top of page

​

​

MENTAL FEATS

​

​

USING THE HUD FOR FEATS

​

​

VERSUS DIFFICULTY

  • Use the Hud and select the roll option.

  • choose a difficulty (remember your difficulty may be raised or lowered depending on many factors)

  • Add your attribute + Skill + any relevant values

  • in the description field NAME your attribute + Skill +  bonuses so they can be checked.

  • Roll

  • The Hud will tell you if your feat was successful based on the difficulty + modifiers

  • If people can react to the feat then they roll as your feat instructs. If they score more successes they are successful in reacting to your feat.

RESISTING/OPPOSING/CHALLENGING A FEAT ROLL

  • Occasionally a feat will be rolled directly against an individual. For example "Spotting lies" Is a contested roll between two characters. Use the -targeted- dice roll as you would in combat, rolling the feat fields, they will be prompted to roll their appropriate fields as in your feat field.

​

USING KNOWLEDGE FIELD  SPECIALITIES

Specialities fully round your character. Example if you are playing an actor it is essential to specialize in performance , acting + public speaking.

A museum curator should have several Academic history specialties... These less -immediately- useful specialities may well make your character the GOTO character regarding certain subjects.

​

ROLLING A KNOWLEDGE :

If you don't have the relevant specialty add +5 to the roll difficulty. (specialty is the bracketed entry next to the knowledge)

  • It is NOT possible to botch a roll in your specialty field.

  • Natural rolls of 20+ when using your specialty field add 5 additional successes to the total

  • KNOWLEDGES ARE Academics/Tech/Craft/Performance

​

                                                                                                                                                                                                           

  • ACADEMIC KNOWLEDGE:

ROLL : INTELLIGENCE + ACADEMICS (Type) Or WITS +ACADEMICS (Type)

DIFFICULTY =Variable

SUCCESS: = Storyteller to reveal obscure or complex knowledge based on number of successes gained and particular area of study

Academic knowledge tests are rarely, if ever , used outside storyteller scenes.

________________________________________________________________________________________________________________________________

​

  • COMPUTER HACKING

Is not as simple as you think it is. Computer hacking is a long and involved process. You can find the rules HERE 

Hacking electronic doors or taking out security cameras can be achieved with other methods that do not rely on computer hacking.

Electronics and Larceny are infinitely more useful for dealing with security counter measures. (See INTRUSION)  Computer hacking therefore is not a "Basic" Feat and if one wants to play a computer hacker, one should be familiar with exactly what hacking involves. Warning, it is necessarily complex and suggested for players who want to be a "Go To Character" regarding this particular niche, as it may be involve more complexity than an average player is willing to deal with.

                                                                                                                                                                                                                                            â€‹

 

  • MEDICAL TREATMENT: Disease/Poison/Drugs/Venom

 Medical professionals are able to treat themselves or others inflicted with diseases.

​

EXTENDED ACTION: Roll Once per Day Per Patient.

ROLL: WITS + ACADEMICS (MEDICINE)

DIFFICULTY: RECOVERY ROLL TARGET + 5 (see recovery roll of the condition on Disease & Toxins page)

FAILURE: Means that treatment attempts have no effect on the condition.

BOTCH: Means the treatment actually inflicts the damage of the condition immediately.

SUCCESS: All successes rolled may be donated to the patient for the next recovery roll during the next period. 

EXCEPTIONAL SUCCESS: (Successes in excess of recovery target)  A remarkable success cures the patient and heals any wounds /conditions already inflicted upon them.

NOTE: Treatment facility and equipment and medicines must be available for the treatment. It is recommended you do some OOC research to see what your character needs. CANNOT HELP UNDEAD CHARACTERS

_____________________________________________________________________________________________________________________________

  • MEDICAL TREATMENT: FIRST AID  

 +  The ABC's of medicine, everything from CPR to cleaning wounds. This is basic medical care based on preserving life for long enough to trauma surgeons or Doctors to arrive on scene. Subjects treated with first aid are not healed, they are preserved. Of course paper cuts can have a band aid applied with no application of first aid required at all, but you can't put a band aid on a broken arm and expect it to prevent further damage.

