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  • Deionscribe
    started a topic Homebrew Embeds and Exploits

    Homebrew Embeds and Exploits

    Similar to my Merit thread, this forum will be a hub for any homebrew material for Demon: The Descent. Specifically, for any Embeds and Exploits that allow for an Unchained to do something new.

    The main comment will be where I will put my master list of all the contributions here. At least, until I have a working GDoc. Until then, enjoy sharing your ideas

  • Basic
    replied
    Here and Gone
    Description: Sometimes guns bombs and another thing just won't work on things like ghosts, spirits or other strange ephemeral beings. This is went demons can use their knowledge of reality to super charge mundane banishing spells.
    Dice Pool: Wits + Occult
    Action: Instant

    Roll Results:

    Dramatic Failure: The user of the embed opens a rift, in reality, letting more beings into their world.

    Failure: Nothing Happens

    Success: The targeted ephemeral beings are sent back to their plane of existence

    Exceptional Success: The targeted ephemeral being is not only sent back to their plane of existence but is barred from re-entering the characters plane of existence for weeks equal to primum level



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  • Basic
    replied
    Little Drop Of Poison
    Description: The human body extremely susceptible to various chemicals. The demon using this embed can poison a targets drink by looking at it as long as the drink is not being watched. The demon can also do the same directly to a target by touching them be it with an object or with their body. Example touching a target with your umbrella while walking by them.

    The Demon with this embed can create poisons to kill, knockout or cause other effects such as hallucinogenic. The demon can also put the poison on a delayed effect

    Dice Pool: Wits + Medicine
    Action: Instant

    Roll Results:

    Dramatic Failure: The Poison backfired the poison was so week the person gains resistance to further poison attempts and the demon takes on the poisoned Condition

    Failure: No Effect

    Success: The embed takes effect each hit is the toxicity level of poison and the demon sets the poison roll interval and the effect they're going for, be it to kill the target or just knock them out. The target makes a Stamina + Resolve - Toxicity roll. Each success reduces the damage taken by one. This roll must be made every time the poison deals damage unless the character stops fighting and gives in. The target also takes the Poisoned Condition "moderate"

    Exceptional Success: As above but the target now takes Poisoned "Grave." The poison is now also undetectable or can set it as a type of poison such as anthrax or even a drug overdose

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  • Vent0
    replied
    Uncertainty Principle (Mundane)
    Either a particle's current position or momentum can be known. Demons with this Embed have remembered how to apply similar principles to their own metaphysical nature, shrouding either their current position, or future path from occult detection.
    Dice Pool: Manipulation + Occult
    Action: Reflexive
    Roll Results
    Dramatic Failure: The Demon's attempt to mask their signature backfires and instead alerts the God-Machine as to their presence. Make a Compromise roll.
    Failure: The detection effect goes through, identifying the Demon's location or interaction in a future event. The Demon is at least aware of this.
    Success: The Demon can block the attempt to detect their location, reading as if they do not exist in the area or anywhere in existence. Alternatively, if the effect was attempting to ascertain their Fate or predict their future actions, or involvement in a future event, that reads as if the Demon wasn't present or does nothing.
    Exceptional Success: The Demon's manipulations are adroit enough to substitute false information, as well as uncover details about what they are attempting to fabricate - they know who is attempting to locate them, or what future the attempting party is trying to forecast for.

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  • Vent0
    replied
    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.

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  • Vent0
    replied
    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.

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  • Vent0
    replied
    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.

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  • Basic
    replied
    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




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  • Vent0
    replied
    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.

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

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  • Taidragon
    replied
    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.

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  • Vent0
    replied
    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.

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  • Basic
    replied
    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.

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  • Vent0
    replied
    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.

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  • Taidragon
    replied
    Originally posted by Xenesis View Post
    How about delaying the poison from taking effect for the period? Like a success gives you a few minutes and an exceptional gives you an hour, or something along those lines? It's still niche, but it doesn't outright grant you immunity, but it gives you a measure of control of when you're going to suffer for it. So you can be poisoned or whatever, but you'll suffer no ill effects for a bit and have time to get to your secret car medkit or whatever, which is its own spy trope.
    That feels like a bit too far of a step back. I like the idea of neutralizing poison, considering we have Embeds that grant 8-again to particular rolls, new dots in skills, completely new items from pockets and even a free success on a roll, but outright immunity on a single success sounds too far. Maybe the neutralizing aspect should be for exceptional success, delaying poison for the scene for a normal success?

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