Sensing the Supernatural

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Sensing the Supernatural

Postby Legend » Sat Sep 10, 2016 3:46 pm

There are many ways PCs can sense the supernatural around them; some of which are passive. For this reason character’s template (mage, garou, kinfolk) and if they have any other supernatural effects or items on them must be in their signatures. If you do not always have or carry magic on you (it’s not in your signature) but are in a specific scene it is your responsibility to note “supernatural present” in your first post and allow other PCs to roll. Additionally, any time a PC uses a supernatural power in a scene with another PC they have to post doing so. If you want to attempt to be covert you need to speak with staff and understand this will delay your scene.

Awareness
Primal Urge
Gifts
Magic
Aura Shielding
Last edited by Legend on Sat Sep 10, 2016 3:52 pm, edited 1 time in total.
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Re: Sensing the Supernatural

Postby Legend » Sat Sep 10, 2016 3:47 pm

Awareness

Many mages and some rare humans have the Awareness ability, an uncanny perception or sensitivity to the supernatural world and auras. Some kinfolk characters may take this ability (they are humans) but garou may not. A player who has awareness may choose to make a roll to attempt to examine another PC’s aura. They also get a reflexive roll when something supernatural happens around them. Unless staff is running the supernatural event PCs are expected to make these rolls themselves using the the game dice roller so as not to slow down game. They must post their roll and successes on the thread. The other player can choose to respond on the thread or over PMs.

The player rolls Awareness + perception difficulty 6 (if staff is handling the roll the difficulty may vary). The target player or staff looks at the successes breakdown below and gives them appropriate information if any. Please don’t just give colors or conditions (though you certainly can for fluff) but tell the player using awareness what the emotions or conditions are.

1 success:
Whether or not something supernatural is nearby. You don’t know who, where, or what just experience a vague presence or tingling.

2 successes:
You can pinpoint the source or sources of supernatural (if any). For example you might note that there is something uncanny about the man in the bowler hat and also his umbrella (two auras). You still have no idea what. You cannot tell the difference between a spell or gift on a person and that person themselves being supernatural.

3 successes:
You can see the following aura conditions if any are applicable:
* Corruption – pulsating
* Faerie or fae arts – Rainbow highlights
* Marauder – Hypnotic, swirling
* Ghost or Arcanoi – Weak, faded
* Mage or mage magick – Sparkling aura
* Vampire or disciplines – pale aura
* Werecreature, gift, or spirit charm – Bright, vibrant

You can tell the difference between someone being the supernatural group (the vampire’s whole aura is pale) and being under the effects of that group’s powers (a pale film clings to or smothers their aura). Note kinfolk’s nature is not visible in their auras. Just because your character can see a supernatural condition does not mean they are familiar with it. If you’ve never met the supernatural group before you may not recognize what their aura condition means.

4 successes:
Along with supernatural awareness, you can discern emotional states in the auras of others.
* Arousal - Magenta
* Bitterness - Brown
* Calm, Devotion – Blue
* Compassion, Affection – Pink
* Empathy, sensitivity (emotional) – Green
* Excitement – Yellow
* Fear – Orange
* Fury – Dark Red
* Happiness/joy – Violet
* Pain, Hatred – Black
* Passion, Anger – Red
* Sadness – Silver
* Uncertainty, Depression – Gray
Note: A garou character should always have at least some red or dark red in their aura.

5 successes:
Auras revel deeper information about the person (if applicable)
* Change/Transformation – Ebbing, flowing
* Derangement or Quiet – Flickering
* Enthuastic, Idealstic – Crackling
* Fanatical – Intense colors (this likely applies to many PCs)
* Sickness or Dying – Fading
* Spirituality or Awareness (ability) – Gold (this likely applies to many PCs)
* Truth, Purity, or Faith – White (this likely applies to many PCs)
Garou ST.


