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Scars

Second Edition
Keywords
Scar Magnitude Description Book
Deviations
Controlled Scars
• You may take a beat when distraction or disruption causes an entangled Variation
to shut down or misfire.
•• Lethal damage, Faltering, and being Stunned or Distracted provoke Scar
Subtle, Resistance. On failure, the entangled Variation deactivates.
Mental, As Magnitude ••, and choose one:

Repeatable Tenuous: Successful attacks and hostile powers provoke Scar Resistance.

••• Unfocused: Activating entangled Variations while suffering a distracting Tilt or


Concentration Condition requires successful Scar Resistance. DTR 152
•••• As Magnitude •••, but suffer both complications.
After-Effect + • Directed-Only. Directing entangled Variations for more consecutive turns than
your Scar Resistance inflicts a chosen negative Condition.
Self-Doubt +• This Scar's effect shuts down entangled Variations for a full scene.
Single-Minded + • Directed-Only. Failing to direct an active entangled Variation for a turn provokes
Scar Resistance.
• You may take a beat when repeated use of an entangled Variation causes it to fail
or malfunction.
•• Directing entangled Variations on consecutive turns inflicts a cumulative -1 Scar
Finesse penalty, which dissipates when you spend a turn without directing.
Subtle, Any, ••• As Magnitude ••, but the penalty starts at (6 - Scar Resistance), and a turn spent
Cooldown Directed-Only, without directing an entangled Variation only reduces the penalty by one. DTR 153
Repeatable As Magnitude •••, and choose one:

•••• Blackout: Dramatic failure to direct an entangled Variation shuts it down for the
scene.

Ponderous: Reducing the penalty by one takes two turns.


••••• As Magnitude ••••, but suffer both complications.
• You may take a beat to briefly exhaust the use of an entangled Variation.
•• Entangled Variations function up to your Scar Resistance in consecutive turns
before needing an instant action to replenish.
••• As Magnitude ••, but recharging forfeits Defense, and each successive recharge
Subtle, Any, in a scene takes another consecutive action.
Repeatable As Magnitude •••, and choose one:

Depletion Brief: A single turn of use depletes entangled Variations.


DTR 153
•••• Slow-Charging: Recharging entangled Variations takes (6 - Scar Resistance)
hours of intensive focus.
••••• As Magnitude ••••, but suffer both complications.
Hazardous +• Recharging inflicts lethal damage.
Recharge
• You may take a beat when using an entangled Variation to suffer temporary
debility.
•• Activating an entangled Variation provokes Scar Resistance. On failure, suffer
your choice of Arm Wrack, Blinded, Deafened, or Leg Wrack for the scene.
Overt, As Magnitude ••, and choose one:

Deterioration Physical, Lingering: The debility lasts for a chapter, becoming a corresponding Persistent DTR 153
Repeatable ••• Condition.

Painful: Activating an entangled Variation also inflicts bashing damage.

Severe: Suffer a severe version of the debility.


•••• As Magnitude •••, but choose two complications.
••••• As Magnitude •••, but suffer all three complications.
Subtle, Any, Choose how each entangled Variation behaves at each possible Magnitude.
Fluctuating Repeatable, ••• Entangled Variations activate at a Magnitude equal to your activation successes. DTR 154
Variation Tiered-Only For each turn an entangled Variation remains active, it shifts one dot of
Magnitude; roll Scar Resistance to control which direction it shifts.
• You may take a beat when the pain of activating an entangled Variation hinders
Overt, you.
Perilous Physical, •• Activating an entangled Variation inflicts bashing damage.
Variation Repeatable ••• Activating an entangled Variation inflicts lethal damage. DTR 154
•••• Activating an entangled Variation inflicts aggravated damage.
Ongoing + •• Directed only. Directing an entangled Variation also inflicts damage.
Subtle, Choose a Persistent Scar of equal Magnitude. While any entangled Variations are
Persistent Secondary, • to ••••• active, suffer the effects of that Scar.
Drawback Repeatable DTR 154
Continual +• Always suffer the secondary Scar's effects.
• You may take a beat when your entangled Variations weaken or fail because of a
chosen circumstance, such as "on holy ground" or "suffering lethal damage."
The chosen circumstance provokes a Scar Resistance roll each turn to prevent
•• Magnitude loss, and penalizes Scar Finesse to activate them by (6 - Scar
Subtle, Any, Resistance).
Repeatable As Magnitude ••, but failing Scar Resistance instead deactivates that Variation
Power Failure ••• for as long as the circumstance persists. DTR 155
•••• As Magnitude •••, but the Variation remains deactivated for a scene minimum.
••••• As Magnitude •••, but the Variation remains deactivated for a chapter minimum.
Rare −• The circumstance is very specific or narrow.
Common +• The circumstance is common or easy to encounter.
Preparation Subtle, Any, • You may take a beat when your entangled Variations take too long to activate. DTR 155
Repeatable Activating an entangled Variation first requires a ritual, input sequence, or other
•• instant action.
••• As Magnitude ••, and choose one:

Elaborate: Priming an entangled Variation sacrifices Defense and takes up to


three actions or one hour with low Scar Resistance.

Staged: The activating Scar Finesse roll becomes an extended action with a
target of twice Magnitude.
As Magnitude ••, and choose one:

Grueling: As Staged, but each interval sacrifices Defense and takes extra time
•••• as per Elaborate priming.

Lengthy: As Elaborate, but entangled Variations cannot be primed during


action scenes.
••••• As Magnitude ••••, but suffer both complications.
Recharge +• Directed-Only. After directing an entangled Variation, you must wait (4 - Scar
Resistance ÷ 2) turns to direct again.
• You may take a beat to forget something important from the stress of using
entangled Variations.
•• Remembering what occurred while using entangled Variations provokes Scar
Resistance, or penalizes other rolls involving relevant details by -2.
Lose all memory of scenes wherein you activated entangled Variations. Given a
Tabula Rasa Subtle, Mental ••• strong reminder, you may spend Willpower to recover the memory for a scene, DTR 155
and doing so (6 - Scar Resistance) times recovers it permanently.
As Magnitude •••, and choose one:

•••• Permanence: You may not spend Willpower to recover memories.

Rapid: Memory loss sets in immediately after a turn of Variation use.


••••• As Magnitude ••••, but suffer both complications.
Subtle, ••• You must spend Willpower to activate entangled Variations.
Mental,
Tribulation Repeatable •••• As Magnitude •••, and paying the activation cost takes an instant action. DTR 156
Draining + •• Directed-Only. You must also spend Willpower to direct the Variation for a turn.
• You may take a beat to temporarily suffer more from Scars due to using
entangled Variations.
•• Activating an entangled Variation worsens a Scar by a dot of Magnitude and
Unstable Subtle, Any, inflicts a -2 Scar Resistance penalty for the rest of the scene. DTR 156
Variation Repeatable ••• As Magnitude ••, and activating entangled Variations inflicts minor instability.
•••• As Magnitude •••, but the instability is medium.
••••• As Magnitude •••, but the instability is major.
Involuntary Scars
• You may take a beat when your entangled Variations act up in a chosen
circumstance, such as "under a full moon" or "when enraged."
Self-activated Variations become Overt, and choose one:

Subtle, Any, Insistent: The stimulus provokes Scar Resistance, and activates entangled
Repeatable •• Variations on failure.

Reactive: The stimulus prevents deactivating the Variation until you take an
appropriate rolled action to insulate yourself.
Involuntary ••• As Magnitude ••, but suffer both complications. DTR 156
Stimulus
Rare −• The circumstance is very specific or narrow.
Common +• The circumstance is common or easy to encounter.
Uncontrollable + • You cannot voluntarily activate the entangled Variations.
Once per scene, the Storyteller may provoke Scar Resistance. On failure,
Unpredictable + • entangled Variations activate themselves, and the Storyteller cannot provoke this
effect again this chapter.
• You may take a beat when entangled Variations erupt and lash out.
Entangled Variations become Overt, and choose one:

Insistent: Once per scene, the Storyteller may provoke Scar Resistance. On
•• failure, the Variation activates itself, and the Storyteller cannot provoke this
effect again this chapter.

Volcanic: You must roll Scar Resistance to deactivate an entangled Variation


before the end of the scene.
Power Build- Subtle, Any, As Magnitude ••, and choose one:
DTR 157
Up Repeatable Compounded: Suffer both Magnitude •• complications.

Uncontrollable: Requires Insistent. You can only activate an entangled


••• Variation once per chapter, and the Storyteller can continue to provoke Scar
Resistance after a failed roll.

Destructive: Requires Volcanic. Directed only. The Storyteller may direct an


activated entangled Variation you are not currently directing.
•••• Directed only. As Magnitude •••, but suffer all three complications.
Persistent Scars
• You may take a beat to suffer from withdrawal or wield power just to stave it off.
•• Suffer Addicted (Persistent), becoming Deprived when you go for a chapter
without activating an entangled Variation.
As Magnitude ••, and choose one:

Subtle, Mental ••• Disorienting: While entangled Variations are active, suffer Intoxicated or
Addictive or Physical, Drugged.
DTR 158
Variation Toggled-Only Lingering: Deprived becomes Persistent, resolving by recovering medium
instability or spending a story without activating any entangled Variations.
As Magnitude •••, and choose one:

•••• Compounded: Suffer both Magnitude ••• complications.

Severe: Increase the Deprived penalty to -2, and apply it to derived traits.
••••• As Magnitude ••••, but suffer both complications.
Alternate • You may take a beat to switch personalities. DTR 158
Persona Once per scene, the Storyteller may provoke Scar Resistance. On failure, your
Subtle, Mental •• other personality surfaces for (6 - Scar Resistance) turns, and the Storyteller
or Social, cannot provoke this effect again this chapter.
Repeatable
••• As Magnitude ••, but you also shift personalities at regular intervals. You may
roll Scar Resistance to surface the other personality for (Scar Resistance) turns.
Forgetful −• The alternate persona lacks the primary persona's memories.
Persona
Inferior −• The alternate persona cannot activate Variations not entangled with this Scar.
Persona
Invoked −• You may choose to shift personalities as an instant action.
Partner −• The personas share general goals, and do not differ in Aspiration.
Perfect Recall −• The primary persona retains full memory of the alternate persona's actions.
Aware Persona +• The alternate persona retains full memory of the primary persona's actions.
Bestial +• The alternate persona lacks higher thought and suffers the Bestial Condition.
Blackouts +• The primary persona lacks the alternate persona's memories.
Cross- +• The personas have conflicting goals, and the alternate Persona has its own
Purposes distinct Touchstones.
Superior +• Only the alternate persona can activate Variations entangled with this Scar.
Persona
• Suffer Amnesia (Persistent).
•• As Magnitude •. Also penalize rolls to remember facts from before your
Divergence by -2, and lose one key memory from that time altogether.
Amnesia Subtle, Mental ••• As Magnitude ••, but increase the penalty to -4, and lose multiple key memories. DTR 159
•••• As Magnitude •••, but completely lose your memory of several years. You may
be Shaken by revelations of the past.
••••• As Magnitude ••••, but lose all memories prior to Divergence. You may Falter
from revelations of the past.
• You may take a beat when you suffer pain from exposure to a certain material or
stimulus, like silver or bright light.
•• Direct exposure to your bane inflicts a bashing wound each turn, or upgrades
Subtle, damage type if already harmful, and prevents healing.
Physical,
Repeatable ••• As Magnitude ••, but the bane inflicts lethal wounds, or upgrades damage and
adds an additional wound.
Bane •••• As Magnitude •••, but the bane inflicts aggravated wounds, or upgrades and DTR 160
doubles damage.
Rare −• The bane is very specific or rare.
Common +• The bane is common or easy to encounter.
Draining +• Toggled-Only. Each turn of direct exposure reduces the Magnitude of entangled
Variations for the scene.
Paralyzing +• Direct exposure inflicts Stunned or Insensate.
• You may take a beat when animal instincts inspire ill-advised behavior.
•• Suffer Bestial (Persistent).
As Magnitude ••, and during combat, roll Scar Resistance to resist your choice of
Bestial Mind Subtle, Mental ••• Beaten Down, Insane, Insensate, or Stunned. DTR 161
•••• As Magnitude •••, and you cannot Build Equipment. Suffer a (6 - Scar
Resistance) penalty to Mental Skills.
••••• As Magnitude ••••, and you can only use the simplest of tools.
• You may take a beat to draw unwelcome attention from particular unnatural
features. Conspiracies gain half Magnitude as a surveillance bonus.
You must contest Wits + Subterfuge vs Wits + Composure to hide your unnatural
•• features. Baseline humans who notice worsen impression and strip 10-Again
from Social rolls.
Overt, ••• As Magnitude ••, but take a -3 penalty to conceal your appearance. Suffer
Conspicuous Physical or Notoriety (Persistent). DTR 161
Appearance Social As Magnitude •••, but you cannot hide your unnatural appearance at all. Choose
one:

•••• Terrible: Baselines form a hostile impression and reduce non-Intimidation


Social rolls to a chance die.

Monstrous: Suffer Hunted (Persistent). Monster hunters pursue you, unrelated to


the Web of Pain.
••••• As Magnitude ••••, but suffer both complications.
Subtle, Suffer one of the below withdrawal symptoms for each dot of Magnitude after
Physical, • to ••••• the first, staved off for two chapters by a given material treatment or intake.
Repeatable Gathering supply takes effort and a roll at a penalty of (6 - Scar Resistance). You
may take a beat to lose access to your supply.
Fatigued Suffer Fatigued.
Dependency Ill You cannot heal, and suffer a daily bashing wound. DTR 162
Sluggish Penalize Initiative and Speed by -3 and Physical actions by -2.
Submissive Suffer Broken, or during action scenes, Beaten Down.
Common −• Supply is easily acquired, imposing no penalty.
Rare +• Supply is rare and precious, and acquisition is always contested.
• You may take a beat when you are hindered by the pain of your condition.
•• Suffer Stunned for a turn the first time in a scene your wound penalty escalates.
Subtle, ••• Suffer Stunned for a turn whenever your wound penalty escalates.
Fragility Physical Suffer Immobilized for (6 - Scar Resistance) turns whenever your wound penalty DTR 163
•••• escalates.
••••• As Magnitude ••••, and when a scene begins while you suffer damage, suffer
Disabled until you fully recover.
• You may take a beat to turn away help and close yourself off.
•• Raise the unskilled Social penalty to -3, and reduce your maximum rating in
Empathy, Expression, and Persuasion by half Magnitude.
Frozen Heart Subtle, Social ••• As Magnitude ••, and begin every chapter Stoic. DTR 163
As Magnitude •••, but you may not voluntarily fail a roll to resolve Stoic. Choose
•••• either Loyalty or Conviction. Whenever you uphold that Anchor's Touchstones,
you may recover Willpower or heal instability, not both.
••••• As Magnitude ••••, but the complication applies to both Anchors.
• You may take a beat to suffer a spell of weakness.
•• Suffer the moderate Sick Tilt, or outside action scenes, penalize strenuous
physical actions by half Magnitude.
Genetic Subtle, ••• As Magnitude ••, and fatigue sets in after six sleepless hours. DTR 163
Disorder Physical •••• As Magnitude •••, but suffer the severe Sick Tilt.
As Magnitude ••••, and you must roll Scar Resistance daily, with any appropriate
••••• equipment bonuses to resist your condition. On failure, suffer a lethal wound or
minor instability.
Glitch Subtle, Mental • You may take a beat to fail an action due to momentary confusion. DTR 163
•• After spending Willpower on a roll bonus, you cannot do so again that scene
without first suffering a voluntary failure.
••• As Magnitude ••, and spending Willpower on a roll bonus inflicts Distracted,
resolved by voluntary failure or healing instability.
•••• As Magnitude •••, but the same complications apply to spending Willpower costs
for Variations, Scars, or Adaptations.
••••• As Magnitude ••••, but these complications apply to all Willpower expenditures,
and you must recover all Willpower to resolve Distracted.
• You may take a beat to disrupt a scene by interacting with delusions.
Once per scene, the Storyteller may provoke Scar Resistance. On failure, you
•• suffer Distracted, and the Storyteller cannot provoke this effect again this
chapter.
As Magnitude ••, and once per chapter, the Storyteller may introduce a
Hallucinations Subtle, Mental ••• hallucinated entity to the scene. Interventions from others may allow a Scar
Resistance roll to dispel the hallucination. DTR 164
or Social
As Magnitude •••, and choose one:

Phantasmagoria: Hallucinations can turn perceived scenes intense and


•••• complicated, and cast harmless presences as dangerous or vice-versa.

Stubborn: Only the intervention of Loyalty Touchstones can help dispel


hallucinations.
••••• As Magnitude ••••, but suffer both complications.
• You may take a beat when you suffer from an otherwise light injury.
•• When bashing damage escalates your wound penalty, upgrade a bashing wound
to lethal.
Hemophilia Subtle, ••• As Magnitude ••, and when non-bashing damage escalates your wound penalty, DTR 164
Physical suffer a lethal wound every minute until you receive medical attention.
•••• As Magnitude •••, and after a scene in which you suffer damage, suffer Disabled
••••• As Magnitude ••••, but all damage provokes the Scar, not just when it escalates
wound penalties.
• You may take a beat to dramatically fail a Social action, seeming untrustworthy
or dangerous.
•• Suffer Notoriety with strangers and new acquaintances.
As Magnitude ••, and worsen impressions from strangers. All Social failures on
Lying Eyes Subtle, Social ••• new meetings are dramatic failures. DTR 164
•••• As Magnitude •••, but treat everyone except close friends and proven allies as
strangers.
••••• As Magnitude ••••, and strangers' impressions remain hostile except under
leverage.
• You may take a beat when an entangled Variation misfires and needs brief
maintenance.
Entangled Variations function for a scene before requiring some form of repair or
•• treatment, with each maintenance roll taking (12 - Scar Resistance) minutes. You
must roll Scar Resistance to activate a Variation still in need of maintenance, and
Subtle, Mental cannot reattempt this roll after failing.
Maintenance or Physical, As Magnitude ••, and choose one:
DTR 165
Repeatable, Dependent: Someone else must perform maintenance, though you may assist
Toggled-Only ••• through teamwork.

Time-Consuming: Maintenance takes hours instead of minutes.

Volatile: Choose an added cost to the Scar Resistance roll above: Willpower,
minor instability, or a lethal wound.
•••• As Magnitude •••, but choose two complications.
••••• As Magnitude •••, but suffer all three complications.
• You may take a beat to suffer a voluntary failure from a turn of bad luck or
circumstance.
Once per chapter, the Storyteller may introduce an inconvenient misfortune. The
•• misfortune may impose (6 - Scar Resistance) as a dice penalty, or as a bonus to
an opposing action.
Subtle, Any As Magnitude ••, and choose one:

Misfortune Cursed: Once per chapter, the Storyteller may introduce a severe misfortune or DTR 165
••• great coincidence. This misfortune may downgrade a roll result from success to
failure or failure to dramatic failure.

Frequent: Inconvenient misfortune strikes once per scene.


•••• As Magnitude •••, but suffer both complications.
Association +• The Storyteller may target cohorts or Loyalty Touchstones with your misfortune.
• You may take a beat when deterred by limited use of your limb.
One of your appendages is damaged or malformed. Choose one:

•• Hands: Take a -2 penalty to manual dexterity.

Feet: Half Speed. -1 to Defense and to Physical locomotion.


Missing Limb Overt,
Physical ••• You entirely lack one limb or its use. Permanently suffer either moderate Arm or
Leg Wrack. DTR 165
•••• You lack two limbs or their use. Permanently suffer either severe Arm Wrack,
severe Leg Wrack, or both moderate Arm and Leg Wrack.
••••• You've lost all four limbs. Permanently suffer both severe Arm and Leg Wrack,
as well as Disabled (Persistent).
• You may take a beat to inappropriately escalate a confrontation.
Confrontations outside of cohorts and Loyalty Touchstones provoke Scar
•• Resistance. On failure, escalate hostility to threats, threats to violence, and
violence to deadly force for the scene. You may then roll Scar Resistance to
deescalate.
Murderous Subtle, Mental ••• As Magnitude ••, but you may not deescalate. You must either take a life or be DTR 166
Urge restrained for (6 - Scar Resistance) turns.
•••• As Magnitude •••, but taking a life still requires a Scar Resistance roll to
deescalate. On failure, seek another victim.
••••• As Magnitude ••••, but cohorts and Loyalty Touchstones are not excluded.
Dramatic failure on Scar Resistance prevents murder from ending the rampage.
Native Choose a particular type of environment, such as forests or underwater. You may DTR 166
Environment Subtle, • to ••••• take a beat to suffer hardships outside your native environment. Above
Physical Magnitude •, treat other environments as extreme environments of a level equal
to (Magnitude - 1), which may impose appropriate Environmental Tilts.
Acclimated −• Within your native environment, ignore native Environmental Tilts and extreme
environments up to the level you suffer from foreign environments.
• You may take a beat to undermine yourself with mistrust.
Disruptions to your routine or expectations of a person's behavior provoke Scar
•• Resistance. On failure, suffer a -2 penalty to perception, Social actions, and using
Social Merits.
Subtle, Mental ••• As Magnitude ••, but suffer Spooked on failure, and until the end of the scene,
Paranoia or Social Social and perception rolls secretly contest against false conclusions. DTR 167
As Magnitude •••, and while Spooked, you cannot create Loyalty Touchstones or
•••• restore them from Wavering. Once per scene, the Storyteller may reduce a secret
contest to a chance die.
••••• As Magnitude ••••, and you may not convert a Conviction Touchstone into a
Loyalty Touchstone without Wavering.
• You may take a beat when your particular phobia emerges at an inopportune
time.
You must roll Scar Resistance to voluntarily confront your phobia. While you
•• face your phobia, penalize all actions by (6 - Scar Resistance). Spend Willpower
Subtle, to suppress your fear for a scene.
Mental, As Magnitude ••, but you may not suppress your fear with Willpower, and Scar
Phobia Repeatable ••• Resistance rolls only let you confront your phobia for (Scar Resistance) turns DTR 167
before you must roll again.
Your phobia inflicts Frightened, or when escape is impossible, Insensate. Even
•••• when your phobia is a direct threat, you must spend Willpower to resist, and
suffer a (6 - Scar Resistance) penalty to do so.
Rare −• The phobia is very specific or uncommon.
Common +• The phobia is prolific or easy to encounter.
• You may take a beat when dulled or impaired sense.
Choose one, suffering a -3 penalty on actions that rely on that sense:

•• Ageusia: You have no sense of taste.

Anosmia: You have no sense of smell.

Hearing: You suffer partial deafness, applying the moderate Deafened Tilt.
Choose one:

Sensory Subtle, Combined: Suffer both Ageusia and Anosmia.

Deprivation Physical ••• Deaf: You suffer total deafness, applying Deaf (Persistent) and the severe DTR 168
Deafened Tilt.

Eyesight: You suffer partial blindness, applying the moderate Blinded Tilt.
Choose either two Magnitude ••• complications, or:

•••• Blind: You suffer total blindness, applying Blind (Persistent) and the severe
Blinded Tilt.
••••• Choose either all three Magnitude ••• complications, or one Magnitude •••
complication and Blind.
• You may take a beat when you are unable to express yourself clearly.
Your power of speech is limited. Reduce your maximum rating in Persuasion,
•• Socialize, and Subterfuge by Magnitude, and suffer a -2 Social penalty when
nonverbal cues are unavailable.
Silence Subtle, Social ••• As Magnitude ••, and you cannot speak verbally. DTR 168
As Magnitude •••, and you cannot communicate in formally structured language,
•••• verbal or otherwise. Communication through body language requires an
Expression roll at a -4 penalty.
• You may take a beat to suffer from poor constitution and slow recovery.
•• Heal half as quickly. Suffer a (6 - Scar Resistance) Stamina penalty to resist
toxins.
As Magnitude ••, and choose one:

Sluggish Subtle, Glacial: Instead heal bashing wounds in two days, lethal wounds weekly, and
Metabolism Physical ••• aggravated wounds monthly.
DTR 168
Incurable: Resist supernatural healing.

