Talk:The Heylel Box: Difference between revisions
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===Powers=== | ===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 |
Revision as of 10:20, 20 May 2017
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