Saturday, November 8, 2014

Warding

Warding

The purified learns to construct wards that protect areas against various sorts of creatures and powers. Creating any ward requires an extended roll, where the target number is five times the number of dots of the Siddhi being used. Thus, using ward against the living has a target number of 15. The character must always mark out or otherwise define the area he is warding.
There are also two sorts of wards: Temporary and lasting wards. Temporary wards only require the character to either walk around the area she is warding or, if it is relatively small, outline it with her finger. When creating a temporary ward, the character makes one roll every turn to create this ward. Temporary wards last until the sun next rises or sets, whichever comes first.
Lasting wards require the character to mark out the warded area in some physical manner, such as with a fence with symbols painted on it or a line of chalk drawn on the floor. If anyone disturbs or makes an opening in this physical marker, or if it is washed away by rainfall or blown down by the wind, the warding instantly ceases to function. When creating a lasting ward, the character may make one roll every 10 minutes to create this ward. Lasting wardings continue to project an area for one full lunar month, or until the physical markers tied to the ward are disturbed, whichever comes first.
Regardless of their duration, wardings can be no more than 100 yards on a side. The character can ward most of a city block or a large house and yard, but the character cannot ward an entire shopping mall or other similar large and sprawling structure. Only one warding of each type can protect an area at one time. However, purified can ward an area with different wards at the same time. A character could simultaneously protect her home with both a ward against supernatural beings and a ward against magic. Creating a new warding automatically destroys any existing wardings on the area. Unless specifically described as otherwise, wardings are not mobile, although they can be used to protect the interior of mobile spaces like trailers, mobile homes or even cars. Creating a wearable version of any ward is also impossible.

[ 1 ] Ward Against Supernatural Beings

Cost: 2 Essence (+1 Willpower to create a lasting ward)
Dice Pool: Wits + Occult + Chi
Action: Extended (target number 5)
This ward is designed to prevent spirits, ghosts, and similar beings from other realms from affecting the warded area and anyone or anything inside it. There are two forms to this ward, and the character can only use one of these at a time on any single location. Locations cannot be simultaneously protected by both types of wards. The first type of ward raises or lowers the Gauntlet for the warded area by the character's Chi/3 (round up). The only limitation on this ward is that it cannot raise the local Gauntlet higher than 5 or lower than 1. This ward can only be created as a temporary ward. The second type of ward prevents spirits, ghosts, and similar beings from outside the mortal world from entering the area. Any such being attempting to enter or to use the Reaching Numina to gain access to the warded region must achieve a number of successes on a Power roll in excess of a reflexive Presence + Academics + Chi roll made by the character. Even if they are in Twilight, spirits, ghosts, and similar beings that fail to achieve the necessary number of successes cannot enter the warded area and must wait for one full day before trying again to do so.

[ 2 ] Ward Against Magic

Cost: 2 Essence (+1 Willpower to create a lasting ward)
Dice Pool: Wits + Occult + Chi
Action: Extended (target number 10)
This ward protects the space and people inside it from all forms of magic and other supernatural powers, including werewolf Gifts, vampire Disciplines, spirit Numina, and all similar powers. The character protects an area from supernatural effects used by anyone other than the character and up to a two dozen specific individuals named when the warding is created. Even if he is not present inside the warded area, the purified can reflexively make a Wits + Occult + Chi roll as contested roll against any supernatural ability used on anyone or anything inside the warded area. If the attacker does not win the contest by at least one success, the ability fails to affect everyone inside the warded area. In addition, even if the attacker wins this contest, subtract the successes rolled by the ward's creator from the total number of successes rolled by the attacker. This subtraction can transform an exceptional success into an ordinary success.

[ 3 ] Ward Against The Living

Cost: 3 Essence +1 Willpower (+1 additional Willpower to create a lasting ward)
Dice Pool: Charisma + Intimidation + Chi
Action: Extended (target number 15)
This ward prevents all living or once-living creatures, including humans and animals, as well as partly human beings like werewolves and once-human beings native to the mortal world like vampires or other purified. The character can create a ward designed to only protect against certain general types of beings, like only vampires or only human children. However, it is impossible to ward an area against "enemies" or some other similarly vague category. Also, when creating this warding the character can specify up to two dozen named individuals who can freely enter and leave the warded area. When any being of the appropriate type attempts to cross this ward, either to enter or exit the warded area, they must make a contested Wits + Supernatural Advantage (if any) versus the character's Charisma + Intimidation + Chi. Beings that do not win this contest by at least one success cannot enter or leave the warded area and also lose one point of Willpower if they fail. An individual can make no more than one attempt every scene to cross this warding.

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