time.
              Dice Pool: Manipulation + Subterfuge - Wits
              Action: Reflexive
              Roll Results
              Dramatic Failure: The Demon instead warps the Target's perceptions, triggering a Breaking Point. Regardless of current circumstances, they suspect the Demon is somehow responsible.
              Failure: The Demon's manipulations are unable to overcome the Target's own reactions. Breaking Points are incurred normally.
              Success: The target can ignore one source or category of Breaking Points for 4 days, acting as if nothing exceptional occurred that they need to think deeply about or get agitated over had happened. At the end, however, if they still retain the memory of the events, they must make all deferred Breaking Points (at their current modifiers), at one per Scene until finished.
              Exceptional Success: The Demon can blind a person's reaction to anything that would disturb them, or make their justifications particularly enduring. You can choose to either entirely prevent Breaking Points for the duration, or eliminate the need to roll any incurred at the end.
              Note: At the Storyteller's discretion, this may work on certain supernaturals' Integrity equivalents (such as Humanity or Pilgrimage), provided they result from the being's own reaction to events.
              Last edited by Vent0; 09-15-2018, 06:20 AM.


              Malkydel: "And the Machine dictated; let there be adequate illumination."
              Yossarian: "And lo, it was optimal."

              Comment


              • #97
                Originally posted by Vent0 View Post
                Sorry for the near-double post - I seem to be unable to get the edit saved (from my phone) and the text entry is blocked on my PC over what appears to be security certificate issues.

                Here is the edited version, with dice pool.

                Everything Is Fine (Mundane)
                Humanity possesses a seemingly limitless capacity for self-delusion, able to tolerate and justify whatever circumstances they need to so they can continue their routine. A Demon can manually activate this inclination, arresting mental shock... for a time.
                Dice Pool: Manipulation + Subterfuge - Wits
                Action: Reflexive
                Roll Results
                Dramatic Failure: The Demon instead warps the Target's perceptions, triggering a Breaking Point. Regardless of current circumstances, they suspect the Demon is somehow responsible.
                Failure: The Demon's manipulations are unable to overcome the Target's own reactions. Breaking Points are incurred normally.
                Success: The target can ignore one source or category of Breaking Points for 4 days, acting as if nothing exceptional occurred that they need to think deeply about or get agitated over had happened. At the end, however, if they still retain the memory of the events, they must make all deferred Breaking Points (at their current modifiers), at one per Scene until finished.
                Exceptional Success: The Demon can blind a person's reaction to anything that would disturb them, or ake their justifications particularly enduring. You can choose to either entirely prevent Breaking Points for the duration, or eliminate the need to roll any incurred at the end.
                Note: At the Storyteller's discretion, this may work on certain supernaturals' Integrity equivalents (such as Humanity or Pilgrimage), provided they result from the being's own reaction to events.
                Change it to hours equal to hits + premium




                Comment


                • #98
                  Originally posted by Basic View Post
                  Change it to hours equal to hits + premium
                  Trying not to use Primum for Embeds. That way they work better with Demon-blooded.

                  As for Successes in Days, that gets obviated by the Exceptional Success (maybe), so it doesn't fully scale. Still as possibility.
                  Last edited by Vent0; 09-18-2018, 06:08 PM.


                  Malkydel: "And the Machine dictated; let there be adequate illumination."
                  Yossarian: "And lo, it was optimal."

                  Comment


                  • #99
                    No Vacancy
                    You can only fill a glass of water so much before before it can't contain any more. Similarly, a given object or person can only contain so much spiritual power... at least, before it gets strained. By filling the target with Aether, you can block out immaterial invaders from possessing or becoming attached to the subject.
                    Example Prerequisites: Soup Up, Interference, Seance
                    Dice Pool: Presence + Occult + Primum - Size
                    Action: Instant
                    Cost: 1+ Aether
                    Roll Results
                    Dramatic Failure: You've warped the target with demonic power. Maybe it mutates into a Cryptid, becomes a hostile Stigmatic, or simply takes damage equal to the Aether spent.
                    Failure: You push Aether towards the target, but it doesn't take - if the target has an Aether pool or can serve as a Stockpile, then it absorbs the Aether, but is still subject to ephemeral invasion.
                    Success: You flood the target's spiritual "ports" with Aether, causing a Clash of Wills toward any attempt to use Manifestations directly upon them (such as Fetter, Possession, or Claim). Each such attempt depletes the amount of Aether spent upon this Exploit by 1 - additionally, 1 point of Aether fades automatically each month, regardless of Manifestation attempts. Once the spend Aether reaches 0, the Exploit ends, but if reused, it can be "topped up" and last indefinitely (which add a +4 to the Clash of Wills for Duration). This Exploit cannot prevent or remove Manifestations already in effect, but can prevent any new ones from being applied.
                    Exceptional Success: You manage to rig the Aether to act not merely as a wall, but as a trap. Each unsuccessful attempt at a Manifestation deals 1 Lethal damage to the Ephemeral attempting it, while a successful attempt deals the remaining Aether in Lethal Damage.
                    Last edited by Vent0; 09-18-2018, 06:06 PM.


                    Malkydel: "And the Machine dictated; let there be adequate illumination."
                    Yossarian: "And lo, it was optimal."

                    Comment


                    • Made Everything is Fine and No Vacancy to kinda patch over Soul Loss. Specifically for one Stigmatic Agent I have brewing that uses Form Gadgets. She had a Precision Engineered pair of Gadgets with Everything is Fine (set to block out Breaking Points from pursing her Vice) and No Vacancy.

                      No Vacancy also is good for hedging out Ephemerals that Demon's normally don't have much interaction with.


                      Malkydel: "And the Machine dictated; let there be adequate illumination."
                      Yossarian: "And lo, it was optimal."

                      Comment

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