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Table of Contents
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The following are the house rules incorporated here at Let The End Times Roll.
Fortunetelling
The Basics
A character with this quality can see glimpses of both the past and the future by looking at, or touching, a person or object. The fortune teller doesn't 'read' objects, but will often use them as a focal point for their gift. A stereotypical example of an object used for Fortune Telling would be a crystal ball, or rune stones. The character experiences these glimpses and visions as if they were actually there, in the moment, feeling the emotions of those involved in the original event—or future event if that is the case.
The character makes a perception/notice roll and the effects are determined by the number of successes achieved on the roll.
Success Level Explanations
1 Success: The character gets a glimpse into the recent past or future of a person. No more than a day or so in either direction. At this level things are seen in quick flashes that are often confusing. Sight is the only sense effected. Accuracy is often hit and miss, not do to the inaccuracy of what the psychic is seeing, but due to the jumbled nature of the visions. It is up to the psychic to correctly determine what it is they're seeing and translate it appropriately.
2 Successes: The character can see up to a week in either direction with things that happened more recently, or things that will happen in the more near future being more clear than events that are further out. While still a bit jumbled and possibly confusing, someone pushed play rather than fast forward. Both sight and sound are included in the visions at this level. Again, it is up to the psychic to accurately determine what the vision means and translate it appropriately. Particularly frightening images may warrant a fear test.
3 Successes: See things up to a month in either direction. Sight, sound, and scent are included in the vision at this level. More important or recent events might come through a little more clearly, but are often muddled with surrounding events that do not come through so completely.
4 Successes: See things up to a year in either direction. Again, more important or recent events my be represented more clearly, but are still often muddled with surrounding events.
5 - 9 Successes: See things up to fifty years in either direction.
10+ Successes: See things up to one hundred years in either direction. While the imagery can still be symbolic and confusing, the fortune teller, at this success level, can actually pause and rewind what she is seeing, providing more time to study and process the images that she is seeing.
Fortunetelling Notes
Note: Fortune Telling is not an exact science, it is often hit and miss and much of what is seen is left to the interpretation of the fortune teller. This hit or miss is not due to the accuracy of what the fortune teller is seeing, but due to their ability to figure out what it is they are seeing accurately. Sometimes they hit the nail on the head and figure out the symbolism of what they're seeing exactly, other times they may fall short of the mark.
When past events are being seen, it is up to the two players involved to work together to figure out what is 'seen'. If an agreement can't be reached, staff can be called in to work out the details.
When future events are being determined things become a little more tricky. If both players are in agreement that what is being seen is going to further a plotline then, by all means, be creative. Staff asks that care is taken not to assume events that effect the grid on a whole or the current season plotline. When in doubt about what can or cannot be seen, please ask a staffer. There are many sites such as: http://predictions.astrology.com/fortuneteller.html. These free 'Fortune Telling' sites can be used as a fun alternative to going into too much detail and attempting to pin down future events that may not come to pass in the course of RP.
Artist
In order to take the Artist Quality, one must purchase a minimum Art (or applicable Wildcard) skill of 3.
Emotional Influence
For each repeated attempt to project one's emotions on a target during a scene, the target gains a cumulative +2 bonus to their Willpower rolls to resist.
Enchanter
How Long Does it Take to Make an Item?
Even though the books stated 2 weeks per PL, it assumes that someone is playing a game once a week with down time in-between RL. This game runs 24/7, and as such, our rule for Superscientists and Enchanters is similar to magic research:
Item Research and Development is based on a "R&D Week", which reflects the character spending 8 hours of doing the necessary preliminary work to create the item. While developing an item, the character cannot be engaged in activities other than development, or that time does not count towards the R&D Week. Developing an item takes a number of R&D Weeks equal to the PL of the item being created.
The nature of the system is that a character rolls Intelligence/Occultism/Enchanter along with any applicable modifiers. They must achieve a number of Success Levels equal to the Power Level of the item being enchanted to succeed. If they do not, they must spend -another- amount of time equal to the first R&D period, then roll again. Success Levels are tabulated; getting 2 SL on the first roll and 3 on a second gives 5 towards item enchantment. This continues until the item is completed. Gaining MORE SLs than the required PL cuts the time by 1 week per SL, or 1 day per SL if the time drops to less than 1 week. So if someone is trying to enchant a PL 2 item and gets 4 SL, they manage to create said item in 6 days (2 SL means creation in 2 weeks, the 3rd SL cuts it down to 1 week, and the last cuts off more 1 day).