​

ROLL:         INTELLIGENCE + ACADEMICS (MEDICINE) OR INTELLIGENCE +ACADEMICS (SURVIVAL) 

DIFFICULTY: First Aid recipients status defines the difficulty of preservation and conditions add complications.

STATUS:

  • Conscious and Breathing     12+

  • Unconscious and Breathing  14+

  • Unconscious Not Breathing   16+

CONDITION: (cumulative in addition to status)

  • Broken Bones and burns add + 1 to difficulty

  • Neck /Spinal Injury and severe burns add +2 to difficulty

  • Arterial bleeds or 3rd and 4th degree burns add + 3 to difficulty

​

FAILURE: Means no preservation is possible, you may try again next turn, provided the patient survives long enough.

SUCCESS: Each success means that the character may be preserved for 5 turns. Treatment may be applied every three turns to preserve the victim for long enough for medical treatment to arrive. They are NOT healed.

NOTE: First Aid +   has ZERO effect on supernatural characters. 

_____________________________________________________________________________________________________________________________

  • MEDICAL TREATMENT: TRAUMA SURGERY     

 Trauma Surgery is the act of repairing severe injury that a mortal body may endure. Mortal means Changeling/Mage as well as regular humans/kinfolk/kinain. The procedures for each type of surgery vary, heart and brain surgery for instance are different from resetting bones and such like. We suggest you ROLEPLAY the differences but for sake of simplicity we use one system for Trauma Surgery.

​

TRAUMA SURGERY can only be performed on characters who are living and stabilized. 

​

ROLL: INTELLIGENCE + ACADEMICS (MEDICINE) 

DIFFICULTY: TRAUMA SURGERY

  • The surgery is performed in a hospital operation room.  12+

  • The surgery is performed in a sterile environment such as a clinic or veterinarian   facility.14+

  • The surgery is performed in a clean environment but not a sterile one.  16+

  • The surgery is performed in a public area like a bar or restaurant. 18+

  • The surgery is performed outdoors/ in a sewer or other environment where bacteria and germs can thrive. 20+

COMPLICATIONS: (Additional Difficulties)

  • Improvised surgical equipment  +2 to difficulty (Surgical equipment is available in operation theatre/clinics/veterinarian facilities but no where else.)

  • Patient is conscious +3 difficulty. (You may if you possess chloroform or tranquilizers knock them out)

  • You are intoxicated +5 difficulty.

SUCCESS:

  • Need to accumulate 20 successes when damage is Aggravated 

  • Need to accumulate 10 successes when damage is Lethal

FAILURE: Means no progress is made, you can try next turn. Trauma surgery is an extended process.

BOTCH: Need to accumulate 2 more successes than usually. 

​

_____________________________________________________________________________________________________________________________

  • MEDICAL TREATMENT: COSMETIC SURGERY     

 Cosmetic Surgery is much like Trauma surgery except its applications are purely cosmetic. Only Mortals/Changelings/Mages/Kinfolk/Kinain can benefit from cosmetic surgery, supernaturals would have to visit a character who possesses Vicissitude or perhaps make a pact with a Demon. For horns ,subdermal  implants and "body mods", most people go to a tattoo parlour.

​

ROLL: INTELLIGENCE + ACADEMICS (MEDICINE) 

DIFFICULTY: TRAUMA SURGERY

  • The surgery is performed in a hospital operation theatre.  12+

  • The surgery is performed in a sterile environment such as a clinic or veterinarian   facility.14+

  • The surgery is performed in a clean environment but not a sterile one.  16+

  • The surgery is performed in a public area like a bar or restaurant. 18+

  • The surgery is performed outdoors/ in a sewer or other environment where bacteria and germs can thrive. 20+

COMPLICATIONS: (Additional Difficulties)

  • Improvised surgical equipment  +2 to difficulty (Surgical equipment is available in operation theatre/clinics/veterinarian facilities but no where else.)

  • Patient is conscious +3 difficulty. (You may if you possess chloroform or tranquilizers knock them out)

  • You are intoxicated +5 difficulty.

SUCCESS:  It takes a number of successes to achieve a desired effect.

​

  • Repair/cover scars/burn damage 4 successes.

