Current W:tF Spirit Pact rules: Difference between revisions

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===Sustaining===
===Sustaining===
The activation of a pact is not without risks, as the activator is turning themselves, in effect, into a magath. A pact has no strict limit on how long it may be sustained, however, if a pact is sustained past 24 hours, every additional hour past the 24th, the activator must roll Primal Urge as per standard degeneracy (They may roll their full dice and gain derangements upon failure as normal for degeneracy). A pact will not reset in how long it has been considered sustained until an amount of time equal to the duration the pact has been active for has passed with the pact not active.  
The activation of a pact is not without risks, as the activator is turning themselves, in effect, into a magath. A pact has no strict limit on how long it may be sustained, however, if a pact is sustained past 24 hours, every additional hour past the 24th, the activator must roll Harmony as per standard degeneracy (They may roll their full dice and gain derangements/lose Harmony upon failure as normal for degeneracy). A pact will not reset in how long it has been considered sustained until an amount of time equal to the duration the pact has been active for has passed with the pact not active.


==Purchasing==
==Purchasing==

Revision as of 21:31, 20 August 2011

Obtaining

To obtain a spirit pact involves more than simply expending XP. Additionally, you must perform a favor for the category of spirit you wish to form a pact with, the degree of which corresponds to the dots of the pact you wish to obtain.

Upgrading

When upgrading the dots of an existing pact, a new favor of greater value than any previous favors is still required.

Other benefits

A pact also grants a bonus equal to its dots in all social rolls dealing with the type of spirit it corresponds to.

Activating

There are also caveats on activating a Spirit Pact. A Spirit Pact requires a spirit of (dots in the pact - 1) rank and of the appropriate type corresponding to the pact to be both within (dots in the pact * 5 miles) and willing to merge with the pact activator for however long the pact may be activated.

Sustaining

The activation of a pact is not without risks, as the activator is turning themselves, in effect, into a magath. A pact has no strict limit on how long it may be sustained, however, if a pact is sustained past 24 hours, every additional hour past the 24th, the activator must roll Harmony as per standard degeneracy (They may roll their full dice and gain derangements/lose Harmony upon failure as normal for degeneracy). A pact will not reset in how long it has been considered sustained until an amount of time equal to the duration the pact has been active for has passed with the pact not active.

Purchasing

Each dot of a spirit pact provides 5 Pact Points (PP) to distribute amongst aspects and numina as chosen upon original purchase of the pact. Points may be redistributed upon buying an additional dot in an existing pact.

Powers that may be purchased for a pact are divided between passive abilities called aspects and activated ones called numina. They are further split into tiers, in order to purchase an aspect or numina at a given tier, the dots of the pact must be equal to or greater than the tier of the power you wish to purchase.

You are limited to Primal Urge+1 total pacts purchased at one time (pacts may be abolished at will, although no XP will be refunded), and no pact may exceed your Primal Urge+2 dots.

Aspects and Numina

Crows

T1:
Aspects:
Feather Light (2 PP)- You may choose to count yourself as 1/10 your actual weight at any time.

Mimicry (2 PP)- You may mimic any voice you have listened to for at least one minute to a great degree of accuracy. Make a manipulation+subterfuge roll at a +3 bonus, opposed by a wits+empathy roll from each listener. The bonus to the roll may be enhanced by +1 per additional five minutes of listening to the voice you wish to mimic, up to a total bonus of +5.

Talon Dive (2 PP)- When striking from above your opponent with a brawl attack, you may add +3 damage if you successfully hit.

Speak with Crows (1 PP)- You may converse with crows as if you were both speaking your native language, although they may or may not actually have anything useful to say.


Numina:
Traces of Death (4 PP)- (Cost: 1 essence, Action: instant, Duration: 1 Scene); As per Grim Sight and Forensic Gaze (see Mage death arcana) combined, but without the ability to scrutinize resonance.

