Mages roll Integrity with Willpower - fear etc
- use old Fear stuff
- Integrity rules
Conditions From Deadlands:
Roll Effect
1–3 Uneasy: The character stares for a
moment at the scene and loses his
next Action Card.
4–6 Queasy: The victim stares in horror at
the scene, loses his next Action Card,
and subtracts –2 from any rolls made
the rest of the round.
7–9 The Willies: The character staggers
back and stares in horror, missing
his turn for the round. He takes 1d6
Wind and his actions are at –2 until
he makes a guts check, which he
may attempt as an action.
10–12 The Heebie-Jeebies: The character
turns white as a sheet and loses his
entire turn and 1d6 Wind. All actions
are at –2 for the remainder of the
encounter.
13–15 Weak in the Knees: The victim loses
1d6 Wind. At grotesque scenes, he
loses his lunch and staggers away.
At terrible scenes, he puts his tail
between his legs and gets the Hell
out of Dodge. In either case, he
is completely ineffectual until he
makes the guts check that caused
this result. He remains at –2 for the
remainder of the encounter.
16–18 Dead Faint: The character takes
3d6 Wind. If she’s reduced to 0 or
less, she faints dead away until she
recovers. If the character has faith,
she must make an Onerous (7) faith
check immediately. If she fails, her
lack of faith causes her to lose 1
level of faith permanently.
19–21 Minor Phobia: The character goes
Weak in the Knees and gains a
minor phobia (as the loco Hindrance)
somehow associated with the current
event or environment. She suffers a
–2 penalty to any actions when the
stimulus of her fear is present.
22–24 Major Phobia: The character goes
Weak in the Knees and gains a
major phobia (as the loco Hindrance).
This is the same as a Minor Phobia
except the penalty when the feared
item, environment, or thing is
present, the penalty is –4.
25–27 Corporeal Alteration: The character
gains a Minor Phobia and suffers
a physical defect of some kind, such
as a streak of white hair, his voice
box contracts and he can only speak
in whispers, etc.
28–30 The “Shakes”: The cowpoke gets a
Major Phobia and must make a
Hard (9) Spirit roll or reduce Deftness
by one step permanently. If the roll
is made, Deftness is reduced only for
the next 1d6 days.
31–35 Heart Attack: The poor sap’s heart
skips a beat. He must make a Hard
(9) Vigor roll. If made, he suffers 3d6
Wind and gains a Major Phobia. If
failed, he suffers 3d6 Wind, his Vigor
is permanently reduced by one step,
and he must make a second Hard
(9) Vigor roll. If failed, he has a heart
attack and dies unless someone else
makes an Incredible (11) medicine roll
within 2d6 rounds (a supernatural
healing roll must cure a serious
wound though no actual “wound” is
inflicted). If the victim’s Vigor falls
below 4, he kicks the bucket.
36+ Corporeal Aging: The character has a
Heart Attack and ages 1 year.
Notes:
- Non-Integrity based Conditions & Tilts are usually caused by exceptional successes on a roll for or against a character or NPC
- Per old nWoD rules, persistent conditions may allow characters to role-play difficulties because of these restrictions. If that happens characters may take a Flaw Beat at the end of a chapter. They may only stack with ST approval.
- Suggest temp or persistent Derangements for failures and Dramatic Failures if it makes sense. Let them pick and work with you to develop good story.
- Derangements are only inflicted as part of Story or Character Development
- This model DEPENDS on players who are responsible and want to take on determents for the good of the story and a tiny amount of experience points (1ish per Chapter for dealing with conditions). If players refuse to take on any determent, even when it makes sense you may have to inflict some hard-line mechanics.
- Story Resolution Check:
o At the end of a story with a resolution gained roll the Integrity roll (will) only with Integrity bonus (NOT BOOSTED). If you gain successes equal to the number of Integrity checks you had to make in a story you GAIN or REGAIN a point of Integrity.
o Exceptional rolls on Integrity checks can resolve previous conditions if it makes sense story wise.
Fear Tilt Rolls & Situation:
- Fear rolls are situations in the heat of combat where the fight or flight response gets out of control and acts against an enemy. This may be supernatural afflicted.
- Fear rolls are like Integrity rolls only they are straight Resolve + Composure rolls and do not risk Integrity.
- Never tell a player how they handle fear. They should never be forced to randomly flee, drop a weapon, etc. This should be roleplay.
