Showing posts with label Prophecy (Scion). Show all posts
Showing posts with label Prophecy (Scion). Show all posts

Wednesday, April 16, 2008

Alternate Mystery Purview (by Sidhe16)

As I said before, my intention was to make an alternate version of Mystery to compliment my alternate version of the Prophecy purview. However, it was low-priority for me, since I have no PCs or major NPCs with Mystery in my Scion campaign. So, I never really got past the brainstorming stage. Thankfully, Sidhe16 over at the forum picked up the ball and ran with it. While I'm not in 100% agreement about one or two of these boons, they at least form a framework against which I can make alternate boons if it ever becomes important. Plus, he really designed it to compliment/mirror my version of Prophecy, which is kinda cool and flattering. Anyhow, here's Sidhe16's version of Mystery, which has some pretty cool ideas (and boons)...

Uncanny Intuition
(Mystery o)
Dice Pool: None
Cost: None
Every session, the GM provides you with a minor small amount of enlightenment. This usually takes the form of the ST pointing out an item of interest that pertains to current or recent events, but not in an obvious way. The GM chooses what he wants to reveal, and it can range from trivial to vital, as he or she sees fit. It must apply to a current or previous scene. If by the ST has not yet provided such insight in the session, the player may request it, but may not demand a specific plot or topic for the insight to apply to.

Unnatural Insight
(Mystery oo)
Dice Pool: None
Cost: None
Your intuition and eye for abnormal detail give you greater information about any given situation. Whenever rolling Perception + Skill to notice something pertaining to that skill, you gain a bonus die equal to your highest level boon in this purview.

For example a Perception + Melee rolls might reveal to a normal Scion that his opponent is using a Shotokan Bo stance, the insight of this Scion grants him the conclusion that he studied under a teacher from the YMCA and never practiced against left-handed opponents. Perception + Investigation might tell other Scion that the battle site was a Scion against a fire giant due to the burning smell, while this Scion gains mysterious insight that the Scion actually lit a Formorian on fire using the fire purview.

This does not include join battle roll, rolls of reaction to the current such surprise, or boon knack activations.

Drawing Conclusions
(Mystery ooo)
Dice Pool: Perception + Awareness
Cost: 1 legend
The Scion is capable of truly unnaturally feats of insight. Upon entering a scene that is already in progress, he may take 3 seconds to attempt to conclude what has been occurring. Upon entering the scene, be it a combat already in progress, or a hopping club, the Scion spends a Legend and makes a Perception + Awareness roll against the highest legend of everyone previously in the scene. Success reveals to the Scion a brief, but detailed and accurate, replay of what has occurred for a number of minutes equal to the threshold successes prior to the Scions arrival.

Where a normal person would walk into a room full of giants standing around a phone and conclude they were waiting for a call from their evil Scion leader, this Scion would somehow conclude accurately that they just ordered a pizza and had argued over pepperoni verse sausage.

Post Cognition
(Mystery oooo)
Dice Pool: Perception + Investigation
Cost: 1 Willpower + ? Legend
The Fates themselves guide your intuitive process, gifting you with true post cognition. Upon entering a site the Scion can spend a willpower to relive something that occurred at the same site within one day per success on the activation roll. Use of this power costs one Legend per year in the past that the scene occurred, with a minimum of 1 legend.

Connect the Dot
(Mystery ooooo)
Dice Pool: Wits + Investigation
Cost: 1 Willpower
Gifted with flashes of insight, you may sense a particular target's connection to a specific targeted event, character, or object. Using this power costs a willpower and requires a number of successes on the activation roll equal to their legend plus a factor of connection of increase difficulty based on the distance of the connection. The target must be on line of site to attempt this.

For example tracing Loki's connection to some mysteriously knowledgeable man you met in a bar would have a difficulty of 12 (12+0) if Loki was the man, 13 if the man was one of Loki's Scions or servants ordered by Loki directly to feed you information, 14 if it is a servant of one of Loki's Scion given orders by his Scion who was given orders by Loki's Scion, 15 if that servant was given orders by the Scion without Loki's intervention but works with the overall plans given to the Scion by Loki. Basically every step of displacement increases the difficulty by 1.

