Common Rolls

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This is a page that will grow over time for some of the most common rolls.

Contents

Deception

Deceiver: Manipulation+Subterfuge
Defender: Wits+Empathy or Wits+Subterfuge

Pg. 87 World of Darkness


The deceiver rolls Manipulation+Subterfuge after stating the lie in the channel. The defender (IE the person being lied to) rolls Wits+Empathy if he does not expect the deceiver to lie and Wits+Subterfuge if he does expect him to be lying. As always, ties go to the defender and willpower can be used.


Predator's Taint

Roll: Resolve+Composure+Modifiers

Pg. 168 Vampire the Requiem


When:

This is only rolled when a Kindred is in their Domain and a strange Kindred is near them. This is the only time a Kindred will potentially Frenzy on someone else. Out in the city, due to the large population of New York City, it is not unheard of to meet a random Kindred, and places like elysium or a club or going to Court absolutely will have Kindred. Domain is usually only a Kindred's Haven, but might be a larger area if that Kindred has claimed or been granted Domain over a larger area. The smallest location is going to be where the Kindred sleeps.

The roll is based on your character's Blood Potency. The higher Potency character rolls for anger frenzy, the lower Potency character rolls for fear frenzy; if they are equal, then both roll for anger frenzy. The rolls are the same: Resolve + Composure + modifiers. To determine what the modifiers are for a certain location see the channel topic or the channel page. Please remember to check the character's description for Obfuscate before rolling. It is also beneficial to you to keep a list somewhere of the Kindred you have met so you don't reroll needlessly.

When meeting new Kindred in most game channels, Predator's Taint does not need to be rolled, each Kindred notices the other and is able to control their Beast and not frenzy. Obfuscate still prevents this sensing and requires a Clash of Wills against Auspex. The Kindred can still tell if the other has higher, lower, or equal Blood Potency (they know if they want to fight or flee).


Success:
If the roll is successful you manage to contain the beast inside of you. This does not require growling, drooling, snarling, snapping or otherwise acting like an animal. A success on the roll indicates you succeed in containing the beast.


Failure:
If the roll fails your character goes into either anger frenzy or fear frenzy based on the comparisons of blood potency. If you decide to roleplay out this frenzy, please see an ST. Otherwise you may spend a Willpower point for a turn of control and leave the scene for five-to-ten minutes. This represents your character forcibly controlling himself and leaving the area of the potential threat to calm down.



Wolf's Blood

We have changed how Wolf's Blood works. Those who have Primal Urge automatically sense others with Primal Urge, they know who it is (not names, but they know "that woman is Uratha"), and if the other has lower, equal, or higher Primal Urge.

This extends to Feral Heart or other shifters that have Primal Urge. However, in these cross-situations, all they know is the other person is some sort of shifter and if they are stronger, weaker, or equal (higher, lower, or equal scores) shifters, nothing more.

Shifters with Feral Heart sense others automatically, but only know the other is a shifter (this includes Uratha), and if they are stronger or weaker, as above. If the other shifter is the same breed as them (Bastet, Land Titans, etc), then they know they are the same breed a swell.

Also note that this is a smell-based sense, so it will only come into play when people are within smell range for whatever form you are in (one can go for 10-15 yards in Hishu; their senses are sharpened slightly even in "human" form), the other forms expand as appropriate to the form's Perception Bonus.

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