  • Face Lift (Nip tuck reduce signs of ageing.) 2 successes.

  • Reshape a specific facial feature. (Nose, Eye Shape, Lips) 2 successes

  • Reshape entire face (Unrecognizable) 4 successes.

  • Reshape a specific body feature. (Abs, Pecs, butt,) 4 successes.

  • Enhance a specific body feature. (Penis, Ass ,Breasts) 2 successes.

  • Transform one sexual reproductive organ into the opposite. (Infertile operation) 4 successes.

  • Hair transplant (3 successes)

  • Iris dying (1 success per eye) (this is changing eye color)

  • Face Transplant. (Using a willing dead donors face, or an unwilling live donor) 8 Successes.

​

FAILURE: Means no progress is made, you can try next turn. Cosmetic Surgery is an extended process.

BOTCH: Inflicts 1 point of lethal damage.

NOTE: HRT (Hormone Replacement Therapy) is assumed to be well underway when sexual reassignment is present, Generally a month or so playing out the effects of taking such is enough, though you won't be called out on it if you have not roleplayed it.

_____________________________________________________________________________________________________________________________

  • REPAIR

ACTION TYPE: EXTENDED ROLL

ROLL DEXTERITY+ TECHNOLOGY (Type) /CRAFTS (Type)

The difficulty of the roll depends on the device type.

The number of successes required depends on the job complexity.

EXAMPLE:  An Automobile which has moderate damage is difficulty 14+ and requires 5 successes.

While a Jet fighter requiring a complete overhaul would be Difficulty 18+ and require 20 successes.

​

  • Temporary fixes (Jury-rigging) is possible requiring only half the number of successes to complete and subtracting 2 from difficulty.

  • Jury-rigged repairs only last for a scene and then damage the device, leaving it more difficult (+1 Difficulty) to repair in the future.

  • Attempting any repair without the proper tools increased the difficulty by +2.

​

A Perception + Technology vs Difficulty based on the chart below will correctly diagnose the problem and make it easier to repair (-2 Difficulty to repair rolls). In the case of repairing objects that are not mechanical or electronic (for instance, repairing a broken piece of pottery), substitute Crafts for Technology

​

DEVICE                                                                                                   DIFFICULTY

Simple mechanical or electric device                                                           10+

Simple electronic device (radio, tape player)                                                12+

Complex mechanical or electric device (automobile, complex clockwork)         14+

Personal computers other complex electronic devices                                     16+

Very large, extremely complex device (jet fighter, mainframe computer)            18+

Complex experimental prototypes (Unusual and Extraordinary Devices)            20+

​

JOB COMPLEXITY                                                                                     SUCCESSES REQUIRED

Minor damage (loose wire, flat tire)                                                             1

Technical glitch                                                                                          2

Electronic malfunction                                                                                 5

Moderate damage                                                                                     5

Upgrades, installing replacement parts                                                         10

Complete overhauls or rebuilds                                                                    20

_____________________________________________________________________________________________________________________________

  • DESTROY

ROLL PERCEPTION + TECHNOLOGY (Type) /CRAFTS (Type) /OCCULT (For supernatural devices)

A single roll  with one success, will determine how to a  device off.

The character needs at least 10 minutes to find a device’s weak points on an extended roll.

A successful roll will reveal a critical location on the device which can then be damaged.

EXAMPLE: TECHNOLOGY (Electronics) To disable an alarm or camera or I.E.D

EXAMPLE: TECHNOLOGY (Mechanical) To Disable a Bear trap or portcullis.

If in doubt between electronics & Mechanics. If it is powered by electricity its -electronics- if it's clockwork, gears, levers ,etc its mechanics.

Some technology such as cars use both elements. Make sure you attack the right element with the correct technology.

​

 

DEVICE COMPLEXITY                                                                          DIFFICULTY                        SUCCESSES TO FIND WEAKNESS

Simple mechanical or electric device                                                           10+                                                2

Simple electronic device (radio, tape player)                                                12+                                                2

Complex mechanical or electric device (automobile, complex clockwork)         14+                                                5

Personal computers other complex electronic devices                                     16+                                                5

Very large, extremely complex device (jet fighter, mainframe computer)            18+                                              10

Complex experimental prototypes (Unusual and Extraordinary Devices)            20+                                              20

_____________________________________________________________________________________________________________________________

​

  • TRACKING

Tracking  requires you to follow physical evidence in the wild – footprints, blood smears, bent blades of grass – to find a target.

