Talk:The Heylel Box

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super rough discussion minutes (thurs):

  • power reform along shrike lines
  • basic framework for social conflict, not too detailed so things remain organic
  • combat reform: higher lethality? (be more willing to splat PCs, they're immortal), 'noncombat actions' explicitly contained in the init loop with time dilation if necessary, actions quicker & easier but more options

to do (May 20th discussion):

  • mook pressure gauge/system?
  • more options in combat, reason to use different weapons?
  • between-scene action system

to do (May 29th test):

  • add manoeuvre action, more resilient troops at low power
  • more keikaku equipment/prep type stuff
  • make not keikakuing valid and common so it doesn't dominate every session
  • list of Hollow locations

2.0 Sheets

Helga 2.0 WIP

Obsolete, working version on main Heylel Box page.

Chargen

Power is capped by the Heptagram Level (HL). With the defeat of the Pride of the art clubs, the HL stands at 1.

The maximum value of a stat is HL + 7 (8), the maximum number of points that can be spent on a single power is twice that (16).



Stats

1 xp per level

  • Strength
  • Dexterity
  • Stamina
  • Perception
  • Intelligence
  • Manipulation
  • Charisma

Proposal on the table: collapse Strength/Stamina and/or Manipulation/Charisma together

  • Willpower: 1 xp per level, starts at 5
  • HP (detached from stamina?)
  • Fate

Skills

Fighting

Basic combat mechanic is the usual: roll dex/str vs. dex to hit, roll str vs. toughness to damage. Damage gets +1 automatic success if armed, and bonus dice from excess accuracy. No choosing defence type this time.

Rolls to resist torment sources are at +1 difficulty.

Special Actions

Besides just flailing away, you can try to do something special like disarming, precise called shots, controlling enemy movement or so on. These are rolled at +0 to +2 difficulty depending on just how difficult they are. It's easier to smack a knife out of someone's hand than strike through the eyeslit of a helm.

Grappling

Roll to hit as normal. Then rather than a damage roll you make a grapple roll to achieve your objective. This is a str vs. str roll with bonus dice from excess successes, like damage. Successes can throw the enemy (more sux = more distance) or hold them.

Net successes on hold reduce the enemy's pool to do anything other than attempt to escape the hold on their next turn. Escaping a hold is a grapple attack but net sux can only be applied to remove/reverse the hold. If a hold level reaches the higher of the target's str or dex, the target is pinned.

Mooks

If one or more sides are assisted by a large group of weak hellizens, they factor into the fight as mooks. The mooks associated with each side have a Power rating encompassing their numbers, physical force, morale and so on.

If left to their own devices mooks will do something straightforward but uncontrolled. However, they can be commanded with Charisma or Intellect rolls. Some actions almost always require command. More than one character can command mooks in a round; a group of mooks can take up to Power different actions in a round.

In general, mooks roll Power to accomplish something, with bonus dice based on successes on the command roll.

Mook actions:

  • Attack: The mooks swarm a target, rolling Power for hit and damage.
  • Support: The mooks back up an ally on attack or defence, adding successes as dice to the roll.
  • Pin: The mooks swarm an enemy to keep them busy. On their turn, the enemy must beat the mooks Power rating with attacks to do anything other than struggle with them.
  • Dig In: The mooks form up around a position or person. Enemies trying to break through must beat the mooks Power rating with attacks to do so.
  • Manoeuvre:

If mooks take more than their Power rating in damage, their Power reduces by 1 from attrition and broken morale.

Socialising

Temptation is appealing to someone's sinful urges. Appealing to a valid sin (not all hellizens have all sins) is a roll of . Appealing to an idol is more effective. Temptation may not apply to PCs without the NPC having a special power

Domination is overriding someone's will with your own. A Domination roll will typically be charisma + modifiers (rank, reputation, social prep, etc). If it exceeds the target's willpower, it achieves a result depending on the margin. Exceeding target willpower by 1 can deliver a single simple command, 3 can issue a more complex command, and 5 will make them your thrall for a scene unless interrupted. Increase the threshold by two for something obviously self-destructive.

Domination is a particular metaphysical act which the target will be aware of and might resent (or enjoy).

You can still deal with NPCs using normal rolls or pure RP.

Both can be used in combat, for example for aggro control, breaking defences, or forcing surrender.

Keikaku

Things done between scenes to prepare for the next one (some degree of temporal fudging is permitted).

