Professional Documents
Culture Documents
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.
•••• Blackout: Dramatic failure to direct an entangled Variation shuts it down for the
scene.
Deterioration Physical, Lingering: The debility lasts for a chapter, becoming a corresponding Persistent DTR 153
Repeatable ••• Condition.
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.
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.
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:
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:
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.
Hearing: You suffer partial deafness, applying the moderate Deafened Tilt.
Choose one:
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.
●●+
Combined Notation Example ●(○)
●/item, 1L
Retrieved from "http://wodcodex.com/mediawiki/index.php?title=Scars&oldid=45268"
Categories: Deviant: the Renegades 2nd Edition Latest Edition Redirect Pages