Pull Back the Veil of the Unknown
(Mystery ooooo o)
Dice Pool: None
Cost: 3 legend
Legends of some creatures and their weaknesses are well known by even the average mortal movie watcher. Those that study the occult may even be able to separate truth from fiction. But none are as capable of putting it all together as a Scion with this level of power. With the expenditure of a point of willpower the player may ask for a specific statistic value or weakness of the target being. The storyteller must answer the question truthfully.

Unlocking the Greater Mysteries
(Mystery ooooo oo)
Dice Pool: None
Cost: None
The Scion has now been gifted with some of the greatest mysteries of the worlds. Upon purchasing this level of Mystery, the Scion chooses a single purview. From this point on all uses of that purview enjoy a number of bonus automatic successes to all rolls equal to the characters level of Mystery.

Mysteries of the World
(Mystery ooooo ooo)
Dice Pool: Manipulation + Presence
Cost: 1 legend / level of Mystery sent
The Scion's powers of mystery allow him to activate the power through another, granting them the same insight as he is able to obtain himself. The god spends the legend while watching his chosen target, who must be talking about, either with the god or another person, the topic that is the target of the Mystery power. The power is rolled as normal as if the target had attempted the roll, with all willpower and legend being provided by the god.

The god could for example lead a detective at a crime scene to the inspiration to track a minor immortal that is actually behind a murder that the mortal would never normally be able to connect. Or the god could even use this power to help guide his own Scion while watching his child via clairvoyance or some other means of sensing from a distance.

Distorting the Figures
(Mystery ooooo oooo)
Dice Pool: Wits + Stealth
Cost: 1 Willpower and 10 or 20 Legend
You have great understanding about the workings of the world. You've learned much about unlocking the worlds secrets, and in extension you've learned how to hide things as well. For the cost a willpower and 10 legend, this god can hide a place or object from fate. For 20 legend instead an event planned for the future can be hidden as well.

The target hidden from Fate has a bonus to its defenses against any fate using power by the result of the Wits + Stealth roll. Against powers that get no rolls, if defeat powers of lower levels automatically. Powers of equal or higher level only succeed if the user is of HIGHER legend than the hider. If the target uses legend, then its defense erodes any at the rate of 1 bonus defense die lost per legend spent. Do not forget about the requirements for maintaining one's Legend Rating. This protects its target predominately from the powers of Prophesy, Magic, and Mystery. Other powers may apply at the Story Teller's whim. While under the influence of the Wyrd, this power holds no protection.

If the being trying to Fatefully detect the hidden target fails to achieve the necessary number of successes their power simply fails. The person may or may not know they even failed. Failing to see something in the future, the prophet would never know, attempting a spell on someone you are looking at is a little more obvious that you failed, you just don’t know why you failed.

For Example: Loki is planning a coup against Odin and figures it would be best that no one get tipped off by Fate, so he enacts this power on his plans. Odin’s “Minor Visions” would not see the coup coming. If faced with a choice of two paths one of which would lead to Loki’s plan succeeding, and he used “Read the Signs” the power would act as if the number of successes were reduced by Loki’s activation roll.

If Loki wished to hide himself from Fate he could do that as well. Assume he rolled 40 successes for the activation. If in the future someone attempted to use mystery to look back 5 years to see his actions and they only rolled 20 successes, they would see the scene, but fail to see anything indicating Loki was there. If Odin attempted to use the spell Fateful Connection or Ariadne's Thread on Loki the difficulty to use such powers would increase by 40. However if Loki had to defend himself and used 20 legend in that scene to do so, his protection would reduce to 20 instead of 40.

Raising the Monolith
(Mystery ooooo ooooo)
Dice Pool: Intelligence + Academics
Cost: 1 Willpower and 5+ Legend
You have unlocked the greatest mysteries of existence, you post cognition is fine tuned well beyond the simple gathering of information from the past few days. You may now look upon an object, person, or site and see much of its history. You roll Intelligence + Academics against a difficulty equal to the target's Legend + the number of boons from the Chaos purview the target has. Every threshold success is one significant event you witness from the past of the target.
The cost of this power it 1 willpower and 5 legend for the first Legend Rating events for a number of events in the target’s past equal to your Legend Rating, an additional event for is seen for every additional legend spent. The god lives through the events as if he were that target, which makes this power somewhat risky if used on a very powerful or deranged target or on someone who has died violently or suffered great torture. The dangers are not to the god’s body, but rather to his mind. Anything that plays out the events is replayed upon the god. This could mean the rigors of brainwashing using the same number of successes would challenge the god’s mind as well as he relives the event. At the very least this should require an Intelligence + Integrity + Legend test against the Perception + Awareness + Legend + Number of Chaos boons of the target. If the god fails this he should escape the visions in a virtue extremity of the target’s greatest virtue, and will suffer personality twitches, becoming the target in personality, when faced with events similar to those experienced, the only known cure for this powerful of an affliction is Tranquility ( Moon 8 )