Generally a keikaku roll will be of some stat, plus bonuses such as rank or faction affinity. The result of a keikaku roll is less than the raw successes rolled. Instead the number of additional successes needed to improve a result is equal to the current result. You can stack successes from multiple sequential rolls, but the time needed expands rapidly.

  • 1 success: result 1
  • 3 successes: result 2
  • 6 successes: result 3
  • 10 successes: result 4
  • 15 successes: result 5

Keikaku rolls include:

  • Ingratiate can raise favour with a faction. The result must be greater than your current favour with that faction.
  • Muster can gather mooks for the next encounter, be it rolling up some street toughs with a promise of a fight, or calling in a favour with the Historical Enactment Club (WW2). The result is the Power of mooks you can bring to the next fight. Muster rolls typically gain bonuses from faction affinity, particular favours, etc. Certain factions will have an upper limit on the amount of support they can give.
  • Prepare can store up bonus successes for particular rolls in the future. The objective must be reasonably well-specified. 'Make a pitch to Platephon to have him invest in your casino' is good, 'do magic' is not.
  • Research can tell you about weaknesses, fetters, idols, torments, etc. One level of result will give one piece of information.

Infernal Power

Powers

  • to do: scale for creation/zone/kinesis
  • A power with a cost of 'YX' costs Y XP per level. A power with a cost of 'Z' costs Z xp flat.
  • Addition before multiplication. Round up.
  • Modifiers, unless otherwise stated, can be bought once.
  • It is typically possible to substitute 2 dice for 1 automatic success when determining how a power works, but this must be decided ahead of time.
  • For a 1 point charge, you can create an alternate version of a power and buy bonuses, penalties or additional levels that apply to this version only. The cost of the additional effects may not be negative.

Blast (3)

The ability to hurl some concentration of your will to wreck shit at range. Choose a stat to key hit rolls to and a different stat to key damage rolls to.

  • Precise (1): Some feature - augmented aiming, homing, etc. - makes it easy to hit home with the attack. +1 die on hit rolls. Can be bought up to HL+7 times.
  • Persistent (5): The blast does 1/2 repeating damage over future turns.
  • Powerful (1): The blast does additional damage. +1 die on damage rolls. Can be bought up to HL+7 times.
  • Sniper (3): The blast has extreme range and precision and can shoot 'off the screen'.

Contract (20)

The essential power of mortal demonologists, but possessed by many demons as well. Binding constrains a target to be obliged to fulfill some requirement, while leaving their will otherwise their own. The terms of the obligation can be pushed one way or the other, most commonly by legal wrangling. This power is expensive but usually reduces cost with the 'ritual' and 'voluntary' modifiers. Metaphysically, this power is related to fetters.

  • Word Bind (5): You can apply this to any guarantee given by someone, if you use the power just after they speak. A rare and hated power.

Create (1X)

Choose a keyword. You can create or summon stuff matching that keyword. This could include strange things like space, time on a bespoke basis. If used in an attack this has X targeting and damage dice, but stunting and the element chosen can have a large effect. Roll X dice to determine quantity created.

  • Shaping (): You can create the element in a finely sculpted form.
  • Versatile (): Create other things, too. A purchase of this can allow creation of any 'ordinary' substance or an additional esoteric substance.
  • Pretender (): The thing can be animate. It has [rating]*4 points to distribute among stats and special abilities with a maximum of [rating]+2 in any one stat.

Illusion (?)

Create illusions affecting one sense. An intellect or deception roll determines how hard it is to see through, opposed by sensation or by intellect given a chance to examine. Physically with the illusion will cause it to dissolve.

  • Multisensory (): the illusion can affect multiple senses.
  • Resilient (): the illusion does not dissolve if disturbed.
  • Persistent (): the illusions last until dismissed.
  • Programmable (): the illusion can be given rudimentary behaviour and responses to stimulus.

Infernal Machine (?)

By controlling the local ambient souls, you can bring about effects appropriate to the local paradigm, so long as they do not require control of a soul with a strong self-image.

Infernal Weapon (special)

Some special weapon. Could be permanent or activatable. For any given weapon, the first bonus costs 1 xp, the second 2 xp, and so on.

  • Lethal Weapon: An extra +1 damage.
  • Cursed Weapon: Attacks can gravely wound the enemy, causing persistent damage or crippling limbs or etc., depending on specifics and stunts.
  • Alt Weapon: choose a stat other than strength and roll that for damage or hit rolls, e.g. perception or dexterity for a gun.
  • Natural Weapon: The weapon is part of you and can't be disarmed without great effort (though you may be unable to bring the relevant body part to bear).
  • Ranged Weapon: What it says.