The curtain of the universe is moth-eaten, and through its holes we see nothing now but mask and ghost.
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Re: Sensing the Supernatural

Postby Legend » Sat Sep 10, 2016 3:47 pm

Primal Urge
Only garou may have primal urge. In Werewolf 20 Garou may use Primal Urge to “instinctively notice signs of supernatural activity – though this rarely goes beyond the level of a chill down the spine or hairs on her neck standing up.”

If a garou meets another supernatural creature, is nearby when a supernatural power is used, or is in the presence of supernatural objects or lasting effects, they get a primal urge roll. Note that while garou and mages count as supernatural creatures minor templates like kinfolk do not. Players should make these rolls themselves using the game dice roller as they come up to keep the game moving. Post your roll and result in your post.

The player rolls perception + primal urge difficulty 6 (difficulty may vary if run by staff). Any successes means that the player can sense the presence of the supernatural but does not know what or who is the source. For that they would need to use a gift.
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Re: Sensing the Supernatural

Postby Legend » Sat Sep 10, 2016 3:48 pm

Gifts

Garou can use gifts to sense supernatural powers and creatures. These gifts are also listed in the gift post with the exact same text. They are merely here for added convenience.

Scent of the True Form (Level One)
The Philodox is able to scent the truth of those she meets, literally sniffing out an individual’s true form. A vulture spirit teaches this Gift.
System: The Garou can smell Kinfolk or a fellow werewolf automatically. In all other cases, the player must roll Perception + Primal-Urge (difficulty 6). One success will identify a normal human or animal; two successes will detect a vampire, changeling, demon, mummy, or Fera; four successes are needed to sniff out a mage, ghoul, or fomor. The Imbued register as normal humans to this Gift. Unfamiliar scents aren’t automatically recognized: A Philodox that has never encountered any Rokea might not immediately recognize the scent she detects as “wereshark.”

Sense Magic (Level One)
The werewolf can sense the pulse and flux of mystic energies, whether the righteous Gifts of the Garou, the arrogant wizardry of mages, the debased powers If vampires, or even the black arts of the Wyrm’s minions. A spirit-servant of Uktena
teaches this Gift.
System: The player rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The Uktena cannot tell the exact nature of the magic, although clues such as “Gaian,” “dreamcraft,” or “blood magic” might be granted with three or more successes. The radius is 20 feet per success.

Visions of Duat (Level One)
The werewolf’s eyes become cloudy and pale as she attunes her vision to the ashen landscape of the Underworld. An owl-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Perception + Occult (difficulty 7). For the rest of the scene, the character can see (and hear) ghosts and detect haunted areas with another Perception + Occult roll (difficulty corresponds to the severity of the haunting). This Gift bestows no power to touch or communicate with the dead, however — that usually requires the use of the Descent into the Underworld rite. A botch causes the Garou’s eyes to shine as beacons in the underworld, drawing the notice of broken, vengeful shades.

Sense the Unnatural (Level Three)
The werewolf can sense any supernatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, Wyrm taint, ghosts, vampires, faeries, and any other such unnatural manifestation — although it won’t pick them out specifically as such. A werewolf may sense a person plagued by haunting as easily as a ghost. Any spirit servant of Gaia can teach this Gift.
System: The player rolls Perception + Enigmas (difficulty 6). The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation, though. For instance, a vampire might smell of clotted blood, fear, corpse-meat or whatever else the Storyteller finds appropriate.

Pulse of the Invisible (Level Three)
Spirits fill the world, and none know this fact better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge can interact with spirits in the Penumbra at will. While most spirit activity isn’t worth watching, the Theurge will be automatically aware of any dramatic changes or upheavals nearby. Any spirit can teach this Gift.
System: If the Garou’s permanent Gnosis equals or exceeds the local Gauntlet, he can see into the Umbra automatically. Otherwise, the player must roll Gnosis to look through the Gauntlet (difficulty of the Gauntlet rating). Such awareness lasts for the rest of the scene or until the character enters an area with a stronger Gauntlet.
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The curtain of the universe is moth-eaten, and through its holes we see nothing now but mask and ghost.
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Re: Sensing the Supernatural

Postby Legend » Sat Sep 10, 2016 3:48 pm

Magic

With the right spheres and enough power, magic can hypothetically discern any properties. The first dot of each sphere grants basic perception abilities related to that sphere. As such, we are not running auras as a unified trait that mind and spirit can see which covers everything on the table on page 507. The contents of the table has been divided by sphere, going primarily to mind. (Small adjustments have also been made. Please use this section as a reference instead of the book for the three spheres listed.)