Fear Tilt check Triggers (Only suggestions)
-Team is outnumbered by half exceeding and on a similar power scale. (team: 5, enemy: 8 or more)
-Most powerful character in group, or half the group is incapacitated or killed
-Size mod is over 4 than the biggest person in the group
- Every character in the team has taken 4+ Lethal or 3+ Agg
-Creature is terrifying (Creature can very likely kill some of them)
-Character is helpless, alone, or threatened by immediate death
-Getting shot at with a weapon that could instantly maim or kill
- Character is in combat and taking wound penalties
- The environment is out in the open or very cramped, giving enemies a distinct advantage
- Surrounded with no escape vector, dead-ended
- Environment is terrifying, horrible, full of dead bodies, and the enemy can play to the locale by threatening a similar fate…
Fear Check Mods
+2 Team has a weapon or technique proven effective in this situation
+1 Team has a weapon or tech believe to be effective
+3 Loved one in danger
+2 Friend of Ally in danger
+1 An innocent is endangered
+1 Character has defeated a similar threat
+1-3 Character has been in these situations before and may even be comfortable…
+1 Character is in close quarters and has no place to run
-2 Character has been defeated by a similar threat within a chapter
-1 Character has been defeated by a similar threat before
-1 Character is alone
-1 Character is less than half health levels unfilled
+3 Loved one is clearly endangered by this threat
+2 Victim of the situation is a despised foe
+1 Friend or Ally endangered by threat
+1 Victim is a foe
+1 Innocent endangered
-1 Innocent is in the scene but not threatened
-1 Friend or Ally is in the scene but not threatened
-1 Loved one is in the scene but not threatened
-3 Character is inadvertently responsible for the scene
-1 Close Quarters, no place to run
+1 Open Area, plenty of places to run
+2 Character was warned about situation
+1 Character has dealt with a similar situation in the past
-2 Character has failed a situation like this within a chapter
-1 Character has failed a situation like this before
-1 Character is alone
-1 Character is less than half health levels unfilled
ST Guidelines for Integrity Checks
Just guidelines to make Integrity Roll based conditions really saucy…
Integrity Bonus: Resolve + Composure + Integrity Bonus – Bad Scale Penalty:
8-10: +2
7-6: +1
5-4: +0
3-2: -1
1: -1
Dramatic Failure: Take a Beat, Lose a dot of Integrity, upgrade the level of the effect from minor to moderate, moderate to major, major to the next category up. Consider a custom derangement.
Failure: Lose a dot of Integrity, take a condition within the level of the Mundane, Fear, Horror, or Madness condition.
Success: Retain a dot of Integrity and take a condition within the level of Mundane, Fear, Horror, or Madness condition.
Exceptional Success: Retain Integrity, gain 1 Beat, regain a willpower point.
Scale of Bad: Applies Base Penalty to roll.
Minor Mundane Situation: -0
Moderate Mundane Situation: -1
Major Mundane Situation: -2
Minor Horror Situation: -3
Moderate Horror Situation: -4
Major Horror Situation: -5 (max penalty for normal stuff)
Minor Madness: -6
Moderate Madness: -7
Major Madness: -8
*Moral situation does not exist on this scale.
(-3-5) Horror Situations
-2 Signs of Violence
-3 A decaying body
-3 Scene of Pain and suffering
-3 Freshly slain corpse
-4 Scene of terrible torture and pain
-5 Scene of terrible cruelty and inhuman evil (madness)
-5 Malign Paradigm Shifts (Plot twists of horror!)
(-5-8) Maddness Situations (Usually lasts a Story or longer.)
Mental contact with outsider, demon, creature of madness, abyssal
Gas lighting (maddening things, lights, pictures, deprivation)
Torment by spirits, ghosts, evil magic…
Step 2: Assess other modifiers that may apply. Be reasonable, normal life situations should not exceed -5 by themselves. Enough bad shit may or may not stack. Also consider the breaking points and morality of the character. These are all guidelines for an ST, not hard and fast rules.
Integrity Check Mods (only use if it makes sense):
+1 Character is protecting himself
+1 Character is acting in accordance with virtue
+2 Character is protecting a loved one
-1 Character is acting in accordance with vice
-1 Unknown supernatural element
-2 Witnessing violent unknown supernatural element
-2 Witnessing accidental death
-3 Witnessing a murder
-5 committing premeditated murder
-4 (3) Killing in self-defense
-4 (2) Killing by accident
-2 Causing serious injury to a person
-3 Witnessing Torture
-2 Enduring physical Torture
-2 Enduring mental/emotional supernatural attack
-2 Enduring physical supernatural attack
-1-5 Hostile/Paradigm shifting Supernatural occurrences
Curing Persistent Mental Conditions (in Downtime)
Character can make a will save one a day with they had peace and quiet. No work, no fighting, no strenuous activity.
Magic is the best and quickest by may not fix completely or permanently.
Hypnosis once per day can aid the character’s peace and quiet check.
Conditioning, therapy, working through issues may suppress a condition for a time or cure it slowly.
- use old Fear stuff
- Integrity rules
Conditions From Deadlands:
Roll Effect
1–3 Uneasy: The character stares for a
moment at the scene and loses his
next Action Card.
4–6 Queasy: The victim stares in horror at
the scene, loses his next Action Card,
and subtracts –2 from any rolls made
the rest of the round.
7–9 The Willies: The character staggers
back and stares in horror, missing
his turn for the round. He takes 1d6
Wind and his actions are at –2 until
he makes a guts check, which he
may attempt as an action.
10–12 The Heebie-Jeebies: The character
turns white as a sheet and loses his
entire turn and 1d6 Wind. All actions
are at –2 for the remainder of the
encounter.
13–15 Weak in the Knees: The victim loses
1d6 Wind. At grotesque scenes, he
loses his lunch and staggers away.
At terrible scenes, he puts his tail
between his legs and gets the Hell
out of Dodge. In either case, he
is completely ineffectual until he
makes the guts check that caused
this result. He remains at –2 for the
remainder of the encounter.
16–18 Dead Faint: The character takes
3d6 Wind. If she’s reduced to 0 or
less, she faints dead away until she
recovers. If the character has faith,
she must make an Onerous (7) faith
check immediately. If she fails, her
lack of faith causes her to lose 1
level of faith permanently.
19–21 Minor Phobia: The character goes
Weak in the Knees and gains a
minor phobia (as the loco Hindrance)
somehow associated with the current
event or environment. She suffers a
–2 penalty to any actions when the
stimulus of her fear is present.
22–24 Major Phobia: The character goes
Weak in the Knees and gains a
major phobia (as the loco Hindrance).
This is the same as a Minor Phobia
except the penalty when the feared
item, environment, or thing is
present, the penalty is –4.
25–27 Corporeal Alteration: The character
gains a Minor Phobia and suffers
a physical defect of some kind, such
as a streak of white hair, his voice
box contracts and he can only speak
in whispers, etc.
28–30 The “Shakes”: The cowpoke gets a
Major Phobia and must make a
Hard (9) Spirit roll or reduce Deftness
by one step permanently. If the roll
is made, Deftness is reduced only for
the next 1d6 days.
31–35 Heart Attack: The poor sap’s heart
skips a beat. He must make a Hard
(9) Vigor roll. If made, he suffers 3d6
Wind and gains a Major Phobia. If
failed, he suffers 3d6 Wind, his Vigor
is permanently reduced by one step,
and he must make a second Hard
(9) Vigor roll. If failed, he has a heart
attack and dies unless someone else
makes an Incredible (11) medicine roll
within 2d6 rounds (a supernatural
healing roll must cure a serious
wound though no actual “wound” is
inflicted). If the victim’s Vigor falls
below 4, he kicks the bucket.
36+ Corporeal Aging: The character has a
Heart Attack and ages 1 year.
Notes:
- Non-Integrity based Conditions & Tilts are usually caused by exceptional successes on a roll for or against a character or NPC
- Per old nWoD rules, persistent conditions may allow characters to role-play difficulties because of these restrictions. If that happens characters may take a Flaw Beat at the end of a chapter. They may only stack with ST approval.
- Suggest temp or persistent Derangements for failures and Dramatic Failures if it makes sense. Let them pick and work with you to develop good story.
- Derangements are only inflicted as part of Story or Character Development
- This model DEPENDS on players who are responsible and want to take on determents for the good of the story and a tiny amount of experience points (1ish per Chapter for dealing with conditions). If players refuse to take on any determent, even when it makes sense you may have to inflict some hard-line mechanics.
- Story Resolution Check:
o At the end of a story with a resolution gained roll the Integrity roll (will) only with Integrity bonus (NOT BOOSTED). If you gain successes equal to the number of Integrity checks you had to make in a story you GAIN or REGAIN a point of Integrity.
o Exceptional rolls on Integrity checks can resolve previous conditions if it makes sense story wise.
Fear Tilt Rolls & Situation:
- Fear rolls are situations in the heat of combat where the fight or flight response gets out of control and acts against an enemy. This may be supernatural afflicted.
- Fear rolls are like Integrity rolls only they are straight Resolve + Composure rolls and do not risk Integrity.
- Never tell a player how they handle fear. They should never be forced to randomly flee, drop a weapon, etc. This should be roleplay.
