Burning Cinematic points
You can now permanently get rid of Cinematic points. Why would you want to? Because there is no other way to 'guarantee' some sort of game effect, albeit, sometimes that might be temporary.
When you burn Cinematic points, the camera is on YOU and all players should try to respect that.
I've given some examples of the things you can do on Page 243.
A generic examples are: Survive anything.
Other examples are based on what you are, particularly your Conviction. Divine can become heroes and can gain back all their Severe wounds. Infernal can make a Secular Action SUCCEED. Deistical can force others to respect ancient traditions (such as keeping the peace).
Thursday, June 11, 2009
10 Things you didn't know about the current KC - Part 5
Lingering
Lingering is a game term in which an effect...umm...lingers around. (Lasting lasts for 1 or more scenes, whereas Lingering will last, typically for much longer).
But there are now Lingering Wounds.
Setbacks (such as gained from Ranks of Maturity or potentially Hollow Death and Crucifixion) are examples of Lingering Trauma.
But now there are Lingering physical wounds. Not many things cause them but a few things here and there do.
Recure cannot heal Lingering wounds. They must heal naturally. They shift you one step up on the healing chart to heal (so Surface wounds takes 1 day each to heal, whereas Severe wounds take 1 week each to heal.
Lingering is a game term in which an effect...umm...lingers around. (Lasting lasts for 1 or more scenes, whereas Lingering will last, typically for much longer).
But there are now Lingering Wounds.
Setbacks (such as gained from Ranks of Maturity or potentially Hollow Death and Crucifixion) are examples of Lingering Trauma.
But now there are Lingering physical wounds. Not many things cause them but a few things here and there do.
- Impartation causes Lingering wounds
- Recure's retribution causes Lingering wounds
- When under the effects of Perversion, when you take wounds, they become Lingering
Recure cannot heal Lingering wounds. They must heal naturally. They shift you one step up on the healing chart to heal (so Surface wounds takes 1 day each to heal, whereas Severe wounds take 1 week each to heal.
10 Things you didn't know about the current KC - Part 4
Resources
Lackeys only allow you to re-roll EFFORT.
Overseers now not only manage 1 extra Resource/Temp Secular Power, but you can assign them to any action that interacts with an Opposed Roll. It gives that opposed challenge a re-roll. This is especially effective if you are doing an Investigation, a Hunt or even something that defends against such, like a Hide action.
Wealth gives +2 Marks to Acquire actions. I just felt it was taking too long to acquire all the stuff to help facilitate one's turn, thus it'll go by quicker.
Lackeys only allow you to re-roll EFFORT.
Overseers now not only manage 1 extra Resource/Temp Secular Power, but you can assign them to any action that interacts with an Opposed Roll. It gives that opposed challenge a re-roll. This is especially effective if you are doing an Investigation, a Hunt or even something that defends against such, like a Hide action.
Wealth gives +2 Marks to Acquire actions. I just felt it was taking too long to acquire all the stuff to help facilitate one's turn, thus it'll go by quicker.
10 Things you didn't know about the current KC - Part 3
Antithetical Techniques - They aren't just for breakfast anymore.
It's possible to have a Virtuous but Immoral character who wants to 'convert' their 'goody' Techniques into something that befits their Morality. Here ya go! This Preeminence lets you do it. At the back of the Technique section you get the modifications to your normal Techniques.
Some Techniques have no changes.
Some Techniques have slight changes. An example is Scourge's Dramatic Maneuver: Condemn. Instead of harming evil, this DM harms good people.
And some Techniques have a complete change. My personal favorite is Infestation, which allows you to 'visit plagues upon your enemies'...and because it's still a Slothful Technique, it sorta affects everybody around you including friends and bystanders.
It's possible to have a Virtuous but Immoral character who wants to 'convert' their 'goody' Techniques into something that befits their Morality. Here ya go! This Preeminence lets you do it. At the back of the Technique section you get the modifications to your normal Techniques.
Some Techniques have no changes.
