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Morg
Dołączył: 15 Wrz 2008 Skąd: SKW Status: offline
Grupy: AntyWiP Fanklub Lacus Clyne Tajna Loża Knujów
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Wysłany: 20-01-2011, 18:55
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Przy okazji, tak mi się przypomniało - może znieść wymagania atrybutów dla Knacków? Nie widzę w nich za bardzo sensu... zmiennokształtność Lunara powinna być zależna od tego jak bardzo jest w zgodzie ze swoją esencją, a nie od tego ile kilo umie podnieść. |
_________________ Świadka w sądzie należy znienacka pałą przez łeb zdzielić, od czego ów zdziwiony wielce, a i do zeznań skłonniejszy bywa. |
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Ysengrinn
Alan Tudyk Droid
Dołączył: 11 Maj 2003 Skąd: дикая охота Status: offline
Grupy: AntyWiP Tajna Loża Knujów WOM
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Wysłany: 20-01-2011, 20:15
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Spisałem artefakty z "Wonders...", których funkcje mogłyby przejąć tatuaże. Nagle okazuje się, że Srebrny Pakt jest całkiem fajną organizacją...
Cytat: | Narzędzia:
FIVEFOLD HARMONIC ADAPTER (ARTIFACT •) (obniża koszt attunowania)
FIRE PEARL (ARTIFACT •) (telekinetyczna zapalniczka)
AEGIS-INSET AMULETS (ARTIFACT •) (zmniejsza koszt atunne’owania zbroi o 2)
SKIN MOUNT AMULET (ARTIFACT ••) (na hearthstone)
BRACERS OF UNIVERSAL CRAFTING (ARTIFACT •••) (tworzy esencyjne narzędzia, od wytrychu po klucz francuski)
AMULET OF SHADOW WALKING (ARTIFACT ••• TO •••••) (zasłona I dematerializacja; teleportacja w cieniu)
ARMS OF MULTIPLE MANIPULATION (ARTIFACT ••••) (j.w., plus dodatkowe kończyny)
FORGE-HAND GAUNTLETS (ARTIFACT •••• FOR A PAIR) (mam w dłoniach przenośną kuźnię)
ESSENCE WALL PROJECTOR (ARTIFACT ••••) (jak nazwa wskazuje)
RING OF VANISHING ESCAPE (ARTIFACT •••••) (instant teleportacja do mansy)
Broń:
GLOVES OF MARTIAL READINESS (ARTIFACT •••) (esencyjny khutar)
ESSENCE LASH (ARTIFACT •••) (biczyk)
POWER MACE (ARTIFACT •••) (Power fist!)
ELEMENTAL LENS (ARTIFACT •••) (wiadomo)
FORCE-PROJECTION GLOVES (•••) (telekineza I ataki MA na dystans)
Zbroje:
ARMOR OF THE UNSEEN ASSASSIN (•••••)
ARMOR OF ELEMENTAL INUREMENT (••••)
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_________________ I can survive in the vacuum of Space
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Bezimienny
Najmniejszy pomiot chaosu
Dołączył: 05 Sty 2005 Skąd: Z otchłani wieków dawno zapomnianych. Status: offline
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Wysłany: 22-01-2011, 15:39
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Tworzenie tatuaży:
zrezygnowałem z idei że za ich tworzenie jest odpowiedzialny charm. W mojej wersji potrzebny jest do tego mistrzowskiego poziomu rytuał z Art of Enchanting. Dodatkowe wymagania: Craft(Air) i Occult na poziomie tatuażu, można tworzyć tylko tatuaże podstawowe (patrz niżej), albo z MM które rezonują z twoją egzaltacją. Dodatkowo tatuaże z MM działają tylko u exaltów typu któremu dany element odpowiada.
W obecnej chwili rytuał ten znany jest jedynie wybranym No Moonom Srebrnego Paktu.
Wyjatki: Alchemicale są w stanie tworzyć tatuaże rezonujące z ich kastą, ale sami tatuaży używać nie są w stanie.
Nie wiadomo kto mógłby korzystać z adamantowych tatuaży (tzn poza infernalami), ale potencjalnie istnieć mogą.
Infernale są w stanie korzystać z tatuaży skażonych vitriolem, oraz tworzyć i korzystać z tatuaży z malfeańskiego mosiądzu (który jest traktowany, tak jak powinien, jako MM rezonujący z infernalami).
Akumy są w stanie korzystać z tatuaży skażonych vitriolem, ale tracą zdolność tworzenia tatuaży związanych z ich poprzednim MM.
Moc blokowania kast i odporności na shaping jest związana z księżycowym srebrem. inne MM mają inne moce - chwilowo nieznane.
tatuaże bazowe:
Nie mają efektu Magicznego metalu. Moce odpowiadają mocom dawanym przez 1-3 dotowe talizmany. Mogą być używane przez wszystkich. |
_________________ We are rock stars in a freak show
loaded with steel.
We are riders, the fighters,
the renegades on wheels.
