Abilities: Difference between revisions

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'''Demolitions''': In the Avenger Creed book, mechanics are given for destroying a building. The design was loosely based on the regular combat system and was designed to allow some complexity to the largely untouched aspect of the storytelling system. Remember that overt instances should likely be featured in chronicle reports.
Important notes to the system are as follows:
*Buildings get “Health Levels”. These health levels represent how much stress a building can take before it collapses.
**These are not on a human scale. A building can only suffer damage via the forces described below (big explosions, fire or repeated heavy impact). At storyteller discretion, some supernatural abilities such as Puissance or Might of Thor can deal single levels of damage to the structure of a building.
*Buildings do not soak damage. There are simply sources of damage that can harm their structural integrity and sources that cannot.
*Some buildings have more than 10 health levels while others may have fewer.
*Engage in a static Mental Challenge, retesting with Demolitions or Construction, against a difficulty set by the storyteller based on the amount of time the character has had to prepare for the strike.
**The difficulty is six if the character had the day to plan it out. The difficulty can rise as high as eight or even higher if the character is under duress.
***If the character fails the challenge, two Simples Challenges are made.
****If the character fails both, the challenge is considered a botch and something goes wrong. This can mean anything from the building coming down on the character, to equipment breaking down and no longer functioning.
***Damage to the structure that is dealt by the Demolition/Construction action is equal to the unspent Ability used, divided by two and rounded up.
****You then add a damage modifier based on the equipment being used.
****An appropriate Spec increases this damage by one.

Revision as of 16:29, 24 August 2023

Rituals: This ability is used to all challenges to retest use of Ritae only. It does not grants levels of Ritae itself.

Crafts Crafts not listed here are assumed to use a comparable system - specifics should be clarified with Staff before anything is finalized.

  • Each level of Crafts takes 2 weeks to be applied - for example, a Crafts 3 item would take 6 weeks to be completed.
  • Each level of Crafts requires a challenge, retest applicable Crafts Ability.
    • Any failed challenges may be retried with the Repair Ability, retest Repair.
    • You may not retry more challenges on a given item than your levels of Repair.

Example: A PC attempts to create a Crafts 5 sword and loses 2 of the 5 challenges. They have Repair 2, thus allowing a second attempt on both lost challenges. One of those is won, resulting in a Crafts 4 sword at the conclusion of 10 weeks.

  • Ammunition Crafting: Ammunition crafting only takes 2 weeks to complete, regardless of craft level being used.
Ammunition
Level Effect
1 Can create standard rounds. Basic modifications can be made. 50 rounds, Converting Bird/Buckshot into Wax Slugs and standard rounds into hollow points.
2 Can create Flares; Can create exotic rounds like gold and silver. 40 rounds
3 Can create Armor Piercing rounds. 30 rounds
4 Can create Tracer rounds. 20 rounds
5 Can create Tracer rounds 20 rounds
Specialization If you have an applicable spec for the type of item you are creating you may do one of the following: Add 50% more to the end total of ammo created, Cut your crafting time in half.
  • Armor Crafting: Your base item will be taken directly from the appropriate book. Then your crafting ability will be applied to make any modifications to the item.
Armor
Level Effect
1 Nothing
2 +1 Armor Rating
3 Can craft exotic armor such as gold and silver
4 +1 Armor Rating
5 Can remove negative trait (item may not reach zero negatives)
Specialization If you have an applicable spec for the type of item you are creating you may add one of the following in addition to your crafts rating to your item; +1 Armor Rating, Remove a negative trait, Or you may choose to shorten the time of item creation by half. Toreador Antitribu following crafting 5+ rules, may not shorten the creation time in this manner.
  • Weapon Crafting: Your base item will be taken directly from the appropriate book. Then your crafting ability will be applied to make any modifications to the item.
Weapon
Level Effect
1 Nothing
2 +1 Trait
3 Remove a Negative Trait
4 Add a special ability (Appropriate to the item)
5 +1 damage
Specialization If you have an applicable spec for the type of item you are creating you may add one of the following in addition to your crafts rating to your item; +1 Damage, Remove a negative trait, Or you may choose to shorten the time of item creation by half. Toreador Antitribu following crafting 5+ rules, may not shorten the creation time in this manner.

Linguistics: is handled as in Laws of the East, which states “This version...supersedes the rules for Linguistics given in all previous Mind’s Eye Theatre games” and, as such, the Linguistics ability is handled as follows:

Languages
Level Languages Known
1 1 additional language (to your native language)
2 2 languages (in addition to your native, so 3 total languages incl. native)
3 4
4 8
5 16

Demolitions: In the Avenger Creed book, mechanics are given for destroying a building. The design was loosely based on the regular combat system and was designed to allow some complexity to the largely untouched aspect of the storytelling system. Remember that overt instances should likely be featured in chronicle reports. Important notes to the system are as follows:

  • Buildings get “Health Levels”. These health levels represent how much stress a building can take before it collapses.
    • These are not on a human scale. A building can only suffer damage via the forces described below (big explosions, fire or repeated heavy impact). At storyteller discretion, some supernatural abilities such as Puissance or Might of Thor can deal single levels of damage to the structure of a building.
  • Buildings do not soak damage. There are simply sources of damage that can harm their structural integrity and sources that cannot.
  • Some buildings have more than 10 health levels while others may have fewer.
  • Engage in a static Mental Challenge, retesting with Demolitions or Construction, against a difficulty set by the storyteller based on the amount of time the character has had to prepare for the strike.
    • The difficulty is six if the character had the day to plan it out. The difficulty can rise as high as eight or even higher if the character is under duress.
      • If the character fails the challenge, two Simples Challenges are made.
        • If the character fails both, the challenge is considered a botch and something goes wrong. This can mean anything from the building coming down on the character, to equipment breaking down and no longer functioning.
      • Damage to the structure that is dealt by the Demolition/Construction action is equal to the unspent Ability used, divided by two and rounded up.
        • You then add a damage modifier based on the equipment being used.
        • An appropriate Spec increases this damage by one.