By Anthony "The Magician" Murlin (ruby@pa.net)
Successes | Distance (ft) |
1 | 10 |
2 | 50 |
3 | 100 |
4 | 150 |
5 | 200 |
6+ | 300 |
The Shadow also alters the Psyche's thought patterns, raising the difficulty to resist frenzy +2. And, as one final gift, the longer the shadow remains, the higher the risk that the Victim will receive a major, incurable Permanent Derangement. For every three turns the Shadow exists, the Victim must roll a Wits + Self Control (Difficulty 3, + 1 for every other third scene afterward), otherwise, the storyteller randomly picks a Permanent Derangement. Willpower points cannot be spent for Automatic Successes in these rolls.
Difficulty | Example | Botch |
4 | A gust of Wind | Small, such as the Light Bulb busts |
5 | Bust a window | A minor headache or other minor flaw |
6 | Bust All Windows in area | A Major Headache, or other more serious flaw |
7 | Shatter a section of a brick wall | Minor convulsions or something else really debilitating (1 - 2 Health levels of Damage, unsoakable.) |
8 | Demolish a brick / Wood building | Major convulsions or something else (2 - 4 Health levels of damage, third - fourth levels unsoakable) |
9 | Rend Earth (Max. Concrete) | Minor cranial hemorrhaging (1 - 3 Health levels of aggravated damage and -1 to a mental trait) |
10 | Rend Metal (Max. Steel) | Head explodes (or some other form of instantaneous death) |