The difference between fiction and reality? Fiction has to make sense. |
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Morg
Dołączył: 15 Wrz 2008 Skąd: SKW Status: offline
Grupy: AntyWiP Fanklub Lacus Clyne Tajna Loża Knujów
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Wysłany: 22-01-2011, 19:50
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Kontynuując (i rozwijając) myśl z poprzedniego posta, mam propozycję co do knacków i charmów.
Pomijając fakt tego, że charmy Lunarów zwykle są zbyt słabe, problem leży w jeszcze jednej rzeczy. Ich charmy mają często głębokie drzewka, co przeszkadza we wszechstronnym rozwoju i co IMO powinno zostać zmienione.
Próbowałem przerobić drzewko knacków w ten sposób, żeby poszczególne knacki były łatwiej dostępne (większość knacków na głębokości poniżej 3), zdjąłem też w tym celu wymagania w atrybutach oraz w jednym przypadku obniżyłem wymaganą Esencję o jeden (Laurels-and-Ivy Technique - nie wiem czemu wymagać aż E4 do zwykłej zamiany w roślinę). Ponieważ mechaniką do tej pory aktywnie się nie bawiłem, to mogłem coś popsuć (i pewnie popsułem), więc byłbym dźwięczny za uwagi. W każdym razie propozycja wygląda tak:
1. Obecne drzewko:
Humble Mouse Shape (E2, S3) ---> Emerald Grasshopper Form (E3, S4) --- (lub Towering Beast Form) ---> Illimitable Beast Declaration (E5, S5)
Towering Beast Form (E2, S3) ---> Montainous Spirit Expression (E3, S4) ---> Emperor Ox Expansion (E5, S5) ---> God-Beast Transcendence (E10, S10)
Emerald Grashopper Form ---> Becoming the Swarm (E4, D4) --- (oraz Emperor Ox Expansion) ---> Hungry All-Consuming Cloud (E5, D6)
Emerald Grashopper Form --- (oraz Mountainous Spirit Expression) ---> Tyrant Mouse Dominion (E4, S4) --- (oraz Emperor Ox Expansion) ---> Titan Menagerie Method (E5, S6)
Prey's Skin Disguise (E2, A3) ---> Lunar Blood Shaping Technique (E3, C4) ---> Insidious Lunar Transformation (E5, C5)
Prey's Skin Disguise ---> Intimate Training Recollection (E3, I3) ---> Intimate Training Recollection - repurchase (E5, I5)
Prey's Skin Disguise ---> Honing the Stolen Form (E3, P4) --- (oraz Intimate Training Recollection) ---> Flickering Star Infusion (E4, M4)
Prey's Skin Disguise ---> Compassionate Mirror Nature (E3, P4) ---> Courtesan's Possession (E4, W4)
Prey's Skin Disguise ---> Golden Widow Method (E4, M3)
Green Sun Child (E4, I4) ---> Heart-Theft of the Behemoth (E5, S5) ---> Heart-Theft of the Behemoth - repurchase (E7, S7)
Hearth-and-Flame Shell (E4, S4) --- (lub Green Sun Child, oraz Prey's Skin Disguise) ---> Ash and Tears Banquet (E5, I5)
Luna's Hidden Face (E3, P4) ---> Hungry Dream Cloak (E4, W4) ---> Shifting Wyld Tides (E5, W5)
(różne) ---> Essential Mirror Form (E6+, P6+)
Laurels-and-Ivy Technique (E4, P4) ---> Moon and Earth Song (E7, P7)
Life of the Hummingbird (E2, W3) ---> Taste of Luna's Champions (E3, P4)
Somnolent Statuary Method (E4, S4)
Hybrid Body Rearrangement (E3, W3) ---> Monkey Arm Style (E4, D4)
Internal Form Mastery (E2, W3)
Changing Plumage Mastery (E2, A3)
Subtle Silver Declaration (E2, A3)
Twin-Faced Hero (E3, W3)
Quicksilver Second Face (E2, D4) ---> Lightning-Change Style (E3, D5) ---> Constant Quicksilver Rearrangement (E5, W5)
Ant and Starfish Trick (E7, I5)
Deadly Beastman Transformation (E2, S3) ---> Devastating Ogre Enhancement (E5, St 4)
Deadly Beastman Transformation ---> Terrifying Beastman Alteration (E4, S4)
Deadly Beastman Transformation ---> Perfected Hybrid Interaction (E2, W3)
Deadly Beastman Transformation ---> Beast-Power Concentration (E2, A3)
2. Proponowane drzewko:
Humble Mouse Shape (E2) ---> Emerald Grasshopper Form (E3) --- (lub Towering Beast Form) ---> Illimitable Beast Declaration (E5)
Towering Beast Form (E2) ---> Montainous Spirit Expression (E3) ---> Emperor Ox Expansion (E5) ---> God-Beast Transcendence (E10)
Emerald Grashopper Form ---> Becoming the Swarm (E4) --- (oraz Emperor Ox Expansion) ---> Hungry All-Consuming Cloud (E5)