Some Techniques have slight changes. An example is Scourge's Dramatic Maneuver: Condemn. Instead of harming evil, this DM harms good people.
And some Techniques have a complete change. My personal favorite is Infestation, which allows you to 'visit plagues upon your enemies'...and because it's still a Slothful Technique, it sorta affects everybody around you including friends and bystanders.
10 Things you didn't know about the current KC - Part 2
Secular Potency is a new feature of Secular Power. It was always annoying that you couldn't do anything with your Secular Power at a game. It was a pain in the ass for one-shot games, lemme tell you.
Secular Potency comes when your character has a Predomination. Predomination in turn, has become a bit more personal. The character who sets it up sets it up to their liking and nobody else's.
When you have Secular Power and a Predomination, you gain some Secular Potency. Secular Potency is a form of worship, if you must know. People of liked mind which your Fallen draws power from. This is potent stuff (hence the name).
Secular Potency allows you to perform the following bonuses:
Secular Potency comes when your character has a Predomination. Predomination in turn, has become a bit more personal. The character who sets it up sets it up to their liking and nobody else's.
When you have Secular Power and a Predomination, you gain some Secular Potency. Secular Potency is a form of worship, if you must know. People of liked mind which your Fallen draws power from. This is potent stuff (hence the name).
Secular Potency allows you to perform the following bonuses:
- Empower:You increase your Technique by 1 rank for 1 action. This can raise your power to a previously unknown 4th rank but this only benefits you if the power has a progression of 1/1 basis. Powers such as Corruption or Recure, which give one Thing per rank are obvious.
- Overpower: You gain 1 Advantage (that's +1 to the die roll) to any non-combat Technique.
- Gnosis: If you use it on somebody, you can learn whether their actions are influenced by a Technique (or any other magical power really). You don't know who the heck did it or what the Technique is, only that this person is affected by something.
- With Wings Spread: This is the most potent ability in the game. And not everybody can do it. You either need multiple aligned Districts or a fully aligned Civitas (depending on the style of game you're playing). If you can pull this off, kudos. Anyway, you can use a non-combat Technique that affects the entire Civitas! Sweet huh. There are limitations to it's use. Humans are affected by your Technique as if it were 1 rank lower. Fallen and Nephilim as two ranks lower. Angels and devils are the same however, they have a chance of shrugging off the effect of this, so it's not likely that you'll be able to just fuck with angels/devils for funsies. Oh and if you want to time it, you can try using Pure Slumber and give the city some crazy, horrible nightmare, then see how long it takes for the Shrouds to come and tear you apart.
10 Things you didn't know about the current KC - Part 1
To finally support some of the crazy ideas in the game, having a Breakdown now has different effects depending on your Morality and 'creature type'.
Irredeemable characters, for example, who have a Breakdown becomes crazy, blood thristy maniacs who are out of control. You could probably help redeem them but...it's a lot easier just to hunt them down and put them out of their misery.
Nephilim are the new peach. Anybody who knows the background knows that Nephilim are bad cuz they are often out of control. But other than through role-playing, that wasn't a reality. Until now. Because, baby, when Nephilim have a Breakdown...watch out. See for Nephilim were always supposed to be ticking time bombs. Now for every Trauma in the set that they had when they went off the deep end, they will gain the Preeminence: Abnormality OR add one rank to one of their Body Prowesses. And of course they are insane and hate the living.
Irredeemable characters, for example, who have a Breakdown becomes crazy, blood thristy maniacs who are out of control. You could probably help redeem them but...it's a lot easier just to hunt them down and put them out of their misery.
Nephilim are the new peach. Anybody who knows the background knows that Nephilim are bad cuz they are often out of control. But other than through role-playing, that wasn't a reality. Until now. Because, baby, when Nephilim have a Breakdown...watch out. See for Nephilim were always supposed to be ticking time bombs. Now for every Trauma in the set that they had when they went off the deep end, they will gain the Preeminence: Abnormality OR add one rank to one of their Body Prowesses. And of course they are insane and hate the living.
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