ROLL WITS + ACADEMICS(Survival) 

ROLL PERCEPTION + PRIMAL URGE (Garou)

DIFFICULTY = Subjects Wits + Academics (Survival) +10

Modifiers

Each hour passed = +1 Difficulty.

Inclement weather = +3 Difficulty.

Subject Crossed water = +5 difficulty.

SUCCESSES:

One: Allows trail to be followed.

Two: Speed of Quarry

Three: Weight of Quarry

Four: Health status of Quarry (wounded/unwounded, not any deeper diagnostic)

Five : Number of followers

_____________________________________________________________________________________________________________________________

  • SURVEILLANCE (observational)

ROLL PERCEPTION + WITS

DIFFICULTY

Reading a headline or listening to a conversation across an empty room. 10+

Noticing if someone is carrying a concealed weapon in a normally lit room.12+

Noticing the details of a target’s face in a dimly lit and crowded room like a club.14+

Overhearing a conversation in a crowded restaurant a few tables over. 16+

Overhearing a whispered conversation at the next table in a diner or restaurant. 18+

Noticing a finer detail from across a crowded room like the discreet flash of a badge.20+

Modifiers

Outdoors within 10 meters +2 difficulty

Outdoors within 20 meters +4 difficulty

Outdoors within 10 meters poor weather conditions +4 difficulty

Outdoors within 20 meters poor weather conditions + 6 difficulty.

Note: Characters may ask you to roll surveillance if you are attempting to react to something said conversationally away from you.

________________________________________________________________________________________________________________________________

  • SURVEILLANCE (Computers)

ROLL PERCEPTION + TECHNOLOGY (Computers)

The difficulty is determined by the quality of the equipment used and the conditions in the setting.

  • BUG

Using a bug in a small room like a bedroom or personal office.10+

Placing a bug in a large room hoping to catch the conversation of people wandering around it. 18+

Placing a bug in a bar or restaurant hoping to catch the conversation of two people wandering around it.20+

  • LASER MIC

Using a long range laser microphone to listen to a clear conversation in a nearby office building.10+

Using a long range laser microphone to listen to a conversation on a semi-busy city street.14+

Using a long range laser microphone to listen to a conversation on a busy city street. 16+

​

NOTE: You must emote actively listening to participants. 

________________________________________________________________________________________________________________________________

  • BUG PLACEMENT

ROLL DEXTERITY+ LARCENY vs opponent's  PERCEPTION +WITS

Note: If you intend to place a bug when the character is not present, you must have access to the area or you must break in.

In the case of a break-in a character gains +4 to their perception + wits roll to detect bugs.

Only 1 bug may be placed per location or per person. 

​

BUGS & OTHER SPY GEAR ARE AVAILABLE ON SPY GEAR PAGE. YOU MUST PURCHASE THEM TO USE THEM!

________________________________________________________________________________________________________________________________

  • OCCULT WARDING vs Wraith.

Anyone with Occult knowledge may ward against wraiths. Even those with no magical /magikal ability.

Warding is more of a passive defense. All warding has a specific focus based on the ancient lore used to protect the area: it could be a rusty iron nail, a ring of salt, burning incense, or some other means. A mortal can use such foci to protect an area, usually a building or otherwise permanent structure, from intrusion by wraiths.

​

ROLL OCCULT + CRAFT

DIFFICULTY  12+

SUCCESSES: 

ONE:   AREA: Broom Cupboard                DURATION: 1 day  WILLPOWER DIFFICULTY:  12+

TWO:  AREA: Small Room/ Apartment    DURATION: 2 days  WILLPOWER DIFFICULTY:  14+

THREE: AREA: Large Room/ Ball Room    DURATION: 3 days  WILLPOWER DIFFICULTY:  16+

FOUR:  AREA: One Floor Of A Building   DURATION: 5 days  WILLPOWER DIFFICULTY:  18+

FIVE:    AREA: One Entire Building             DURATION: 7 days  WILLPOWER DIFFICULTY:  20+

​

Only 1 area can be warded by the character at any one time. 