Emerald Grashopper Form --- (oraz Mountainous Spirit Expression) ---> Tyrant Mouse Dominion (E4) --- (oraz Emperor Ox Expansion) ---> Titan Menagerie Method (E5)
Prey's Skin Disguise (E2) ---> Intimate Training Recollection (E3) ---> Intimate Training Recollection - repurchase (E5)
Prey's Skin Disguise ---> Honing the Stolen Form (E3)
Prey's Skin Disguise ---> Flickering Star Infusion (E4)
Prey's Skin Disguise ---> Compassionate Mirror Nature (E3)
Prey's Skin Disguise ---> Courtesan's Possession (E4)
Prey's Skin Disguise ---> Golden Widow Method (E4)
Lunar Blood Shaping Technique (E3) ---> Insidious Lunar Transformation (E5)
Green Sun Child (E4)
Heart-Theft of the Behemoth (E5) ---> Heart-Theft of the Behemoth - repurchase (E7)
Hearth-and-Flame Shell (E4) --- (lub Green Sun Child, oraz Prey's Skin Disguise) ---> Ash and Tears Banquet (E5)
Luna's Hidden Face (E3) ---> Hungry Dream Cloak (E4) ---> Shifting Wyld Tides (E5)
(różne) ---> Essential Mirror Form (E6+)
Laurels-and-Ivy Technique (E3) ---> Moon and Earth Song (E7)
Life of the Hummingbird (E2)
Taste of Luna's Champions (E3)
Somnolent Statuary Method (E4)
Hybrid Body Rearrangement (E3) ---> Monkey Arm Style (E4)
Internal Form Mastery (E2)
Changing Plumage Mastery (E2)
Subtle Silver Declaration (E2)
Twin-Faced Hero (E3)
Quicksilver Second Face (E2) ---> Lightning-Change Style (E3) ---> Constant Quicksilver Rearrangement (E5)
Ant and Starfish Trick (E7)
Deadly Beastman Transformation (E2) ---> Devastating Ogre Enhancement (E5)
Deadly Beastman Transformation ---> Terrifying Beastman Alteration (E4)
Deadly Beastman Transformation ---> Perfected Hybrid Interaction (E2)
Deadly Beastman Transformation ---> Beast-Power Concentration (E2)
Legenda:
E - Essence
St - Strength
D - Dexterity
S - Stamina
C - Charisma
M - Manipulation
A - Appearance
I - Intelligence
P - Perception
W - Wits |
_________________ Świadka w sądzie należy znienacka pałą przez łeb zdzielić, od czego ów zdziwiony wielce, a i do zeznań skłonniejszy bywa. |
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Bezimienny
Najmniejszy pomiot chaosu
Dołączył: 05 Sty 2005 Skąd: Z otchłani wieków dawno zapomnianych. Status: offline
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Wysłany: 22-01-2011, 22:32
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Propozycje zmiany chargena by Daer:
z 4 favored 2 wybrane z grupy atrybutów preferowanych (tej z przydzielonymi 9 dotami startowymi)
2 pozostałe wybrane z atrybutów o wartości minimum 3 doty. |
_________________ We are rock stars in a freak show
loaded with steel.
We are riders, the fighters,
the renegades on wheels.
The difference between fiction and reality? Fiction has to make sense. |
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Ysengrinn
Alan Tudyk Droid
Dołączył: 11 Maj 2003 Skąd: дикая охота Status: offline
Grupy: AntyWiP Tajna Loża Knujów WOM
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Wysłany: 19-02-2011, 18:54
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Hmm, jeżeli bierzemy się za poprawianie lunarów można by się przy okazji zastanowić się nad tym, jakie właściwie winny być ich silne strony. A więc...
Vidocq - poczytałem o tym panu i zaczęły mi się w mózgu obrazać trybiki. Podsumujmy artykuł, Vidocq był:
- zajedwabisty,
- samoukiem,
- awanturnikiem,
- mistrzem ucieczek, przebrania, oszustwa, szermierki i dedukcji,
- kontrowersyjnym skandalistą, dla współczesnych tyleż fascynującym, co odstręczającym,
- kryminalistą, który zwerbowany przez policję zrewolucjonizował pracę śledczą i stworzył podstawy kryminalistyki,
- w pewnym sensie pionierem resocjalizacji - nie tylko łapał przestępców, ale też dawał im pracę i generalnie traktował jak ludzi,
- przede wszystkim zaś - wyrzutkiem, praktycznie aż do śmierci;
Krótko mówiąc z miejsca awansował na mój ideał lunara (obok Piłsudskiego i Suworowa). Pomógł też uzmysłowić sobie cechy, jakie powinny odróżniać lunarów od solarów.