How Many Items Can I Make at a Given Time?
Up to your level of Enchanter or Superscience +1, but a single item cannot exceed your total Enchanter/Superscience Quality. This means if you have a Superscience or Enchanter level of 3, you can work on four PL1 items, or two PL1 and a PL2 , or one PL3 item at any given time.
I'm Making a Serum/Quantity Assemblage. How Will That Work?
If you're making an Assemblage that is effectively a compound that can be distributed in doses (such as a serum, or a batch of enchanted cookies), an addition Intelligence + Relevant Skill (Science or Occult) is made. Your total determines the amount of successful doses in a given batch. Staff will note the amount in a jnote, and the player is required to notify staff when a dose is distributed or used.
Magical Healing
According to canon and the official published rules, Healing Magic is meant to be a hard thing. We really don't see much healing magic at all in the shows, and the sidebars in the book suggest Healing be made somehow harder, more difficult, or more consequence laden. Unfortunately, the rules don't support that. Spell design makes no difference whether it was healing magic or not. After evalutating the situation, we have come up with the following modifications to Healing spells:
A) Because of their difficulty, healing spells take an automatic +2 to power level. You figure the power level as according to News Spell Design, then you add 2.
B) Healing spells cannot have a research modifier better than -3. They're just plain hard to learn.
C) If the spell ends up with a total PL of greater than 4 (after the +2 modifier is applied), it must be Black Magic; that's the only way to tap the forces of life and death with that much strength.
Psychic Visions
The drawback version of psychic visions is not available to dead/undead characters.
Superscience
How Long Does it Take to Make an Item?
Even though the books stated 2 weeks per PL, it assumes that someone is playing a game once a week with down time in-between RL. This game runs 24/7, and as such, our rule for Superscientists and Enchanters is similar to magic research:
Item Research and Development is based on a "R&D Week", which reflects the character spending 8 hours of doing the necessary preliminary work to create the item. While developing an item, the character cannot be engaged in activities other than development, or that time does not count towards the R&D Week. Developing an item takes a number of R&D Weeks equal to the PL of the item being created.
The nature of the system is that a character rolls Intelligence/Science/Superscience along with any applicable modifiers. They must achieve a number of Success Levels equal to the Power Level of the item being created to succeed. If they do not, they must spend -another- amount of time equal to the first R&D period, then roll again. SLs are tabulated; getting 2 SL on the first roll and 3 on a second gives 5 towards item creation. This continues until the item is completed. Gaining MORE SLs than the required PL cuts the time by 1 week per SL, or 1 day per SL if the time drops to less than 1 week. So if someone is trying to create a PL 2 item and gets 4 SL, they manage to create said item in 6 days (2 SL means creation in 2 weeks, the 3rd SL cuts it down to 1 week, and the last cuts off more 1 day).
How Many Items Can I Make at a Given Time?
Up to your level of Enchanter or Superscience +1, but a single item cannot exceed your total Enchanter/Superscience Quality. This means if you have a Superscience or Enchanter level of 3, you can work on four PL1 items, or two PL1 and a PL2 , or one PL3 item at any given time.
I'm Making a Serum/quantity Assemblage. How Will That Work?
If you're making an Assemblage that is effectively a compound that can be distributed in doses (such as a serum, or a batch of enchanted cookies), an addition Intelligence + Relevant Skill (Science or Occult) is made. Your total determines the amount of successful doses in a given batch. Staff will note the amount in a jnote, and the player is required to notify staff when a dose is distributed or used.
Telepathy
Unless you yourself are a telepath, or have some form of supernatural senses that allows you to detect psychic power, you have no way of knowing that someone is attempting to read your mind unless while in telepathic communion, they choose to communicate with you. The rolls made when a telepath is attempting to read someone's mind are natural, instinctive defenses. This ruling is supported by canon, as per the Season 3 episode 'Hearshot'. Buffy's friends had no idea she was reading their minds until she actually said something that indicated she had.
Holy Water
Holy water cannot be made by modern pagans, Internet reverends, rabbis, etc. While many religions have some type of holy water as a component in their rites and traditions, the only holy water that will work as an effective deterrent against vampires is that which has been blessed by a priest of Christian faith, who has been ordained by the Church.
Holy Water is still available via occultism shops and Churches; there's always the time honored traditions of stealing it from the font or asking your local priest to bless your Perrier.