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Vindictus said:"Aid anyone investigating something suspicious- Who may very well be us"
That sounds like you're asking to be put to working a beat, to me?
Pipeman said:I don't think we really have assessments to make on most of those problems.
If I recall correctly, our only contact with the supernatural was with a couple of other mages, which fell though pretty quickly, and Fae.
We also have no real education or ranks in Occult.
Rolling: Everything is going to be done with a d100, +/- various modifiers. Each rank you have in the action adds 15 to the roll. 1-50 is a failure, 51-100 is a success. There will be varying degrees of both depending on how good (or bad) the roll is. There are two exceptions (Discovery and Training) that work differently and are explained below.
If set up properly, circumstance modifiers can make a failure outright impossible in some situations. Proper planning, correct tools, quality material, expert help, all of these things can positively contribute to a roll. This is especially true for spellcasting. Words of power, extensive chants, elaborate rituals and meaningful reagents can all lead to a success. I'll give examples if they're needed, but Rule of Cool will preside in most cases.
Types of Actions:
Training: Raising mundane skill ranks. The physical, social, and mental aspects of being a person. Each skill has a threshold of 100 x the Rank you're going to.
Discovery: Raising Field of Magic ranks. Each skill has a threshold of 150 x the Rank you're going to.
Each month spent on one of these actions rolls 1d100, plus any bonuses, and adds that number to your progress. Only truly abysmal rolls will actually hinder your progress, and even then modifiers can make that a non-issue.
Casting: This is not "I want to cast spell "X" I make a roll for it. The casting action usually covers a range of spells and the preparations made for them. For example. "Enchant all of the heavy infantry's weapons and armor to be more durable. I set up the ritual like such, have so-and-so do this, have each soldier contribute a drop of blood for their gear, etc. etc. etc."
Research: Or, finding out things you want to know about things you don't know.
Influence: The social action of choice. You attempt to raise your standing with and control over a certain group. You may also choose to raise the Loyalty of a Contact with this action.
Personal: Sometimes you need to get up close and do things yourself. This is the kitchen sink option, anything you want to do that isn't covered by the other five actions can be done as a personal action. The month role on a personal action provides bonuses (or penalties) to rolls made during said action. Personal actions are usually an adventure in and of themselves that will allow the voters closer control over the MC's actions.
I don't know why, but I'm somehow reminded of Neal Caffrey.Jans said:=D Finding any of the three actors/characters that I'm basing Puck's appearance off of is worth a floating +5 to any roll you, the poster, would care to add it to.