Kinesis (1x)

Remote control of something physical (iron, fire, etc), around X^2 cubic metres/level. Can be used to do combat moves, rolling [rating] dice for attacks and damage. Trying to use the substance in combat is rolled at +1 difficulty. Roll X dice to determine quantity controllable.

Martial Arts (special)

Extra combat options!

  • Squidbane (): can defend against grapple attempts with an attack. The attack must beat the grapple roll to prevent it, but need only have positive successes to hit. The grappler must abort their attack to get a defence roll.
  • Technique (): special actions can be rolled at -1 difficulty
  • Feints (): [success on a deception roll -> lowered diff on an attack. failure -> attack wasted.]
  • Cross counter (): when attacked, can forgo a normal defence to attack simultaneously.

Mobility (3)

An extra movement mode such as flight or earth swimming that moves at normal land speed, or augmenting an existing movement mode to much greater than normal land speed. Can be bought multiple times.

Monstrosities

Strange physiological attributes, or just unusual effects. More a list of things people might have and their formal effects than a list of things PCs are expected to invest in. Powerful natural weapons are counted under Infernal Weapons.

  • Armour (): More soak!
  • Floating (): Not flight as such, but your natural resting place is a couple of inches above the ground. You can walk over water or broken glass without issue.
  • Fragile (): You shatter when injured. Post-soak damage is doubled.
  • Hyperarticulated (): Super flexible.
  • Multiple limbs (): Good for grappling.
  • Rank (X): Power in the structure of nobility in Hell. Bonus dice for certain social and keikaku actions, and RP effects.
  • Sexy (): You trigger lust, which is beneficial for stunting. Similar abilities exist for other sins (tasty, annoying, etc.), but are far rarer.

Nova (2X)

Temporarily gain extreme power (+X*4 stat points) for X turns, at the cost of exhaustion on completion.

Port (5)

Impose your will on geometry and move directly from one place to another.

  • Blind (5): You don't need to be able to see the target, just have a clear idea of it. This could be personal experience, a magical address, or something else appropriate.
  • Portal (3): Changes the ability. Rather than teleporting once, you create a standing portal which you and others can move through.

Root Sin (?)

Increase a target's susceptibility to a certain sin. They will be at +1 difficulty to resist appeals to that sin.

Sense (special)

An augmentation of a normal sense such as smell or hearing (-1 difficulty and allows appropriate stunts), or a special additional sense like echolocation or truth. Cost variable. Can be bought multiple times, but a given sense can only be augmented once.

Transform (2X)

Transform person-sized quantities of things that already exist. For living things, roll X dice and heal [sux] damage, move 2*[sux] stat points around (within mental/physical categories) or increase stats by [sux]. Healing from a given source to a given target can only be done once per scene unless there is some other strong limitation like willpower cost. A target can only have one transformation from a given source at any one time (you can't stack buffs).

  • Animate Only (-2): Only works on 'living' things.
  • Inanimate Only (-2): Only works on 'dead' matter.
  • Persistent (5): The changes last for longer than a scene.

Territory (varies)

Apply a condition to an area. This could be 'nobody may enter or leave' or 'violence is not permitted'. Resisting the condition requires a willpower rolls accumulating a certain number of successes. The cost per level varies depending on the condition. Roll X dice to determine area affected.

  • Absolute (x2): The effect cannot be overcome by accumulating successes, but only by success on single rolls.
  • Forceful (1): The threshold to overcome the effect is increased by 1.

Modifiers

Besides specific modifiers the following are applicable to many different powers:

  • Natural: Most powers need something to activate, be it sword moves or magic words. This trivialises that.
  • Scale (x1.5 cost): scale up from small or single targets to large or multiple targets. This also increases the difficulty of defence rolls.
  • Coincidental:
  • Ritual Boost: if the power requires a ritual, you can roll when performing the ritual to add bonus dice to the

Limiters

  • Conditional (-V): Use of this power requires a condition to be fulfilled, such as a voluntary target, being injured, or intelligence on the enemy. Discount variable.
  • Exhausting: Use of this power requires expending willpower.
  • Personal: You can only use this on yourself.
  • Precharge: Requires X turns to power up before use.
  • Recharge: You can only use this once per scene.
  • Ritual: Requires a lengthly (i.e. non-combat-time) ritual to complete, for example drafting a contract, painting a picture, drawing a magic circle.