To use the perception abilities of a sphere the mage must cast a simple spell upon themselves (it is not reflexive). This is a level one coincidental effect (base difficulty 4). This only requires one success at which point it lasts a turn. At two successes the magical perception lasts for a scene, at three a day, and at four a story (month). A character may cast magical perception upon someone else for +1 successes. Though if they are a sleeper, it is not vulgar with a witness. Players in scenes that aren’t run by staff are encouraged to handle their own perception spells to keep the game moving at a good pace. If you cast it during the scene, use the game dice roller

Mind
Mind allows mages to see auras, which reveal their emotions as well as deeper information about their mental states and (non-magical) nature. It can also be used to sense resonance or get psychic impressions of people and (with matter) objects and places.

Emotions:
* Arousal - Magenta
* Bitterness - Brown
* Calm, Devotion – Blue
* Compassion, Affection – Pink
* Empathy, sensitivity (emotional) – Green
* Excitement – Yellow
* Fear – Orange
* Fury – Dark Red
* Happiness/joy – Violet
* Pain, Hatred – Black
* Passion, Anger – Red
* Sadness – Silver
* Uncertainty, Depression – Gray
Note: A garou character should always have at least some red or dark red in their aura.

Mental States and Nature:
* Corruption – pulsating
* Change/Transformation – Ebbing, flowing
* Derangement – Flickering
* Enthuastic, Idealstic – Crackling
* Fanatical – Intense colors (this likely applies to many PCs)
* Spirituality or Awareness (ability) – Gold (this likely applies to many PCs)
* Truth, Purity, or Faith – White (this likely applies to many PCs)

Prime
Using prime a mage can perceive Quintessence the raw concentrated essence of creation. While all patterns are on a fundamental level made of prime held “solid” through an interplay of Dynamisim and Statsis (Entropy breaks patterns down); prime does not grant any additional information about those patterns (that would be the relevant spheres). This sphere does reveal, however, energies that are otherwise invisible to the mage: “magical” energy. All supernatural energies (gnosis, glamour, ect) are kinds of Quintessence. Prime mages can perceive the flow and presence of these energies making them aware of the supernatural around them. This includes sources of energy (nodes, tass, ect), items holding such energy (wonders, fetishes, ect), beings holding such energy (supernatural beings), and supernatural effects. Prime mages may also sense the resonance of this energy and learn to recognize different types and eventually even individual sources (this feels like Bob’s magic).

Prime mages can try to learn more about magic they perceive through a longer and more thorough examination, though this is limited by their knowledge/understanding. Looking at the magic of other supernatural groups may require other spheres. Changeling/fae magic requires mind, spirit/werecreature magic requires spirit, and wraith magic requires spirit or entropy. Vampire magic is just prime.

Prime mages can see the following nuances of Quintessence:
* Corruption – pulsating
* Marauder – Hypnotic, swirling
* Quiet: Flickering
* Faerie, Chimera, glamour, fae arts – Rainbow highlights
* Ghost, Pathos, Arcanoi – Weak, faded
* Mage or mage magick – Sparkling
* Vampire, Vampire blood, disciplines – pale aura
* Werecreature, Spirit, glamour, gift, or spirit charm – Bright, vibrant

Notes:
1: As with awareness, it takes knowledge/experience for a mage to recognize what the different appearances of quintessence mean even if she can see them.
2. A kinfolk without the Gnostic merit holds no more or different quintessence then a normal human. A Gnostic kin holds the same energy as a werecreature or spirit, albeit a weak one.
3: Prime does not allow mages to see across the gauntlet. A prime mage can identify a visible/manifested spirit, chimera, or wraith and their powers that are in effect on the same side of the gauntlet the mage is.