The God may declare how significant of events are played out, but gets only of that significance and greater from the target's point of view. He can't omit things he knows about the cut costs.
Note: Every use of an Ultimate Attribute or Avatar Boon by or on the target is a greatly significant event in the fate stream of that person's fate, and ALWAYS comes up in the stream. This understandably makes Gods very difficult to use this power on.
For example a legend 12 god could attempt to use this on Loki and declare that only events of life changing significance could would be seen. If said god rolled 50 successes, he would have 50-23=27 threshold successes. The power would cost 1 willpower and 5 legend for the most 12 most recent life altering events, the god could choose to spend 15 more legend and see the full 27 events. What these events are is up to the storyteller, and some may/should not make sense to the Scion. Continuing this example the god relives the moment Loki learned of the Feathered Cloak, the birth of Hel, the moment he learned of Garm’s fate, the moment he learned of the Midgard Serpent’s Fate, the moment he saw how the world changed since the dark ages (may not seem that significant to others), the moment he fell in love with a mortal woman (not the moment they met, may not even have been anything special, to the spying god it could be Loki looking across a boardroom table at a secretary typing), the last 5 times he became the void and the last 10 times he used Ultimate Manipulation, etc.

Wednesday, April 9, 2008

Alternate Prophecy Purview

I just posted 10 new boons for the Prophecy Purview in Scion. For campaigns using this version, Prophecy moves from being a Special Purview to being an All-Purpose Purview, and uses the cost and progression rules for APPs. The existing powers (and dice) presented in the Scion: Hero rulebook are NOT used in conjunction with these boons, which totally replace that system (except for the Avatar level).

The new boons are:
  1. Minor Visions
  2. Danger Sense
  3. Search For A Sign
  4. Lateral Prognostication
  5. Foretelling The Messiah
  6. Forespeak Destruction
  7. Friend or Foe
  8. Voice of Fate
  9. Negative Prophecy
  10. It's A Wonderful Life
  11. The Wyrd (The Avatar level given in Scion: God by White Wolf)
Those interested in the rationales behind this change should click here and here. These boons would not be possible without a great deal of brainstorming and feedback by people at the Scion forums - thanks, guys - and, of course, the framework and ubercoolness provided by White Wolf Publishing.
EDIT: This is now also available at the White Wolf Wiki. You can see all the boons on one screen here by clicking on the Prophecy (Scion) label.

Minor Visions (Prophecy 1)

Minor Visions
(Prophecy o)
Dice Pool: None
Cost: None
Every session, the GM provides you with a minor Vision. This can take the form of a dream or meditation, or just an insight given you. The GM choses what he wants to reveal, and it can range from trivial to vital, as he or she sees fit. It must apply to a future (not the current) scene. If by the end of a session the GM has not given you a Minor Vision, you may prompt them for one and they must deliver. Minor Visions prove truthful and accurate unless a being with a Legend Rating takes actions to thwart or prevent it.

Danger Sense (Prophecy 2)

Danger Sense
(Prophecy oo)
Dice Pool: None
Cost: None
Your intuition and second sight give you warnings when you are in dangerous situations. Whenever rolling to Join Battle, you may roll bonus dice equal to the level rating of your highest Prophecy boon. The same bonus applies when rolling Perception + Awareness to detect an unexpected attack. While mechanical traps such as covered pits and poisoned needles are exceedingly rare in Scion, these bonus dice would be applied to attempts to avoid those, as well.

