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Blood Blocking - New Bleeder Skill!

 
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Mad Dwarf



Joined: 09 Oct 2003
Posts: 1577

PostPosted: Wed Mar 07, 2018 6:52 pm    Post subject: Blood Blocking - New Bleeder Skill! Reply with quote

Notes. Not finalised. Input welcome.

Requirements:
Dr Watt needs to spend at least 4 Sessions researching this.
Test Subjects need to be available. The more the merrier!
The rest of the Party's assistance will help, but is not required.
---------

From Dr Watt's research into both Billy's Blood notes, and work on blocking Voodoo powers, he has developed a prototype Skill to block Bleeders from using blood samples to affect the Donor.
He will need some Test Subjects to work on. These do not need to be Bleeders. They are being acted upon, not using their own Powers.

After a Blood Sample is taken, Doctor Watt may Psychically "Attack" the Donor to temporarily alter their Psychic Blood Signature, meaning that Sample cannot be used to affect the Donor while the Signature is altered.
Samples taken while the Signature is altered will work, but only until it reverts, at which point they will become useless.

Assuming a Willing Donor:
Spend 30 minutes "attacking" Donor.
Roll 1d20 (Not 2d10) + INT to modify Signature, blocking incoming Blood Powers

10: Lasts 10 minutes. 50% chance of Problem.
20: Lasts 1 hour. 10% chance of Problem
30: Lasts 1 day. Below 10% chance of Problem
40: Lasts 1 Week. Very unlikely to cause Problem.
(these are Out-Of-Character numbers, and not reliable. The Skill is still a Prototype).

Upon buying the new Bleeder Skill "Blood Blocking", the time is reduced, and effects are as follows:
Roll 2d10 + INT + Skill Bonus

10: Takes 10 minutes. Lasts 1 hour
20: Takes 5 minutes. Lasts 1 Day
30: Takes 1 Minute. Lasts 1 week
40: Takes 1 Action. Lasts at least 1 Month. Possibility of Permanent.

This skill will only be available to Dr Watt, and he may not teach others until he has at least Rank 2.
Without at least 1 Rank of this skill, Dr Watt cannot turn this ability upon himself.

Without Psychic Sense, Dr Watt will not be able to tell if he has been successful, but, once he has bought the Skill, can usually make a good guess.
Anyone using Psychic Sense before and after the "Attack" will notice that the Signature is slightly different but still identifiable as the same Signature.

Summary:
Take Blood Sample 1
Alter Signature using Blood Blocking - Sample 1 becomes useless
Take Sample 2 - this will work
Alteration fades - Sample 2 useless. Sample 1 works again.

If the same person is Altered again, the signature is altered in a new way, and Sample 2 will not work.
Attempting to Alter in the Same Way, so that Sample 2 works again, is very hard ... more research needed! Higher level skills required. Person using Blood Blocking must also have Psychic Sense.

FEEDBACK PLEASE!
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Woody



Joined: 10 Jan 2005
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PostPosted: Wed Mar 07, 2018 8:46 pm    Post subject: hmmm Reply with quote

At 1st glance this power seems absolutely amazing in power. Maybe I am not understanding how it balanced.

Permanently neutralise stockpiled blood? Repeatedly? At no cost?

Only balance I can see is people (Blaine, other masters) find out they will want to kill/own Dr Watt.

Manipulating auras sounds more WIL, although I understand why that is not desireable. Struggling to see why it is INT.

Could be argued that this balances at the "meta" level (Watt has bought loads of research stuff, and as such is weaker?) Not convinced by that logic but recognise it could be argued.

Research time sets a benchmark for other psychic power development? I am probably going to want to approach developing powers via practice at some point and nice to get a baseline number.
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Mad Dwarf



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PostPosted: Wed Mar 07, 2018 9:11 pm    Post subject: Reply with quote

You are right, it does look very powerful. I am not saying it is currently balanced, and am looking for input Smile

It is INT because Dr Watt is good at INT, poor at WIL (meta-game stuff).