A Warded area requires a wraith to pass a willpower test  to phase through at the willpower difficulties presented above.

Entering the area is nearly impossible, requiring the use of an Arcanos like Moliate (to flow under a door or through a crack) or Argos (using Jump).

Note that if a wraith chooses to attack the focus of the Warding with Arcanos (like Outrage or Embody), the wraith can effectively end the Warding if she can somehow render the focus inoperative or ineffective (causing the nail to vanish, disrupting the salt circle, extinguishing the incense, etc).

This type of warding is the simple type. It only denies access rather than inflict injury on wraiths like some of the more advanced rituals. It is not fool proof either as wraith can disrupt the warding through use of Arcanos.

__________________________________________________________________________________________________________________________________________

  • AWARENESS 

​Awareness is an "Alert" that gives a character a feeling something isn't right. It's a sixth sense regarding the supernatural a "Gut feeling" a "Hunch" that something is not quite right. 

WHEN TO ROLL:

You own characters feelings/thoughts/actions/ bodies are manipulated or influenced or monitored and there is no -obvious- or mundane cause.

ROLL: PERCEPTION + OCCULT

  • DIFFICULTY = Difficulty of the power used + successes rolled

  • OR 10 + The  Attribute + Skill /Power level used in the effect. (Example: 10+ dominating vampires Resolve rank  + Dominate rank

  • OR 10+ mages arete + mastery of highest required sphere in effect

SUCCESS:

Just one success is require to proc this feeling.

It does not tell who or what is the cause of the feeling.

  • PATTERN ATTACK:

This feeling is explained on the magic defence page.

  • EMOTIONAL /MIND ATTACK: 

By process of elimination over several encounters the character may deduce there is something "Off" about an individual who is always present when this feeling triggers and may lead to valid ic social ostracization of the character in question. (Several Encounters = more than twice, less than five times, victims call on precise number of times they are willing to write it off as coincidence )

The feeling manifests as hairs on the back of the neck standing on end...or a shiver sent down ones back.

  • SUPERNATURAL OBSERVATION:  (not mundane spying)

The feeling of being -watched- may trigger. This applies to observation via scrying or observation by obfuscated characters following you down the street or other supernatural means of observation. Even the presence of wraith in the shadowlands can trigger this feeling. Your amygdala twitches like crazy, there's something wrong, even if you don't know -what- is wrong. Maybe you quicken pace, maybe you stop talking so openly, maybe you spin around in the alley way to take a really good look. "Something , somewhere, is definitely not right"

_________________________________________________________________________________________________________________________________

​

  • ARTISTIC CREATION

Normally, players can have their characters create various pieces of art to their heart's content, but in some cases, when they wish to accomplish something with their art, such as impressing someone, it might be prudent to roll.

​

STANDARD:

ROLL: INTELLIGENCE + CRAFT (Fine Art /Sculpture/Textiles/Creative Writing/Musical composition/Digital Arts/Photography)

DIFFICULTY: 12+

​

SATIRICAL:

ROLL: WITS + CRAFT (Fine Art /Sculpture/Textiles/Creative Writing/Musical composition/Digital Arts/Photography)

DIFFICULTY: 12+

​

EMOTIONAL:

ROLL: EMPATHY + CRAFT (Fine Art /Sculpture/Textiles/Creative Writing/Musical composition/Digital Arts/Photography)

DIFFICULTY: 12+

​

ENCODED: 

ROLL: ACADEMICS(type) OR OCCULT  + CRAFT (Fine Art /Sculpture/Textiles/Creative Writing/Musical composition/Digital Arts/Photography)

DIFFICULTY: 12+

​

SUCCESSES:

ONE:   Objectively good. Will suit a portfolio.

TWO:  Objectively good. Can be sold for a small profit.

THREE: Objectively good.  Could win a local  award. Would sell for a marginal profit.

FOUR:  Objectively sublime. Could win a national award.

FIVE +:  Objectively a Master Piece worthy of an exhibition/theft/private collection.