Fear Tilt check Triggers (Only suggestions)
-Team is outnumbered by half exceeding and on a similar power scale. (team: 5, enemy: 8 or more)
-Most powerful character in group, or half the group is incapacitated or killed
-Size mod is over 4 than the biggest person in the group
- Every character in the team has taken 4+ Lethal or 3+ Agg
-Creature is terrifying (Creature can very likely kill some of them)
-Character is helpless, alone, or threatened by immediate death
-Getting shot at with a weapon that could instantly maim or kill
- Character is in combat and taking wound penalties
- The environment is out in the open or very cramped, giving enemies a distinct advantage
- Surrounded with no escape vector, dead-ended
- Environment is terrifying, horrible, full of dead bodies, and the enemy can play to the locale by threatening a similar fate…
Fear Check Mods
+2 Team has a weapon or technique proven effective in this situation
+1 Team has a weapon or tech believe to be effective
+3 Loved one in danger
+2 Friend of Ally in danger
+1 An innocent is endangered
+1 Character has defeated a similar threat
+1-3 Character has been in these situations before and may even be comfortable…
+1 Character is in close quarters and has no place to run
-2 Character has been defeated by a similar threat within a chapter
-1 Character has been defeated by a similar threat before
-1 Character is alone
-1 Character is less than half health levels unfilled
+3 Loved one is clearly endangered by this threat
+2 Victim of the situation is a despised foe
+1 Friend or Ally endangered by threat
+1 Victim is a foe
+1 Innocent endangered
-1 Innocent is in the scene but not threatened
-1 Friend or Ally is in the scene but not threatened
-1 Loved one is in the scene but not threatened
-3 Character is inadvertently responsible for the scene
-1 Close Quarters, no place to run
+1 Open Area, plenty of places to run
+2 Character was warned about situation
+1 Character has dealt with a similar situation in the past
-2 Character has failed a situation like this within a chapter
-1 Character has failed a situation like this before
-1 Character is alone
-1 Character is less than half health levels unfilled
ST Guidelines for Integrity Checks
Just guidelines to make Integrity Roll based conditions really saucy…
Integrity Bonus: Resolve + Composure + Integrity Bonus – Bad Scale Penalty:
8-10: +2
7-6: +1
5-4: +0
3-2: -1
1: -1
Dramatic Failure: Take a Beat, Lose a dot of Integrity, upgrade the level of the effect from minor to moderate, moderate to major, major to the next category up. Consider a custom derangement.
Failure: Lose a dot of Integrity, take a condition within the level of the Mundane, Fear, Horror, or Madness condition.
Success: Retain a dot of Integrity and take a condition within the level of Mundane, Fear, Horror, or Madness condition.
Exceptional Success: Retain Integrity, gain 1 Beat, regain a willpower point.
Scale of Bad: Applies Base Penalty to roll.
Minor Mundane Situation: -0
Moderate Mundane Situation: -1
Major Mundane Situation: -2
Minor Horror Situation: -3
Moderate Horror Situation: -4
Major Horror Situation: -5 (max penalty for normal stuff)
Minor Madness: -6
Moderate Madness: -7
Major Madness: -8
*Moral situation does not exist on this scale.
(-3-5) Horror Situations
-2 Signs of Violence
-3 A decaying body
-3 Scene of Pain and suffering
-3 Freshly slain corpse
-4 Scene of terrible torture and pain
-5 Scene of terrible cruelty and inhuman evil (madness)
-5 Malign Paradigm Shifts (Plot twists of horror!)
(-5-8) Maddness Situations (Usually lasts a Story or longer.)
Mental contact with outsider, demon, creature of madness, abyssal
Gas lighting (maddening things, lights, pictures, deprivation)
Torment by spirits, ghosts, evil magic…
Step 2: Assess other modifiers that may apply. Be reasonable, normal life situations should not exceed -5 by themselves. Enough bad shit may or may not stack. Also consider the breaking points and morality of the character. These are all guidelines for an ST, not hard and fast rules.
Integrity Check Mods (only use if it makes sense):
+1 Character is protecting himself
+1 Character is acting in accordance with virtue
+2 Character is protecting a loved one
-1 Character is acting in accordance with vice
-1 Unknown supernatural element
-2 Witnessing violent unknown supernatural element
-2 Witnessing accidental death
-3 Witnessing a murder
-5 committing premeditated murder
-4 (3) Killing in self-defense
-4 (2) Killing by accident
-2 Causing serious injury to a person
-3 Witnessing Torture
-2 Enduring physical Torture
-2 Enduring mental/emotional supernatural attack
-2 Enduring physical supernatural attack
-1-5 Hostile/Paradigm shifting Supernatural occurrences
Curing Persistent Mental Conditions (in Downtime)
Character can make a will save one a day with they had peace and quiet. No work, no fighting, no strenuous activity.
Magic is the best and quickest by may not fix completely or permanently.
Hypnosis once per day can aid the character’s peace and quiet check.
Conditioning, therapy, working through issues may suppress a condition for a time or cure it slowly.
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