"Permanent" requires a 40 roll.
Rank 1 - Need 20 INT, 20 Roll. Dr W can't do this.
Rank 2 - 19 INT, 4 Skill, Roll 17
Maxed: 20 INT, 16 Skill (Rank 5) = roll 4.
(assuming Dr W buys INT 20 - not an unreasonable guess. This will take some time)

Suggested Limitations:
2 END / use
Timings are not 100% accurate
Cannot be re-cast on the same person until it has faded (to stop multiple attempts at rolling >40 ). This would also mean Permanent is a downside! All New samples will work!
Increase Casting Time(Especially the "shorter" times). Always takes 1/2 hour?
Decrease Duration. Or is it just Permanent you are worried about? I am not sure what chance of Permanent to give. Could be quite low. Flat 5%? Each point above 40 = 1%? Each point above 45 = 0.5%?

On research times, Dr Watt has already done quite a bit that has led up to this, using Billy O's notes.
4 Sessions is the time to Finalise this power.
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Woody



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PostPosted: Wed Mar 07, 2018 9:31 pm    Post subject: INT - the new Dex Reply with quote

Really not convinced that it should be INT not WIL. If we are going down that route can I learn a new skill JOGGING. I think that is definitely awareness based Smile. It is not as if INT is currently under used......

That by itself would go along way to balance this skill.

I think it should reduce the value of neutralised blood rather than a total shutdown (maybe know successes down by 1 or steps). What powers does it affect?

Is Watt attacking the sample or the person? Not quite sure "how" Watt is doing this? Does this require some sort of psychic prerequisite? Or is he getting this affect via some sort of drug/mental programme.

As it is likely non combat an endurancde cost is irrelevant
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Mad Dwarf



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PostPosted: Wed Mar 07, 2018 9:53 pm    Post subject: Reply with quote

The in-game mechanism for this to work is Dr W altering part of the Donor's psychic signature, so that the Sampled Blood no longer opens the Wormhole needed for the Psychic Link. The Sample can no longer "find" the Donor. Or finds it harder to open the Wormhole. Or the Wormhole is smaller. Or something Smile

It affects most Bleeder Powers (Not Blood Poisoning, as that works off the Attacker's Blood).
It will not affect Combat-time powers (I stab you and then lick my knife - you have no time to Blood Block/alter signature), but if the sample is saved for later, there is the option to go "oh, he got my blood! Dr Watt! Block please!"

Lowering effects is certainly a possibility.

Is it Dr W's INT/WIL (10 point difference) you are concerned about, or use in general?
Pitching the effects 10 pts lower?
20: Takes 10 minutes. Lasts 1 hour
30: Takes 5 minutes. Lasts 1 Day
40: Takes 1 Minute. Lasts 1 week. Low Possibility of Permanent. (Each pt over 45 = 0.5%)
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Woody



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PostPosted: Wed Mar 07, 2018 10:27 pm    Post subject: I(n)T the principle dammit Jim Reply with quote

I think this is a WIL skill. What effects you gain at different levels is a different conversation. But this is clearly not (based on my understanding) an INT skill.

I am still not clear "how" Watt is doing it. If it is playing with the persons blood and changing it maybe Blood Reading 3 prereq. If it is mental maybe Mind Read 3 or 4.

This table looks closer to the mark, although maybe give a 10 figure. I may be tempted to give a setup time of flat 5 minutes (or whatever) GM make a secret roll, with that roll giving the duration.

20: Takes 10 minutes. Lasts 1 hour
30: Takes 5 minutes. Lasts 1 Day
40: Takes 1 Minute. Lasts 1 week. Low Possibility of Permanent. (Each pt over 45 = 0.5%)
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Mad Dwarf



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PostPosted: Thu Mar 08, 2018 11:41 am    Post subject: Reply with quote

New Attempt:

Blood Blocking (WIL)
Prerequisite Blood Reading 3
Unlike other Bleeder Powers, this Power uses normal Psychic range penalties (-1/foot)

The Bleeder attempts to manipulate the Psychic Signature of a willing target, to nullify the use of Blood Powers.

While the Block is in place, previously-taken Blood Samples cannot be used for Bleeder Powers. Samples taken during the Block may be used until the Block ends.

Attempting to put a new Block in place while one is active is extremely dangerous, and can cause severe Mental problems. (This part makes the "Permanent" feature a Downside. They can only have a new Block at great risk.)

10: Takes 30 minutes. Lasts 1 Hour
20: Takes 10 minutes. Lasts 6 Hours
30: Takes 5 minutes. Lasts 1 Day
40: Takes 1 minute. Lasts 1 Week. Low Possibility of Permanent. (Each pt over 45 = 0.5%)
NOTE: These times are approximate. The GM will determine the exact duration, which can be up to +/- 50%

[Game Notes: Only Dr Watt knows about this power and has not revealed it's existence, or even potential, to anybody. He may not teach it to anybody until he has the Skill at Rank 2]
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Woody



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PostPosted: Thu Mar 08, 2018 7:09 pm    Post subject: Now thats what I call music Reply with quote

I like it a lot more, although I would probably now BOOST it, although with some twists.

I would be tempted to set the casting time to a flat amount (say 1 minute) and allow a bonus if more time is taken (+ 1 per 3 minutes, max +5).

Each minute requires a sample of recipients blood be consumed. Also recipient takes 1 sample of bleeders blood per minute, it is via this 2 way link that this effect is done.


Basic target is 20
Bell curve duration with average duration of about 1 day on a target 30?

Duration unknown, although be experimentations with samples or signature reading it ca be seen when it has dropped.

Like risk of perm damage if applied when already on.

Question - can Watt do it on himself?
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Mad Dwarf



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PostPosted: Thu Mar 08, 2018 10:15 pm    Post subject: Reply with quote

I like your suggestions.

Flat casting time is OK.
Bonus for extra time/blood used (two-way) adds a nice flavour (pun intended!).

Can Dr W perform this on himself? Good question. I'm not sure.
I'm thinking it is harder.

Using my suggested duration, and your Bonus for Casting time:

An Average WIL Novice (Rank 1) will roll 2d10+10 = avg 21. They will often (45%?) get the "20".
If they put the extra 15 minutes in for +5 this takes the average to 26, and hitting 20 on a 5.
If 20 is "Hours", it can be done before an expected Attack, or before a Meeting where Blood Powers are suspected, but is situational, and can't be continually used.

To hit 30: Casting Time Bonus +5, WIL 10 = 15, so needs a roll of 15. Each extra Rank gives +4, so this is not getting anywhere near reliable until Rank 3 (roll of 7 needed). Current thoughts are that on a Fail, it can be re-tried.
"Hopefully a whole day" can be done every morning, and pray it lasts. This is getting towards "permanently on", if Dr W is willing to spend a while each day protecting his "clients".

Maxed: Rank 5 (+16), WIL 10, Casting Time (+5) = 31 +2d10. Always hitting 30. Better than 50/50 of hitting 40.
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Urban Spaceman



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PostPosted: Mon Apr 02, 2018 3:52 pm    Post subject: Reply with quote

As the ability requires a fully willing target I would suggest that INT would be a reasonable attributr. Its a psychic encryption.
If it is a Wil skill there is a good case that it could be applied to an UNWILLING target and that Bleeder Range effects should apply. This would also make it actually usable as opposed to being almost unusable as it is at the moment.

We also need to know what information users of Bleeder powers obtain when they encounter Nulled blood. It is rather key as to usability.
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Mad Dwarf



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PostPosted: Mon Apr 02, 2018 4:23 pm    Post subject: Reply with quote

Urban Spaceman wrote:
We also need to know what information users of Bleeder powers obtain when they encounter Nulled blood. It is rather key as to usability.

When a Bleeder tastes blood that cannot find the Donor due to Blocking, they know the blood is "viable" (i.e. is actually blood, and not from a dead person), and should be working, but is inexplicably not working.
Until Dr Watt developed this ability, there was no known way to stop Blood Powers working (although Psychic Defence, Di-Oxyl Ash, etc can make it harder).
They may suspect something is wrong with the Sample.
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