 

"GETTING IT" Artistic meaning.

To "Get" The Satire, Emotion, Encoded message the viewer rolls the following.

​

SATIRE:

Roll: Intelligence + wits

Difficulty = 20 minus the artists successes.

​

EMOTIONAL

Roll: empathy + wits

Difficulty = 20 minus the artists successes.

​

ENCODED

Roll: Intelligence + Academics (Type used) Or Occult (If Occult used)

Difficulty = 20 minus the artists successes.

​

SUCCESSES:

ONE:   An inkling, A tingle, A vague idea.

TWO:  A basic understanding of the subject

THREE: An in-depth understanding of the subject but nothing concrete

FOUR:  Understanding of the artists intention and overview.

FIVE +:  Eureka! It's a total revelation!

 

Upon "Getting it" The viewer may instant message the artist with the successes scored and ask what the intention of the piece was.

The Artist should consider how many successes the viewer gained and relate as much info appropirate to the viewers successes.

​

Satire "It's about , Its funny because, It has multiple layers of satire from - to... etc "

Emotional "The emotion, The emotion relates to.. the emotion is because ...etc"

Encoded "The secret message" (as it relates to the Academic or Occult field, Some real DeVinci Code stuff can happen here.)

_______________________________________________________________________________________________________________________________

 

  • BASIC COMPUTER USE (NOT HACKING)

Many Skills simply require (or assume) basic computer use; Investigation, for example, hardly functions in these nights without a few database searches. Academics and Science likewise comprise at least a quick Google or JSTOR trawl.

 

SEARCH /RESEARCH

ROLL: ACADEMICS(type) OR OCCULT  + TECHNOLOGY (Computing ) (There is no penalty for not possessing computing or tech however you would only run your basic Occult/Academic type for the search)

DIFFICULTY: 12+ Very obscure, occult, or deliberately concealed information increases the Difficulty.

 

SOCIAL MEDIA

ROLL: SOCIAL ATTRIBUTE  + TECHNOLOGY (Computing ) (There is no penalty for not possessing computing or tech however you would only run your basic Social Attribute for online shenanigans)

DIFFICULTY: 12+

_______________________________________________________________________________________________________________________________

  • RESEARCH (Library/Archieve/Museum)

ROLL: INTELLIGENCE + ACADEMICS(type) OR OCCULT 

DIFFICULTY: 12+ Very obscure, occult, or deliberately concealed information increases the Difficulty.

_______________________________________________________________________________________________________________________________

  • INVESTIGATION

ROLL: INVESTIGATION + PERCEPTION or WITS

DIFFICULTY:

spot something out of the ordinary 12+ 

find something that is not readily apparent 16+ 

Something that has been deliberately and possibly well hidden 18+

SUCCESSES:

The amount of successes indicates the amount and depth of the information or clues gathered in an investigation.

Specialized areas of research will require the character to have the appropriate knowledge in order to be able to interpret the significance of findings found during an investigation in the field. Generally One Success is better than none, but still does not give much to go on. Three successes should give some tangible leads and five successes should give very tangible leads. 

NOTE: Tangible lead does NOT mean a big arrow pointing to an individual. It will tighten the net, it may even yeild a rough area, or give you cause to interview possible witnesses or open up areas that need further research, maybe you find an occult tie and decide to ask questions in the museum or libary... Again. NO BIG ARROWS SPELLING IT OUT. Investigation only gives you "leads to follow"

_______________________________________________________________________________________________________________________________

  • CONCEALMENT

Camouflage in nature or burying a body outside undetectably

ROLL: INTELLIGENCE + ACADEMICS (Survival)

DIFFICULTY 10+

 

Urban Disguise and concealment

ROLL: INTELLIGENCE + ACADEMICS (Streetwise)

DIFFICULTY 10+

​

Cleaning up a murder scene

ROLL: RESOLVE + LARCENY 

DIFFICULTY 10+

​

The Difficulty for characters to spot what you have hidden is

INTELLIGENCE+PERCEPTION Difficulty 14+ your successes

_______________________________________________________________________________________________________________________________

  • CRYPTOGRAPHY

This is the practice of secret codes and languages. Cryptography has little to do with the field of computers and computer decryption is covered on the hacking page.