Search For A Sign (Prophecy 3)

Search For A Sign
(Prophecy ooo)
Dice Pool: Perception + Occult
Cost: 1 legend
By consulting tarot, star charts, runestones, or other divinatory tools, you may determine the better of two possible courses of action. Doing so takes 10 minutes of focus. You name two possible approaches to the situation at hand, and then roll Perception + Occult. Record the number of successes you score.

The GM decides which of those two paths is most suitable to his or her campaign plans, and tells you that the stars/cards/runes favor that path. Every success becomes a bonus die that is set aside. You may use those dice on any action while on that path, up to a number of dice equal to your Legend rating on any given roll. Doing so is reflexive, and involves no effort or involvement on the part of your character. Each bonus die may only be used once, then it goes away. You may even use the dice to augment rolls made by other characters, but you cannot expend more dice than your legend on any one tick.

Should the players for some reason decide to follow the other path instead, the successes become bonus dice the GM can use to boost villains and obstacles that stand against the PCs. Should the two options the player presented have only trivial cosmetic differences, the GM can apply the dice to both - the players get one pool of bonus dice to the things they are doing, but an equal pool of obstacle dice is reserved to apply anytime they step even just a bit outside the narrow path they created. Far better to pick two methods that are dynamically opposed, so that the penalty dice can only be invoked if you stray afar from the better path.

To prevent potential abuse, a few additional restrictions govern the use of this power. First, bonus dice can never be used in the same scene that the power is activated - they apply only to future scenes. Secondly, activating the power again wastes/eliminates any remaining dice from previous uses, and dice from this power cannot be used on future activations of this power. Lastly, all bonus dice go away at the end of the story.

Lateral Prognostication (Prophecy 4)

Lateral Prognostication
(Prophecy oooo)
Dice Pool: None
Cost: 1 Willpower
The Fates themselves guide your intuitive process, gifting you with precognitive vision and great ability to "think outside the box." You may spend a willpower to request from the GM a vision pertaining to a specific upcoming challenge or plot point that has you stymied. This boon stomps all over traditional mystery plotlines, by providing access to breaks that no mortal detective could ever reasonably expect to receive. However, it does nothing to protect against short-term deceptions. It is rare that the methods prompted by these visions involve doing things within the current scene - generally this power puts you on a path to solving things tomorrow or at least a few hours from now.

The vision so granted comes in the format of "If you do A, the result will be B". The GM has a lot of leeway in what to slot into that statement, and it can involve some very overt "coincidence" or even obvious manipulation by the Fates themselves.

To reap the benefit of B, the PC must do A. The only real restrictions are that "A" must be something the PC is capable of doing, and "B" must be must be beneficial to the PC, and must consist of new data/leads. You can't just confirm things the player likely already figured out. The point of this power is to provide new avenues for information gathering, and ways for players to sidestep impasses and mental obstacles.

For example, if your PC is trying to battle an epidemic, this boon might reveal "If you go to park at 9 am tomorrow, the man in a red hat will hold the key to the cure." The GM has plenty of latitude there. The man in the red hat could be a powerful supernatural who is spreading the infection. He could be the poor accursed mortal whose hubris provoked a god to unleash the disease. Or he could be an otherwise normal human with a random genetic immunity, the existence of which could enable a Science or Medicine roll to create a vaccine. Such a vision provides a lead that the PCs never would have gotten to via logic or mundane detective work, but still requires some efforts on their part to get the full reward.

Foretelling The Messiah (Prophecy 5)

Foretelling The Messiah
(Prophecy ooooo)
Dice Pool: None
Cost: 1 Willpower and 1 or more Legend.
Gifted with flashes of insight, you may predict that a particular PC or NPC holds the solution to the problem at hand. Making such a declaration costs 1 Willpower point, and any number of Legend points up to a limit equal to your Legend Rating. This insight comes to you in a (Speed: 5) vision - while the player chooses who will fulfill the role of the prophecy, the character does not (they see it as Fate itself having chosen).

In a later scene this same story, the player of the prophecied character may announce that they are attempting to fulfill your prophecy with their current action. Any stunts they perform on that action add auto-successes instead of dice. In addition, if they expend a legendary deed on that action, it grants successes equal to their Legend Rating (as normal) plus one success for every point of legend you spent while activating this Boon. This bonus affects a maximum of one roll, and that roll cannot be made in the same scene in which this power is activated.