1) Solarzy opierają się na umiejętnościach wyuczonych, lunarzy na wrodzonych talentach - dlatego solarzy są w stanie osiągnąć większą perfekcję we wszystkim, ale to czego się nauczyli zawsze będzie wpływać na ich punkt widzenia, ograniczając ich w jakiś sposób. Lunarzy nigdy nie stworzą dzieł równie wspaniałych, ale mają bardziej otwarte umysły - nikt im nie powiedział (a jeśli powiedział, to nie uwierzyli), że obniżanie cen gier się nie opłaca, więc wydali Baldur's Gate po 20 zł za płytę.
Problem - jak to, na Boga, przełożyć na system charmów?
2) w odróżnieniu do solarów, którzy jednoznacznie promieniują jedwabistością, lunarzy powinni być kontrowersyjni - w równym stopniu przyciągać co budzić niepokój, a przynajmniej prowokować skandale.
Problem - niepokój nie powinien wynikać z kanibalizmu, gwałcicielstwa czy też innych całkiem jednoznacznie odrażających praktyk.
3) Lunarzy mogą na swój sposób chronić ład społeczny, ale z zewnątrz. Zupełnie nie są w stanie go budować (no, chyba, że za "instytucję ładu społecznego" uznamy barbarzyńską hordę albo reżim wczesnorewolucyjny), ale świetnie idzie im podkopywanie i burzenie go.
Problem - cała idea "inżynierii społecznej" i wszystkie związane z nią charmy idą do kosza. Gros mocy socjalnych należy napisać od nowa. |
_________________ I can survive in the vacuum of Space
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Ysengrinn
Alan Tudyk Droid
Dołączył: 11 Maj 2003 Skąd: дикая охота Status: offline
Grupy: AntyWiP Tajna Loża Knujów WOM
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Wysłany: 03-05-2011, 22:46
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Wrzucam trzy drzewka kontraktów z Changelinga, na których moim zdaniem można oprzeć lunarny Craft. Uwagi:
a) oszywiście poziom mocy - lunarzy są nieporównanie bardziej pakerni, zatem podobnie pakerniejsze powinny być ich charmy;
b) dice poole w Changelingu są... dziwne, by nie powiedzieć, że nieprzemyślane. IMO ew. charmy powinny być z Charyzmy i/lub Manipulacji (yay for inżynier polegający w pracy głównie na uroku osobistym i darze przekonywania);
c) rozmawianie z żywiołami i narzędziami w Exalted łatwo wytłumaczyć jako dogadywanie się z lesser godami przedmiotów i środowiska - dobrze byłoby, żeby charmy były możliwie uniwersalne.
Kontrakty Communion""":
- Spoiler: pokaż / ukryj
- Contracts of Communion"""" Instead of commanding or becoming an element,
changelings who choose to pursue Contracts of Communion""""
learn to communicate with the element and can eventually
relate to their chosen element on a deeply personal level. As
with Contracts of Elements, Contracts of Communion"""" are
purchased separately, each Contract attuning itself to one
particular element. For example, a character assigning all his
beginning five dot s in Contract s could purchase Communion""""
•• (Water) and Communion"""" ••• (Ice), or Communion"""" •
(Fire), Communion"""" •• (Earth) and Communion"""" •• (Metal).
Similarly, learning new versions of already known clauses is
half the cost (round down) of learning a new Contract.
Sense Element (•)
The changeling first learns to precisely sense her cho-
sen element. The results of this differ from one element to
the next, but in all cases, she can sense the precise location
and form of the element.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant
Catch: The changeling sits and meditates for at least
10 minutes and makes a successful meditation roll.
Roll Results
Dramatic Failure: The character’s perceptions become
confused, and she experiences a –2 penalty to all Wits rolls
involving perception for the next full scene.
Failure: The Contract does not allow the character to
perceive the element.
Success: The character can precisely locate all in-
stances of the element within Wyrd x 10 yards of her. She
knows where all of these instances are and their precise
shape. Sensing metal allows the character to sense all
knives, guns or other metal weapons within range as well as
learning whether the guns are loaded or have their safeties
on. Sensing electricity allows the character to determine
the exact location of all wiring behind the walls of a house
or other building. When using this clause in conjunction
with an appropriate talent (sensing metal while picking a
metal lock, for instance), success provides a +1 bonus to all
appropriate rolls to work with the element.
When sensing fluid or intangible elements such as
water, air or shadow, the character learns the location and
general shape of anything surrounded by these elements.
Sense Element (Air) allows the changeling to clearly per-
ceive the shape of every person and object within range,
just as Sense Element (Water) allows the character do to the
same with anything and anyone who is underwater. This
does not allow the character to detect entities concealed by
supernatural power, though; the power interferes with what
is, after all, a rather basic trick. The changeling must still
make perception rolls where appropriate; a character hiding
from the Elemental usually still gets the benefit of stealth, as
remaining close to cover can deceive the clause.
The clause’s effects last for one scene.
Exceptional Success: The character can sense the ele-
ment at a range of Wyrd x 25 yards.
Suggested Modifiers
Modifier Situation
–2 The character’s senses are either restrained with
blindfolds or similar items or overwhelmed with
loud noises, bright flashing lights, intense smells
or other distractions.
+1 The character speaks to the element and asks it
questions at the volume of a normal conversation.
Primordial Voice (••)
The character can talk to the element and ask it about
past events that it may have sensed. The character can only
learn about fairly recent information, but otherwise the ele-
ment tells the character what she wishes to know. However,
the character can only ask the element about events that
occurred near where she is asking the question.
This clause can be used once per scene.
Cost: 1 Glamour
Dice Pool: Socialize + Wyrd
Action: Instant
Catch: The character makes a minor offering to the
element — polishing metal she is going to talk to, sweeping
flagstones, singing for the air, adjusting the lights to make
shadows larger, etc. In addition to the effort involved, such
efforts also take at least a few minutes of time.
Roll Results
Dramatic Failure: The character receives false or mis-
leading information from the element.
Failure: The character learns nothing from the element.
Success: The character can ask the element about
anything that occurred within the last day. Each additional
success rolled allows the character to ask about events that
occurred another day before. Rolling three successes allows
the character to learn about events three days ago. For the
next five minutes, the character can talk to every example
of the chosen element that is within Wyrd x 3 yards.
The information the element provides depends upon the
particular element the changeling is talking to. Light provides visual images of the past, air provides sounds, including
speech, while solid objects can provide details of how and
when they were used, including images of the fingerprints or
handprints of anyone that touched the objects. The elements
can also answer general questions such as if anyone touched
or walked through them in the last 12 hours as well as the
number of people and when such events occurred. Details are
typically inexact; the air in an office will probably differenti-
ate between “worker” and “visitor,” but may not know the
difference between “male” or “female.”
Exceptional Success: In addition to being able to reply
to questions about events up to five days in the past, the ele-
ment is helpful and talkative, possibly offering potentially
useful information without being asked or volunteering de-
tails about a situation that the character might not have
otherwise asked about.
Suggested Modifiers
Modifier Situation
–1 The character is brusque and hurried when asking
her questions.
+1 The character chats with the element before using
the Contract and is friendly and polite.
Distant Connection (•••)
The changeling can share the senses and experiences
of distant examples of her element. In addition, with ad-
ditional effort, she can ask these distant examples of the
element to perform actions for her.
Cost: 2 Glamour and (optional) 1 Willpower
Dice Pool: Wyrd + Persuasion
Action: Instant
Catch: The character wishes to share the senses or ask a fa-
vor of an example of the element she is extremely familiar with,
such as the wood of or air in her home or the metal in her car.
Roll Results
Dramatic Failure: The character temporarily loses con-
nection with her element and suffers a –2 penalty to all Con-
tracts of Communion"""" and the Elements for the next scene.
Failure: The changeling cannot communicate with
the element.
Success: The changeling is able to share the senses
and experiences of manifestations of her chosen element
beyond the range of her senses. For ubiquitous elements
such as air, earth or water on a lake or ocean, the character
can sense the element and all major disturbances in it at a
range equal to Wyrd x 30 yards. For elements that are not
ubiquitous, such as fire, electricity or metal, the character
has a range of Wyrd x 300 yards.
A character using this Contract on air or on water
while out on a lake could sense any large relatively rapidly
moving objects such as cars or trucks, boats, large fish or
submarines. Similarly, a character sensing fire could locate
every lit match, candle, campfire or cigarette within range,
and a character sensing water in a city could sense every
pipe full of water as well as every drinking fountain, fire
hydrant or tap that was in use.
In addition to sensing the element, the character can also
focus her attention on a specific manifestation of the element.
She then extends her senses so that she can see an area around
a specific lit cigarette or running faucet or see any specific loca-
tion containing a ubiquitous element, such as air. The charac-
ter can see and hear everything occurring within a radius of
(Wyrd) yards, centered on the manifestation of the element.
If the character spends a point of Willpower and makes
another Wyrd + Persuasion roll, she can persuade a single
mani festation of the element to briefly become more power ful
and direct its power. The character could make a lit cigarette
burst into flame and potentially set anything within a few
inches on fire. She could also cause a light bulb to explode, a
running tap to surge with water and splash everyone within
a few feet of it, an electrical socket could shock someone a
foot or two away or air to blow papers off a desk or a hat off
someone’s head. None of these elemental manifestations can
be stronger than the element could theoretically do on its
own — a cigarette cannot suddenly flare up into a campfire,
and none of these bursts of power last more than one turn.
The character can affect the element as often as desired, but
each attempt costs one point of Willpower.
Exceptional Success: The character can affect a mani-
festation of the element that she is looking through for an
entire scene by spending one point of Willpower and can
affect any manifestation of the element she is perceiving.
Exceptional successes on either the initial roll or the roll to
affect the element have the same effect.
Elemental Servitor (••••)
The changeling can call up the element to act as her
willing ally.
Cost: 3 Glamour
Dice Pool: Wyrd + Persuasion
Action: Instant
Catch: The changeling performs a significant favor for
the element, such as thoroughly cleaning a public fountain,
spending an hour or more polishing a large stone statue or
hanging up ribbons and bits of paper for a wind to blow im-
mediately before using this clause.