Echoes of Death (4 PP)- (Cost: 1 essence, Action: instant, Duration: 1 Scene); As per Speak with the Dead (see Mage death arcana) except additionally you may interact with ghosts as if they were manifested.


T2:
Aspects:
Glide (4 PP)- Instead of falling, you may instead choose to glide, moving your speed horizontally per round and falling at 1/4 the usual rate (cannot stop until you come in contact with some surface).

Unseen Watcher (4 PP)- You gain an additional dot of stealth and investigation for the duration of the pact.

On Odin's Shoulder (4 PP)- You gain an additional dot of occult and politics for the duration of the pact.

Numina:
Crow Chatter (4 PP)- (Cost: 1 essence, Action: instant, Duration: Lasting); You may make a a wits+streetwise roll with a +2 bonus, furthermore, this roll takes a trivial amount of time (under a minute) no matter the result, only the amount of information varies. Finally, you need not actually speak with anyone to make the roll, as you are tapping into the conversations of local crows and attempting to ferret out information from it.

Blast (6 PP)- As per the existing numina. Consists of a mix of razor sharp feathers and death essence.

On Shadowed Wings (6 PP)- (Cost: 1 essence, Action: instant, Duration: 1 Scene); As per Animate Shadows (see Mage death arcana), speed determined by Primal Urge+Pact Rank+the number of successes gained on a manipulation+stealth roll made upon first invoking this numina.


T3:
Aspects:
Agility (6 PP)- You gain an additional dot of dexterity for the duration of the pact.

Think Fast (6 PP)- You gain an additional dot of wits for the duration of the pact.

Trickster Tongue (6 PP)- You gain an additional dot of manipulation for the duration of the pact.

Numina:
Odin's Wisdom (6 PP)- (Cost: 1 essence, Action: instant, Duration: Lasting); By consuming the eyeball of your target, you may gain access to their memories. The target may be dead or alive, as long as the eyeball is relatively intact and preserved. Make an intelligence+investigation roll upon invoking this numina to determine the degree of memories obtained. 1-2 successes retrieve the past day worth of memories, 3 successes obtain the past week, 4 successes obtain the past month, and 5 or more successes provide access to the past number of years equal to the successes gained.

Quoth the Raven (6 PP)- As per the numina Fearstruck (see Book of Spirits), except instead of power+finesse (traits a werewolf lacks), roll presence+intimidation.

Ghost Eater (8 PP)- As per the numina of the same name (see Book of spirits).


Chemicals

T1:
Aspects:
Periodic Protection (1 PP)- Gain immunity to one specific chemical, this chemical will cause no ill effects for you, nor will anything originating from that chemical, such as a flame produced by a chemical fire, harm you. Poisons are technically a chemical but cost 2 PP per poison due to being slightly outside the metaphorical scope.


Numina:
Periodic Eye (2 PP)- (Cost: 1 essence, Action: instant, Duration: 1 Scene); As per Discern Composition and Detect Substance (see Mage, matter arcana) combined.


T2:
Aspects:
Chemical Knowledge (4 PP)- You gain an additional dot of science and academics for the duration of the pact.

Chemical Application (4 PP)- You gain an additional dot of crafts and medicine for the duration of the pact.

Numina:
Blast (4 PP)- As per the existing numina. Consists of some dangerous chemical, typically an acid.

Spirit Venom (6 PP)- As per the existing numina (see Book of Spirits).


T3:
Aspects:
Periodic Ward (6 PP)- Gain immunity to a category of chemical as per Periodic Protection (ex. acids, bases, etc).

Stability (6 PP)- You gain an additional dot of stamina for the duration of the pact.

Analytic Mind (6 PP)- You gain an additional dot of intelligence for the duration of the pact.

Placid (6 PP)- You gain an additional dot of composure for the duration of the pact.

Numina:


Glass

T1:
Aspects:


Numina:


T2:
Aspects:


Numina:


T3:
Aspects:


Numina:

Wind

T1:
Aspects:


Numina:


T2:
Aspects:


Numina:


T3:
Aspects:


Numina: