Difference between revisions of "Random Patterns"

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(Created page with ";Discipline Techniques Auspex 2, Dementation 3 Random Patterns allows the character to anticipate an opponent's next move in time to counter it. Blows can be blocked or avoi...")
 
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Latest revision as of 20:16, 3 January 2014

Discipline Techniques

Auspex 2, Dementation 3

Random Patterns allows the character to anticipate an opponent's next move in time to counter it. Blows can be blocked or avoided before they're even thrown, pursuit can be cut off and bluffs can be called. The power doesn't allow the character to see into the future per se, so much as it reads the patterns in the chaos and random chance that surround the target and allows the Kindred to determine his next move based on previous actions and lines of probability.

System: The player spends a blood point and rolls Perception + Empathy, against a difficulty of 5 to 7, determined by the Storyteller's assessment of how predictable the opponent is based on his nature. For instance, a character with a Nature of Curmudgeon or Perfectionist is probably fairly predictable and thus difficulty 5, while a Nature of Deviant or Monster is probably less predictable and thus difficulty 7. The difficulty can be further modified by derangements. If the roll succeeds, the character adds a number of automatic successes to his next action equal to the number of successes on the Random Patterns roll. This action must be a contested or combat-related roll against the target. For example, the bonus could be applied to pursuit, melee or dodge, but not to the activation of a Discipline.

Experience Cost: 21