Spirit
Spirit does not grant the ability to perceive auras, but the ability to sense the thickness of the gauntlet, peek across into or out of the umbra, alternatively just see spirits themselves, and perceive spiritual influence. One can discern a half spirit being (usually a wereceature, could be fomori ect), possessed organisms, awakened objects, fetishes (spirits bound to objects), and shallowings. Spirit Heritage (a spiritual connection) and Pure Breed (some sort of spirit blessing?) can also be discerned but that does not mean the mage knows their significance. In time though personal experience a mage may learn to recognize different varieties of blessings (Uktena PB looks similar to other Uktena PB).

Spiritual influence (charm and gift effects) can be sensed with the spirit sphere, but without prime they cannot be examined further to determine any of their properties. A mage may also want to combine mind or prime to sense the resonance of a spirit or spirit effect, granting important information like if that half spirit creature radiates corruption or not.
Garou ST.


The curtain of the universe is moth-eaten, and through its holes we see nothing now but mask and ghost.
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Re: Sensing the Supernatural

Postby Legend » Sat Sep 10, 2016 3:49 pm

Aura Shielding

A mage can use a coincidental level 1 prime or mind effect to shield their aura form others. This is not reflexive and must have been cast in advance. A prime shield only blocks sensing a mage’s supernatural nature. A mind shield only blocks emotional and mental aspects of their nature. (Neither would stop someone from seeing they were dying with awareness, for example.) Each successes put into the shield removes one successes from the examiner’s attempt to read them.

Against Sphere Magic
The prime shield removes successes from an effect examining your aura with prime. The mind shield removes successes from attempts to examine you with mind. If all successes are canceled, the examiner sees nothing. (For prime, this makes you read as human. For mind your aura is not visible meaning it is shielded or gone.) If the examiner’s spell (generally a sight) has more successes then the shield does, it functions normally.

Note that spells are not part of your aura. So while a prime aura shield stops another prime mage from seeing that they are a mage, it leaves them looking like a human with a mage spell on them.

Against Awareness
Roll awareness normally. Then . . .

Mind Shield:
Awareness 1 success: As normal
Awareness 2 successes: As normal
Awareness 3 successes: As normal except for corruption. Awareness roll must be 3 higher then shield successes to sense corruption.
Awareness 4 successes: Blocked by shield. Awareness roll must be 4 higher then shield successes to sense any emotions.
Awareness 5 successes: Can sense Quiet, Sickness/dying, and non-mental change as normal. All others require Awareness roll to be 5 higher then shield successes.

Prime Shield:
Awareness 1 success: Awareness roll must be 1 higher then shield successes to sense anything.
Awareness 2 success: Awareness roll must be 2 higher then shield successes to sense anything.
Awareness 3 success: Awareness roll must be 3 higher then shield successes to sense anything.
Awareness 4 success: As normal (might be the only thing they still see)
Awareness 5 success: As normal except for Quiet. Awareness roll must be 5 higher then shield successes to sense Quiet.

Against Primal Urge
Roll Primal Urge as normal. Subtract prime aura shield successes from primal urge successes. If Primal Urge has any successes left, the garou senses a supernatural presence as normal. (Mental shield not relevant.)

Against Scent of the True Form
Subtract prime aura shield successes from Scent of the True form successes. The garou need 4 successes left to detect a mage with Scent of the True Form. (Mental shield not relevant.)

Against Sense Magic
Sense Magic detects active magic, not mages. It cannot see a mage’s aura/sense they are supernatural. However, it can pick up a shield aura spell. (So, counterproductive.)
Garou ST.


The curtain of the universe is moth-eaten, and through its holes we see nothing now but mask and ghost.
Emil Cioran, A Short History of Decay.
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