The Heylel Box

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Outside the Student Council room there is a suggestion box, guarded by ancient fiends and full of profane desires.

Post mechanical ideas/requests/suggestions here.

Character Generation

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

Characters are built with 60 xp as of the start of Hell's Garden 2.5.

Stats

Each point of a stat costs 1 xp.

  • Strength
  • Dexterity
  • Stamina
  • Perception
  • Intellect
  • Manipulation
  • Charisma

Resources

  • HP: equal to stamina
  • Willpower: starts at 5, additional points cost 1 xp up to a maximum of HL + 7
  • Fate: all characters have a maximum Fate capacity equal to HL + 3

Idol, Torment and Fetters

All characters have an Idol, which they seek, and which defines their WP regen condition. Write down the idol and a condition under which you regain wp appropriate to it (seeking your idol in other ways might also grant wp, but this makes sure everyone has something achievable)

All characters have a Torment, which they fear, and which will pursue them. Rolls to avoid your torment are made at +1 difficulty.

All characters have one or more Fetters. Each fetter defines some condition/object/behaviour(s) which your character must fulfill/carry/perform on pain of increased difficulties from metaphysical friction. Suppressing this requires spending 1 wp per scene. If two fetters are contradictory you can fulfill one or the other, but abuse of this may lead to the fetter conditions changing. Each fetter increases hp by 1 and grants some other bonus, such as +1 xp toward a purchase of Infernal Weapon for the weapon fetters. Buying a fetter costs 1 xp.

All characters have at least the Pandaemonium Academy Student fetter, which mandates school attendance & the uniform code. Powerful hellizens have wiggle room. This fetter grants the skill Academics (High School Diploma). This fetter is free.

Skills

2 xp per. Martial Arts is no longer a skill, otherwise same list as before for now. However adding a new field to a (specify) skill only costs 1 xp.

Infernal Power

  • 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 halves 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 surcharge, you can create an alternate version of a power with a point budget equal to that of the base power.

Powers

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 offscreen.

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.

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, the scale will depend on the type of material.

  • Shaping (3): You can create the element in a finely sculpted form.
  • Versatile (5): Create other things, too. A purchase of this can allow creation of any 'ordinary' substance or an additional esoteric substance.
  • Pretender (5): The thing can be animate. It has X*4 points to distribute among stats and special abilities with a maximum of X+2 in any one stat.

Illusion (5)

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 (4): the illusion can affect multiple senses.
  • Resilient (4): the illusion does not dissolve if disturbed.
  • Persistent (4): the illusions last until dismissed.
  • Programmable (4): the illusion can be given rudimentary behaviour and responses to stimulus.

Infernal Machine (X)

By controlling the local ambient souls, you can 'naturally' bring about effects appropriate to the local paradigm, so long as they do not require control of a soul with a strong self-image. Roll X dice to determine the power, but success thresholds depend on the type of effect desired.

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 and possibly bone saws (though you may be unable to bring the relevant body part to bear).
  • Ranged Weapon: What it says. Ranged weapons cannot use Strength for hit rolls, but can change the hit stat to Perception at no extra charge.

Kinesis (1x)

Remote control of something physical (iron, fire, etc), around X^3 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. 1 success is smaller than a small person, 5 successes is the size of a classroom.

Martial Arts (special)

Extra combat options.

  • Squidbane (2): 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 (4): special actions can be rolled at -1 difficulty
  • Feint (2): Make a deception roll vs sensation. If successful, make an attack which the enemy is at +1 difficulty to defend against. If successful by 3 or more, they are at +2 difficulty. If the deception roll fails, they are at -1 difficulty. Repeated use against a particular foe in an encounter will diminish effectiveness.
  • Cross counter (2): 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 (V)

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 (2X): +X soak per level.
  • Floating (2): 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 (-10): You shatter when injured. Post-soak damage is doubled.
  • Hyperarticulated (): Super flexible. Good for grappling.
  • Multiple limbs (): Good for grappling.
  • Rank (X): Power in the structure of nobility in Hell. Bonus dice for certain social, keikaku or metaphysical actions, and RP effects.
  • Sexy (2): You trigger lust, which is beneficial for stunting. Similar abilities exist for other sins (tasty, annoying, etc.), but are rarer.

Nova (2X)

Temporarily gain extreme power (+X*2 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 (4)

Increase a target's susceptibility to a certain sin, by rolling a chosen mental or social stat contested by their willpower. If you are successful, they will be at +1 difficulty to resist appeals to that sin.

Sense (V)

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

(if you have one from your old sheet, use the cost applied there for now)

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 (i.e. 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 (VX)

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 (+4): Most powers need something to activate, be it sword moves or magic words. This trivialises that.
  • Scale (x1.5): scale up from small or single targets to large or multiple targets. This also increases the difficulty of defence rolls.
  • Ritual Boost (+2): if the power requires a ritual, you can roll when performing the ritual to add bonus dice to rolls associated with the power.

Limiters

  • Conditional (-V): Use of this power requires a condition to be fulfilled, such as a being injured, or intelligence on or observation of the enemy. Discount variable.
  • Exhausting (x0.75): Use of this power requires expending willpower.
  • Personal (x0.75): You can only use this on yourself.
  • Precharge (-5): Requires a turn to power up before use.
  • Recharge (-5): You can only use this once per scene.
  • Ritual (x0.5): Requires a lengthly (i.e. non-combat-time) ritual to complete, for example drafting a contract, painting a picture, drawing a magic circle.
  • Voluntary (x0.5): The power only works on willing targets.

Old Suggestion Box

Powers

Combine all 'powers' such as flight, magic, etc into one system. Have more modifiers both positive and negative, such as 'needs willpower to activate'.

Fuki Boss

  • Meaning to properly sculpt servants but haven't had the chance.
  • Painting a self-portrait/give herself Consumption to avoid PE.
  • Become the FINAL BOSS OF THE ART CLUB.