By Jenny Parr (j.l.parr@bradford.ac.uk) for the Hibakusha Onyudu.
A roll of Intelligence + Alertness roll against a difficulty of 6 must be made, the number of successes needed depends on the age of the memories. The merit Eidetic Memory decreases the difficulty by 2. All experiences will be remembered as if they only occurred yesterday.
1 success | Memories up to 1 year old. |
2 successes | Memories up to 5 years old. |
3 successes | Memories up to 25 years old. |
4 successes | Memories up to 100 years old. |
5 successes | Memories of the Faithful's entire life. |
When confronted by a situation which may bring back memories of a previous life the GM may make a secret roll to see if these memories emerge. The successes determine the clarity of the memories.
For every success on a Perception + Science roll against a difficulty of 8 the Onyudu can change one of his senses to those of a machine for one scene. After this scene a wound level is taken for each further use of Kankaku that night as the senses do not have time to readjust.
A roll of Wits + Subterfuge against a difficulty of 7 must be made. Each success increases the difficulty of any attempt to find your weaknesses or otherwise determine your next course of action.
Manipulation + Repair must be rolled against a difficulty determined by the complexity of the device, 4 for a Cray to 10 for a simple metal sword. Each success increases the difficulty for the user of the item.
Each success on a Dexterity + Science roll against a difficulty of 7 determines the level of effect of the forces. If attempting to cause damage, one damage level is caused by each success gained -- special circumstances may increase the damage caused. Other effects will be judged by the GM and a number of successes may be needed to make a specific effect work as planned.
A roll of Intelligence + Empathy against a difficulty of 7 is needed. The number of successes gained determines the amount of information the Onyudu has gained about their target.