Roll Results
Dramatic Failure: The servitor animates (see below)
for two turns, but it reacts in a wild, unpredictable and dan-
gerous fashion and will attack anyone nearby, including the
changeling.
Failure: The character fails to animate the element.
Success: The changeling successfully persuades the ele-
ment to become animate and act as his ally for the next full
scene. The element becomes an intelligent elemental being
capable of obeying the changeling’s commands
and observing the world. The elemental
being is approximately as intelligent
as an especially smart dog. The
elemental being can obey any
relatively simple command and
notices obvious threats or dan-
gers to the changeling or itself.
The changeling must touch, or
at least place her hand within
a foot or so of the portion of
the element she wishes to ani-
mate. The amount of element the
changeling can animate is equal to five
square yards of volume per point of the
changeling’s Wyrd.
In addition to any advan-
tages granted by the element
(such as fire being able to
burn flammable objects),
these elemental beings also
gain Power, Finesse and
Resistance Attributes
similar to ghosts or
spirits. The elemental
being’s Power and Resistance
equal the changeling’s Wyrd,
and the elemental being’s Finesse equals
the number of successes the changeling
rolled when using this Contract.
However, the changeling can only animate the amount
of the element present. If she can animate water and is in a
room with only a single glass of water, then the glass of water
is all she can animate. In addition, all three of the servitor’s
traits are also limited by the amount of the element that is
present. A two-pound rock will not, if animated, demon-
strate four Power and Resistance. The changeling gives the
elemental being basic commands when invoking the clause
and can issue other commands as desired. As a result, a
servitor can fight alongside the changeling, while allowing
the changeling to fight, run or otherwise act independently.
The elemental being remains animate for one scene.
Exceptional Success: The servitor remains active for a
number of hours equal to the changeling’s Wyrd.
Suggested Modifiers
Modifier Situation
–2 The changeling asks the elemental being to do
something that will harm or diminish itself.
+1 The changeling asks the elemental being to do
something that will allow it to increase, such as
asking a fire to spread.
Elemental Ally (•••••)
The changeling can imbue an element with intel-
ligence and animation. The element can only become
animate for a single scene, but the elemental ally re-
tains intelligence and awareness of its surround-
ings for several days.
Cost: 3 Glamour + 1 Willpower
Dice Pool: Presence + Wyrd
Action: Instant
Catch: When first using this clause
on the element, the changeling negoti-
ates with the element, promising some
service or other payment in return for
having the element as a temporary ally. Successful-
ly bargaining with the element and paying its price
are the catch for this clause. The favor asked is
invariably hazardous, arduous or expensive.
Roll Results
Dramatic Failure: The el-
emental animates (see
below) for a number
of turns equal to
the changeling’s
Wyrd but is wholly
malevolent and attempts
to attack and kill the changeling who
animated it.
Failure: The character fails to animate the element.
Success: The changeling successfully imbues the ele-
ment with intelligence, awareness and the ability to become
fully animate. The element remains intelligent and aware
for one week. However, the element can become animate
for only one scene. While animate, the element has all of
the physical capabilities of the elemental being described
in the Elemental Servitor clause. When the elemental is
animate and when it is merely intelligent and aware, the
element is as intelligent as a human and can clearly sense
the environment around it with sight and hearing as keen
as a human’s. These senses extend to a range of up to the
changeling’s Wyrd x 10 yards, unless blocked by some ob-
stacle. For the duration of this Contract, the element is well
disposed to the changeling and obeys any request that will
not result in the element’s destruction. The element can-
not, however, leave the immediate area of its animation,
whereas an Elemental Servitor could follow the changeling
as far as possible before the clause’s effects expired.
The element is perfectly willing to keep watch over the
surrounding area and report any activities to the changeling.
In addition, the element is willing to animate itself in response
to some event indicated by the changeling. These events can
be anything from a command issued by the changeling when
he is in range of the element’s senses to some event such as a
person attempting to break into a nearby building, a specific in-
dividual that the changeling has shown the element a picture
or video of coming within range or simply at a specific date and
time. As long as the element does not have to seriously endan-
ger itself, it will obey any command by the changeling.
Exceptional Success: The elemental ally remains
aware and intelligent for an entire month, although the ele-
ment can still remain animate for only one scene.
Suggested Modifiers
Modifier Situation
–2 The changeling asks the element to do something
that stands a good chance of harming or
destroying the element.
+1 The changeling has previously used this Contract on
the same manifestation of the element, without
causing any harm to the element after animation.
Kontakty Animation:
- Spoiler: pokaż / ukryj
- Contracts of Animation Most Wizened prefer dealing with their tools and cre-
ations simply as ordinary objects that they can use to shape
the world to their desire. However, some Wizened see in-
animate objects as having just as much spirit and personal-
ity as living beings and prefer to talk with them and request
their assistance, rather than simply ordering them around.
All of the Contracts of Animation require the character to
touch the object she is communicating with.