You may only name one person to be your messiah at a time. Using the power again immediately ends the effects of all previous activations. You may name yourself as the messiah, but doing so increases the cost of this power by 3 extra legend points. Regardless of whether or not you ever name yourself messiah, you may not indicate the same character in back-to-back messianic prophecies. Someone else must have used the bonus before you can give it to the same person a second time.

Forspeak Destruction (Prophecy 6)

Forespeak Destruction
(Prophecy ooooo o)
Dice Pool: Manipulation + Occult
Cost: 1 willpower
By looking into the future, you may learn a person's fatal flaw, the tragic destiny that will be their undoing. By spending 5 ticks gazing at a person, you learn their Legend rating, and their greatest Virtue or Dark Virtue (or multiple of the same if they have several rated at the same level) along with the effects of the related virtue extremity. Armed with this information, you may predict what will be their undoing. This itself costs nothing, and involves no die roll. Those come in when you actually tell them the horrible fate you foresaw.

For creatures with Virtues or Dark Virtues, the answer is that they will fall victim to the dark side of their strongest virtue. If their legend is less than yours, you may roll Manipulation + Occult (they contest via Willpower+Integrity+Legend), if you succeed, you gain the ability to force that extremity upon them at any time (from any distance) by spending a willpower. You may do so immediately, and/or wait till later. You may do so no more than once per day. Note that if you personalize the destruction you announce (such as "your rapacity will cause you to gorge yourself to death eating your own children"), it will probably score you stunt dice on the roll.

For victims who lack virtues (and have Legend less than yours), you may predict any terrible fate of your wishing, provided that it's something the GM deems befitting of that person's Legend Rating. You thereafter gain the ability to spend a willpower to make them flee or cower in terror. For victims without a Legend Rating, you may choose that they die in a totally mundane way, such as a car crash or a virus, or even in some humiliating fashion, such as an accident during autoerotic asphyxiation.

For those of equal or greater legend than yourself, your pronouncement increases the chance of that flaw impacting them. If you succeed on the contested roll, they lose the ability spend willpower to suppress that Virtue. Instead, they must roll against it whenever attempting to override the virtue. For those of equal legend, this penalty lasts for one month, for those of greater legend it lasts but a scene.

The effects of this boon may also be canceled by a variety of mind-affecting powers, including Moon 7, Prophecy 9, Justice 9, or any of several different Avatar/Ultimate level powers.

Friend Or Foe (Prophecy 7)

Friend or Foe
(Prophecy ooooo oo)
Dice Pool: Typically none, but sometimes Perception + Empathy
Cost: 3 legend (though sometimes 20 legend plus a willpower)
When you first meet someone, a montage of key moments from your future interactions with them cascade before your eyes. This means that when you first see a person, you can know immediately whether they are destined to be a friend or a foe. This three-tick action costs 3 legend to activate, and succeeds automatically, if done in the scene where you first meet the NPC. It can only be done once per NPC.

The GM then must choose whether your fate is to be friends or foes. If destined to be a friend, you gain bonus (successes equal to your Legend) on all Charisma and Appearance rolls directed at that person, though only for positive interactions. (In order to knowingly take a harmful action against you, they must roll dice equal to your Legend, and score no successes.) If instead they are destined to be an enemy, both parties gain bonus dice on all harmful actions against each other equal to their respective Legend ratings. These effects last forever. As potent as such bonuses may be, they are insignificant compared to the benefit of knowing without a doubt whether or not you can trust someone.

If used later than the introduction, such as when talking with an NPC you'd met in a previous scene or story, the visions are not as pure or objective. In such a case, the cost is increased to 20 legend and a point of willpower, and you must roll Perception + Empathy vs a difficulty of (5 times their Legend). The difficulty increases by 10 if they have even a single level of the Chaos or Magic Purviews. If they have both, the penalty increases to +15 total. Failure on your roll prevents you from using this power on them again for one year.

Altering an NPCs friend/foe status is extremely difficult, something to rival the greatest Herculean task, though it could be sped up considerably by The Wyrd or Ultimate Charisma. Note also that while this power will no doubt color your first impression, and dictate the final fate between two characters, nothing mechanically prevents a Friend from betraying you for a good cause, or keeps you from making a truce with a Foe. But doing so would be a waste of good bonus dice, and probably require exceptional circumstances.