​

CODE CREATION

ROLL: INTELLIGENCE + ACADEMICS (Linguistics)

DIFFICULTY 12+

​

CIPHER CREATION

ROLL: INTELLIGENCE + ACADEMICS (Linguistics) OR INTELLIGENCE + OCCULT (Occult is used for non traditional languages or dead languages)

DIFFICULTY 12+

A character may create both a Code and a Cipher. They simply add the successes of both rolls together to create the "Code"

It is assumed that friendly characters are given the Cipher with which to read coded messages.

​

CODE CRACKING

EXTENDED ROLL:

ROLL: INTELLIGENCE + ACADEMICS (Linguistics)No linguistics increases difficulty by +5, No academics increases difficulty by + 15

DIFFICULTY 10+ (Linguistic Cipher)

ROLL: INTELLIGENCE + OCCULT

DIFFICULTY 15+ (Occult Cipher) no Occult rank increases difficulty by +10

To crack a code a character must request the number of successes required (Code +Cipher successes)  

_______________________________________________________________________________________________________________________________

  • FORGERY

There are two rolls in forging documents. The first roll is to determine how to the documents should look.

​

FORMAT

ROLL: INTELLIGENCE + ACADEMICS (Streetwise)

DIFFICULTY:

You are forging a document based on a master document in your possession (obtained through legit rp) 12+

You are forging a document based on memory from an academic field and speciality you possess.  14+

You are forging a document based on memory you possess no academic knowledge of the field .    16+

You are forging a document based on internet search.                                                                 18+

You are forging a document based on internet search and the document is forgien.                         20+

 

QUALITY

This roll is to determine the quality of the final product.

ROLL: DEXTERITY + ACADEMICS (Streetwise) +1 Per success from previous roll.

DIFFICULTY: 20+

Three successes indicates that the character has created a forgery that would fool most people, but not an inspector or official.

Five successes indicates that the forgery is a near perfect copy.

A failure means that the documents are not useable and a botch indicates that the character will be caught as soon as he tries to use the forged documents. 

​

_______________________________________________________________________________________________________________________________

  • FORAGING

To find adequate food, water, and shelter for one person within an hour or two of scouring the wilderness

ROLL: INTELLIGENCE + ACADEMICS (Survival) + 2 for spring /+1 for summer (-2 if desert) -1 Autumn -2 winter.

DIFFICULTY:

Forest  12+

Swamp 14+

Grassland 16+

Hills & Mountains 18+

Desert & Tundra  20+

​

Just one success is required for your character.

For each additional person that the forager needs to provide for, another success is required.

Failure, indicates nothing is found

while a botch indicates that the character has gotten lost, fallen, eats something poisonous.

_______________________________________________________________________________________________________________________________

  • SCROUNGING

To find adequate food, water, and shelter for one person within an hour or two of scrounging the urban environment. This is dumpster diving, finding adequte shelter in the city where one won't be disturbed.

ROLL: INTELLIGENCE + ACADEMICS (Streetwise) 

DIFFICULTY:

Tourist Areas  12+

Uptown/Up market/Posh areas14+

Financial District 16+

industrial  District 18+

Private Estates 20+

Just one success is required for your character.

For each additional person that the forager needs to provide for, another success is required.

Failure, indicates nothing is found

while a botch indicates that the character has gotten lost, arrested,robbed, eats something way beyong its expired date.

_______________________________________________________________________________________________________________________________

  • FORTUNE TELLING

Fortune Telling is never exact. Questions will never be responded to in a straightforward manner.

(Story teller required, who will be somewhat -cryptic- with answers. "The man who wears death's face" might mean a skull tattoo for instance.)

ROLL: PERCEPTION + OCCULT

DIFFICULTY

Standard Question 16+

Complex Question  18+

Extremely Complex Question 20+

​

It requires a minimum of 3 successes to glean any useful information from Fortune Telling.

Additional successes only provide slightly more information.

A failure indicates that no information is gleaned while a botch indicates that the information is incorrect.

Additional questions can be asked to clarify an answer adding + 1 Difficulty per question asked after the first. 

​

​

​

​

​

bottom of page