Knowing Touch (•)
The character talks to an object or device and learns
of any damage it has suffered and the location and nature
of all of its weak points. The object also tells her about any
hidden spaces or secret compartments within it. To use this
clause, the character must handle, examine and talk or
whisper to the object or device for at least half a minute.
Cost: 1 Glamour
Dice Pool: Wyrd + Crafts
Action: Instant
Catch: The owner of the device asked the changeling
to examine it. This catch does not function if the change-
ling owns the object in question.
Roll Results
Dramatic Failure: The changeling misunderstands
the device and for the next scene gains a penalty of –2 to
any roll to repair or modify this device.
Failure: The clause provides the character with no in-
formation about the object or device.
Success: The character understands the details of the
object’s construction. She gains a bonus equal to her Wyrd
to repair or modify a damaged object or device. In addition,
she knows what piece to remove to most effectively disable
a device, or exactly where to hit an object to do the most
damage. She can halve the object’s Durability (round down)
for any attack she makes on it during the next scene.
Exceptional Success: The character also automatically
learns of any hidden compartments or spaces within the
object she is examining.
Suggested Modifiers
Modifier Situation
–1 The character is distracted and not concentrating
entirely on the object. Burglars who keep an ear out
for guards or the owners of a house they are
breaking into suffer this penalty.
+1 The character examines the object for at least five
minutes.
Instant Expertise (••)
By touching a device and listening to its spirit, the
changeling gains an instinctive knowledge of how to use it. 53 Wizened
This clause allows characters who have no idea how to use a
particular device to use it without penalty and also provides
characters trained in its use with additional expertise. To
use this clause, the character must touch and fiddle with
the device for two full turns before using it. This clause
can be used on weapons, vehicles, scientific instruments,
individual computer programs or any other device or tool.
Changelings can even use this to gain bonuses at picking
locks or disarming security systems.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant
Catch: The character has at least 10 minutes to talk
with the device to learn the secrets of its use.
Roll Results
Dramatic Failure: The character misinterprets the
device’s suggestions and suffers a –2 penalty when using the
device for the next scene.
Failure: The clause does not affect the character’s use
of the device.
Success: The character gains a temporary special-
ty with the device she is touching. This supernatural
benefit manifests as a bonus to dice rolls made to use
the specific object equal to the number of successes.
Thus, if the player rolled three successes to have his
Wizened learn to ride a particular motorcycle, the Wiz-
ened would gain three dice to any Drive rolls made to
drive that specific vehicle. This bonus lasts for three
turns per point of the character’s Wyrd. It also counts as
temporary dots in a Skill for the purpose of eliminating
untrained penalties.
Exceptional Success: The bonus lasts for the entire
scene.
Suggested Modifiers
Modifier Situation
–2 The character refrains from even whispering to
the device.
+1 The character speaks to the device in a normal
conversational volume.
Inanimate Communion"""" (•••)
The character directly senses and experiences events
that happened to the object or device he is handling. The
changeling experiences these events from the point of view
of the object he is touching. While doing this, he hears and
feels how the object was used and who used it.
Cost: 1 Glamour
Dice Pool: Wyrd + Empathy
Action: Instant
Catch: The object has not been used or handled for at
least a year.
Roll Results
Dramatic Failure: The character gains a few vague and
utterly incorrect impressions from any object he touches.
Failure: The character gains no impressions from the
object.
Success: The character can touch or handle an item
and learn about the last few times it was extensively used,
moved or handled. This clause works equally well on a bot-
tle opener that was used a few hours before and an ancient
Roman necklace last worn 2,100 years ago. The character
learns who used the object, gaining a clear impression of the
user’s appearance and manner. The character also learns
where and how the object was used. One of the major limi-
tations on this clause is that the character can only see and
hear people and objects that actually touched the object.
The character will know who or what a melee weapon was
used upon, but not who a gun was fired at, unless the gun
actually touched the target. The character requires only a
minute or two to learn the past of any single object.
Exceptional Success: The character can clearly see
and hear a greater number of the events surrounding the
object or device as it was used or handled. Her vision in-
cludes people who were not in physical contact with the
object, up to a radius of five yards from the object.
Suggested Modifiers
Modifier Situation
–2 The character does not touch the objects with
both hands.
+1 The character polishes, cleans or performs minor
maintenance on the various objects.
Animate Device (••••)
The character can cause any device to operate on its
own. Cars drive themselves, guns fire while sitting on a ta-
ble, doors open or close and locks unlock themselves.
Cost: 2 Glamour
Dice Pool: Manipulation + Wyrd
Action: Instant
Catch: The character owns the device and has regu-
larly used it for at least a month.
Roll Results
Dramatic Failure: The device briefly malfunctions and
cannot be used in any fashion for the next three turns.
Failure: The clause has no effect upon the device.
