My gaming group just recently started an UA game. I was wondering what exactly you for tilts. Is it the same as other rituals?
As written, Tilts are more time consuming than rituals. They give you the power to modify your die rolls, like getting an extra Obsession/Stimuli trigger to call on during the game.
Most rituals have a procedure, followed by a Soul Check, which, upon success, yields a specifc effect if you pay the appropriate charges. Check for Stress at each stage as appropriate.
Tilts are group rituals that let you carry a hanging effect, ready to cash in during a tight spot. Unlike the reality-defying effects of some rituals, Tilts just modify probability, so they always manifest as +/- 5% shifts (minor tilt) or flip-flops (significant tilt).
You can Tilt your cabal (Bond) or your territory (Ward) and use the benefit when near/within each other.
Did that help?
The chance of casting a Tilt is determined by how much mumbo-jumbo you can perform for the ritual (there’s a table for specifics, but in the end, it’s the GM’s discretion) , and isn’t limited by your Soul Score- though it caps out at 70%.
My main question is what you roll against. Is it just the accumulated mumbo-jumbo numbers, or is it the same stat as you use for other rituals?
Mumbo-Jumbo, not Soul or Mind or Whatever-Mancy. Basically, the GM gets to rule how well the PCs have followed the 5 principles of Symbolic Magic, and gives the tilters a target number.
The 5 Laws of Mumbo-Jumbo
(Someone correct me if I have these wrong)
Sympathy (actions/objects with aligned symbolism to the desired result)
Contagion (physical/emotional links to the target- possessions, spoor, pets, siblings, the actual person)
Names (includes other modes of ID)
Consent (does the target knowingly agree)
Sacrifice (extra charges/resources spent above the base cost)
As written, the max is a 70% chance.
This is why Tilts take so long- you have to pause to do some evaluation & accounting.
You must be logged in to reply to this topic.