Voice Of Fate (Prophecy 8)

Voice of Fate
(Prophecy ooooo ooo)
Dice Pool: Typically none, but sometimes Intelligence + Occult
Cost: 1 legend / level of Prophecy sent
Following the example set by the Fates, you've learned to delegate. You may pass your visions on to your own mortal oracles. Whenever you use Prophecy, you may choose to pass it on to one of your followers instead of gaining the benefits yourself. You still roll, and make any decisions involving the activation, but your chosen oracle sees with your eyes and speaks with your voice. Combined with the Hear Prayers knack, you can selectively send the visions only to those who pray for them, but there's nothing that stops you from inflicting prophecy on those who don't want it.

When you send a prophecy to a Follower or worshiper (or your own child) you use the normal activation cost of the boon being sent, plus extra legend points equal to the level of the boon being transmitted. The range of this power is unlimited, you can even send visions to an oracle on another plane of existence. The only Prophecy boons you can't send are this one, the avatar level, and the tenth level boon. Once you have used it on a worshiper in at least 3 different scenes, you also gain the ability to communicate to them for one legend per sentence, similar to a long-range version of the Telepathy knack.

For those who are not allied to you, you may force Prophecy upon them, as Apollo did to Kassandra. This requires a roll of your Intelligence + Occult vs their Willpower + Integrity + Legend, in addition to the costs listed for followers. If you fail the roll, the prophecy cannot be sent to them (though all costs must still be paid).

Negative Prophecy (Prophecy 9)

Negative Prophecy
(Prophecy ooooo oooo)
Dice Pool: None
Cost: 1 Willpower and 15 Legend
As a speed 5 action, you can declare that something "shall not come to pass" and the power of fate will back up your prophecy. As with foretelling the Messiah, the character is not choosing the thing that will not happen, the fates are. However, the player of the character gets to choose the restriction, rather than leaving it up to the GM.

Anyone who attempts to work against your negative prophecy will find the difficulty of all rolls they make (to that end) raised significantly. Legendless mortals just fail automatically. Hero-level Scions and most Titanspawn find their difficulties raised by +10 for even the most mundane tasks opposing this prophecy. Demigods and lesser immortals face +5 difficulty. Gods and the Avatars of the Titans face +1 difficulty. Such penalties do not stack, not even if spoken by multiple goddesses of fate.

Note that this power only allows for banning events/outcomes, it cannot force events to occur. The GM is free to deny any use of this power that he or she feels is contradicts this clause, though they should ask the player to rephrase to something that more specifically pinpoints that which it seeks to ban. For example, you could say "McCain will not become President" but you couldn't say "Obama will become President". Any number of reasons could prevent McCain from being sworn in: Obama or Clinton could win, McCain could win but abdicate to his running mate for a variety of reasons, or (in a world as epic as that depicted in Scion) the US government could fall apart before the election.

It's A Wonderful Life (Prophecy 10)

It's A Wonderful Life
(Prophecy ooooo ooooo)
Dice Pool: Intelligence + Occult
Cost: 1 Willpower Dot and 20 Legend Points
You have the ability to foretell how the worlds would develop without you if you just kept to yourself.

To use this power, you must expend a permanent willpower dot and 20 temporary legend points. Roll Intelligence + Occult, including the full bonus of any Epics, Arete, or other powers that add dice or successes. For every success, the GM must reveal one major plot point they intend to carry out. These come in the form of "if you don't do something to stop it..." Most are bad things that will happen without your intervention, but they reveal secret plans or capabilities of enemies both known and unknown. A few can be good things that will happen, but that should be no more than a dozen (or so) of the successes. With a really good roll, this could leave very little unrevealed in the campaign.

Alternately, the player can forgo rolling the dice to simply ask the GM one question, which he or she must answer truthfully and fully - no tricks.

This is a massive power, capable of warping and derailing storylines, revealing hidden allegiances, spoiling numerous mysteries, etc. Conveniently, the power level of challenges and NPCs at Legend 11+ is sweeping enough that simply knowing who the badguys are (and what their plans entail) doesn't guarantee you can foil them. Knowing that Loki will trick Thor into killing you doesn't automatically undo his trickery, and you'll still have to act to prevent it - or be prepared to weather the storm.