Success: The device obeys any single simple command
by the character — the locked door of a safe unlocks itself
and swings open, a car starts and drives in the direction
the character indicates, a drawer opens or closes or a gun
tucked in an opponent’s belt fires. However, devices cannot
move in any way that is outside the normal range of their
operation. A car can drive itself and a gun lying on the
ground can fire, but the gun cannot aim itself. 54 Chapter One: Six Masks
The efforts of anyone attempt-
ing to use the device normally auto-
matically supersede the effects of this
clause; the item cannot wrest control.
Also, unless the normal function of
the device is sufficiently forceful to
harm someone, such as a car hitting
someone or a gun firing, this clause
cannot cause the device to operate
with sufficient force to harm anyone.
This clause causes the device to obey
a single command by the changeling.
The changeling can command any
single device within Wyrd x 3 yards
that he can see clearly.
Exceptional Success: The
changeling can control the device for
an entire scene, causing the device to
operate as he desires, within the limits
of this clause.
Suggested Modifiers
Modifier Situation
–3 The character uses only
gestures to direct the object
to do what he wants.
–1 The character can see only
part of the device, such as
being able to see only the
grip of a pistol in a holster.
+1 to +5 The character gains an
additional +1 to this roll
for every success he rolls on
a Manipulation + Persuasion
roll to convince the device
to do what he wants. The
character must spend at
least half a minute
convincing the device to act
as he wishes and must speak
audibly to gain this bonus.
Command the
Inanimate (••••• )
The changeling commands an
inanimate object and imbues it with
temporary animation. This clause en-
ables a table to hop across a restaurant
floor, a broom to sweep a floor, a knife
to hurl itself across a room or a gun to
aim and fire itself. These objects can
all move swiftly and, if desired, with
lethal force. 55 Wizened
Cost: 2 Glamour + 1 Willpower
Dice Pool: Presence + Wyrd
Action: Instant
Catch: The object’s owner is a stranger to or enemy
of the changeling, and mistreats or does not take adequate
care of the object.
Roll Results
Dramatic Failure: The object briefly animates for one
turn in a violent and uncontrolled fashion, in which the
object attempts to harm the changeling who commanded
it. If this is not possible, it attempts to destroy itself.
Failure: The object remains immobile and unaffected.
Success: The desired object becomes animate for
the entire scene. Objects act as if they were controlled by
a living being with Strength and Dexterity equal to the
changeling’s Wyrd and (if appropriate) a skill equal to the
changeling’s Presence. For example, if the changeling or-
ders a drawer to open so as to hit someone standing nearby,
it would do damage like a brawling attack using Wyrd +
Presence instead of Strength + Brawl.
In addition to a broom being able to sweep a floor on its
own, drawers can open with sufficient force to harm some-
one nearby, and bottles can roll or hurl themselves across a
room. When performing this clause, the changeling must
issue a single command to the object. The object continues
to perform this action for the entire scene. If the charac-
ter wishes to change this instruction, including ordering
the object to instantly stop, he must take a turn to deliver
the new order and make a successful Presence + Wyrd roll.
As long as this roll succeeds, the object immediately be-
gins performing the new action. If the roll fails, the object
continues performing the previously ordered action, but the
changeling may attempt to repeat the new order the next
turn. Ordering an object to change what it is doing does
not cost any additional Glamour. The changeling can com-
mand any object within Wyrd x 5 yards that he can see
clearly.
Exceptional Success: The object remains animated
until the sun next rises or sets (whichever comes first), and
the changeling can order the object to change actions with-
out needing to roll. As long as the object is within Wyrd x
5 yards away and the changeling can see or hear it clearly, it
will instantly obey the changeling.
Suggested Modifiers
Modifier Situation
–2 The character asks the object to do something
that will harm or destroy it.
+1 The character asks the object to perform its
normal and expected function.
Kontrakty Artifice (z podstawki, w której nie można zaznaczać tekstu, toteż pozwoliłem sobie tylko podsumować):
- Spoiler: pokaż / ukryj
- Brief Glamour of Repair 1 - pozwala tymczasowo naprawić urządzenie bez pomocy narzędzi czy częsci zamiennych; bez exceptional success po dobie rzecz wraca do dawnego stanu. Dice Pool: Wyrd+Crafts
Touch of the Workman's Wrath 2 - pozwala coś lekko zepsuć dotykiem. Dice Pool: Larceny+Wyrd.
Blessing of Perfection 3 - bonus w wysokości Wyrdu (ichnia Esencja) do rzutów wykorzystujących dopałerzony obiekt do końca sceny; przy użyciu punktu WP można przedłużyć do następnego zachodu słońca; można też wykorzystać na jakimś skillu technicznym. Dice Pool: Wits+Wyrd.
Unmaker's Destructive Gaze 4 - pozwala tymczasowo zepsuć obiekt spojrzeniem. Dice Pool: Presence+Wyrd.
Tatterdemalion's Workshop 5 - pozwala stworzyć coś z przypadkowych części (np. poduszkowiec z kosiarki, wiatraka i materaca); coś będzie działało do końca sceny, acz przy użyciu punktu WP można przedłużyć do następnego zachodu słońca; Dice Pool: Crafts+Wyrd. |
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