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


Helga 2.0 WIP

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

[robust grapple mechanics will be needed]

Rolls to resist torment sources are at +1 difficulty.

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. 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.

Infernal Power

What people have already:

  • flight
  • magic
  • inoue's willpower and combat tricks
  • Fuuki's summoning and alteration
  • Simone's contracts
  • The straight razor and bloody bokken
  • Leli's beam and nuke
  • Muraxi's fireballs and portals
  • Simone & Muraxi's special senses

Powers

Blast

The ability to hurl some concentration of your will to wreck shit at range.

  • Area blast: Large AOE
  • Persistent: Set the room on fire

Create

Create something! Keyword-limited.

  • Shaping
  • Extra Element

Kinesis

Remote control of something physical (iron, fire, etc). Can be used to do combat moves, though less effectively than dedicated powers.

Infernal Weapon

Some special weapon. Could be permanent or activatable. Pick an option and can buy up more.

  • Lethal Weapon: +1 damage
  • Cursed Weapon: Attacks can gravely wound the enemy, causing persistent damage or crippling limbs or etc.
  • 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

Transform

Transform things that already exist.

  • Animate Only
  • Inanimate Only

Contract

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.

Port

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

  • Non-LoS
  • Portal

Nova

Temporarily gain extreme power at the cost of exhaustion.

Sense

An augmentation of a normal sense such as smell or hearing, or a special additional sense like echolocation or truth.

Zone

Apply a condition to an area.

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.
  • Recharge: Can only be used every other turn, or 1/encounter, etc.
  • Ritual: Requires a lengthly (i.e. non-combat-time) ritual to complete, for example drafting a contract, painting a picture, drawing a magic circle.
  • Scale: scale up from small or single targets to large or multiple targets.
  • Voluntary: Requires assent from a free (i.e. not dominated or otherwise metaphysically coerced) target.
  • Willpower: Requires WP expenditure to activate (more than one WP can be spent in a round or on a single action).
  • coincidence