By Dog Boy (aht1722@acs.tamu.edu)
System: This requires a Manipulation + Medicine roll; difficulty is the target's Stamina+3. With a successful Intelligence roll the caster can place the irritation on a specific area of the target's anatomy. This effect lasts for one scene.
System: The thaumaturgist makes a Manipulation + Medicine roll, the difficulty being the target's Stamina+4. The number of successes indicates the duration.
1 success | thirty minutes |
2 successes | |
two hours | |
3 successes | |
24 hours | |
4 successes | |
three days | |
5 successes | |
one week |
System: The caster must have prior knowledge that the target is, or will be within an hour, searching for a specific item before this spell can be used. The power can only affect objects whose location can be "reasonably" forgotten. Objects can include jewelry, books, keys, remote controls, or the location of the victim's car. The target cannot be made to forget his haven. A Manipulation + Subterfuge roll must be made, difficulty is the target's Wits+Alertness. One Willpower point must be spent. The number of successes achieved indicates the duration of the effects, or until someone else points out the item for the victim, or until the object becomes really, really obvious. The victim can roll Intelligence+Alertness, difficulty 6+ # of successes, max 10, to find what she is looking for.
1 success | one scene |
2 successes | one night |
3 successes | one week |
4 successes | one month |
5 successes | three months |
System: The caster must roll Manipulation + Science, difficulty being the victim's Willpower. The caster must spend one Willpower point. The number of successes determines how deeply affected the victim is. Each success increases the difficulty (maximum of 10) of anything to do with directional sense. The spell can temporarily be negated by spending Willpower or for the victim to not consciencely think of where he is trying to go. The effects last for 24 hours.
1 success Might get lost in a crowded parking lot. |
2 successes Gets lost in a semi-empty parking lot. |
3 successes Were you leading the Donner party? |
4 successes Couldn't find his way out of a closet with the door wide open. |
5 successes Couldn't find his way out of a closet with the door wide open and the light on. |
System: The thaumaturgist must spend two Blood points and make an Intelligence + Subterfuge roll (difficulty 7). Be creative on what could happen. This could involve having a gun blow up in the person's hand, failing to notice the open manhole cover, or typing "DEL *.*" while in the root directory.
Also, minor everyday actions may also have a higher chance of impeding the victim's progress. For example, the victim can get into an elevator, which has a chance of getting stuck; the elevator will not go plummeting down the shaft unless it was already meant to do that.
In order to resist Murphy's Law, the victim must score a minimum of 3 successes on an Wits+Empathy roll (difficulty 7). A botch makes the next incident even more disastrous than it might have been.
The number of successes indicates the duration of Murphy's Law.
1 success | one turn |
2 successes | one scene |
3 successes | one day |
4 successes | one week |
5 successes | one month |