Invalid: You require long-term infrastructural treatment or repairs to heal non-


bashing damage.
•••• As Magnitude •••, but choose two complications.
••••• As Magnitude •••, but suffer all three complications.
• You may take a beat to respond to a certain trigger stimulus with a compulsive
response.
Your compulsion holds sway for (6 - Scar Resistance) turns of defined command
•• or forbiddance. You may stop yourself with a Scar Resistance roll if the
compulsion would make you falter.
Subtle, Mental
or Social As Magnitude ••, and while under compulsion, you must obey orders issued by
••• the source of the stimulus. Scar Resistance only lasts for a turn before it must be
Subliminal rerolled. DTR 169
Conditioning As Magnitude •••, but the compulsion holds sway for a full scene. Every (6 -
•••• Scar Resistance) turns, you may roll Scar Resistance to suppress compulsion for
your Scar Resistance in turns.
Rare −• The trigger is very detailed or requires specific equipment.
Common +• The trigger is common or easy to encounter.
Complex +• Once per chapter, the Storyteller may cause compulsion through unknown or
unexpected trigger.
Specify an Attribute. You may take a beat to suffer voluntary failure when
Subtle, Any, exercising the Attribute. Above Magnitude •, that Attribute's actions lose 10-
Suppression Repeatable • to ••••• Again, and you may not spend Willpower to boost them. For each Magnitude dot DTR 170
above ••, treat the Attribute as one dot lower for all purposes except Scar Finesse,
Scar Power, and Scar Resistance.
Subtle, You may take a beat when you cave or buckle under heightened pain. Above
Physical • to ••••• Magnitude •, reduce your health by one, two, four, or eight points, according to
Thin Skin Magnitude. DTR 170
Painful +• Wound penalties set in one wound sooner, escalating to a maximum -4.
Agonizing + •• Wound penalties set in two wounds sooner, escalating to a maximum -5.
Standard Deviations
Disfiguring Any +• Subtle only. The Scar becomes Overt.
Scar Universal +• All Scars and Variations become Overt. DTR 170
Indelible Involuntary + • to •••• Choose a secondary Persistent Scar at a Magnitude equal to this Deviation. DTR 171
Mark Suffer its effects whenever the primary Scar manifests.
Continual +• Permanently suffer the effects of the secondary Scar.
Any +• Entangled Variations leave behind clear evidence, which reduces the threshold of
Identifier exceptional success to track or surveil you from five to three. DTR 171
Universal +• All Variations leave this evidence.
Nightmares Any +• Your sleep is restless and disorienting, and does not recover Willpower. DTR 171
Rebellious Any, Directed- +• Once per scene, when you fail a roll to direct an entangled Variation, the DTR 171
Variation Only Storyteller may redirect it.
Relentless Persistent, − • to + • The entangled Variations become Perpetual instead of Toggled, and cannot be DTR 171
Variation Toggled-Only deactivated.
Choose a secondary Controlled Scar at a Magnitude equal to this Deviation.
Short Circuit Involuntary + • to •••• Decide whether the secondary Scar manifests for voluntary, involuntary, or all DTR 171
activations of the entangled Variation.
Suppressible Persistent, Choose a secondary Controlled Scar at a Magnitude equal to the primary Scar.
Variation Perpetual- — You may roll Scar Resistance and suffer the secondary Scar to suppress both the DTR 172
Only Scar and its entangled Variations.
Any, Directed- +• Entangled Variations can only be directed against a particular class of targets.
Target Only DTR 172
Restriction Narrow +• Valid targets are especially rare or few.
Persistent,
Directed-Only, +• Once per scene, the Storyteller may provoke Scar Resistance. On failure, the
Unruly Perpetual- Storyteller may direct an entangled Variation for a turn.
Variation Only DTR 172
Rebellious +• On failure, the Storyteller may direct the Variation until the end of the scene. You
may roll Scar Resistance each turn to regain control early.
Wild Any +• Tiered only. Entangled Variations become Discrete instead of Tiered, preventing DTR 173
Variation use of their full range of effects.
Notation Legend
Dot of a Trait Rating (Skills, Merits) •
Power Trait Point (Vitae, Mana) ●
Willpower Point ○
Activation Damage B/L/A
Special/Other Activation Cost ※
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●

●●+
Combined Notation Example ●(○)

●/item, 1L
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Categories: Deviant: the Renegades 2nd Edition Latest Edition Redirect Pages

This page was last modified on 30 November 2019, at 03:13.

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