Esta partida está en revisión. Si el director no da señales de vida o es aprobada por un cuervo será borrada esta noche
A lo mejor algun tipo de invocacion de un demonio. O a lo mejor encantar un arma. Siempre seria necesaria la sangre.
Ok, una por ecena y tendria que gastar un ph lo tomare en cuenta.
hacer el ritual no te cuesta nada, y obtienes su uso durante una escena. Si quieres que forme parte de tus poderes, ya lo tendrás que comprar.
No entiendo, tengo la ventaja pero si quiero hacer un ritual y tendre que comprar el resultado?.
Ejemplo: hago un ritual con sangre de salamandra adulta, mi propia sangre y un huevo de la salamandra (por decir algo), para atarla como mi familiar (o una wea así), tendria que comprar el familiar o la habilidad de atarlos durante el proceso?
Por cierto en el tema sida y otras enfermdeades que se trasmiten por sangre..., no me afectan o si? XDDD, mejor prevenir que curar.
Si te inyectas la sangre si te podrian afectar o alguna magia tambien. No todo es panacea.
MAGICAL RITUALS
Characters with the Ritualist advantage can perform magical rituals. They are similar to inventions: one-time powers requiring some time and effort to set up. For rituals, substitute the Expertise: Magic skill for both the design and construction checks. The design portion of the ritual takes 4 hours per power point of the ritual’s cost (pouring over ancient scrolls and grimoires, drawing diagrams, casting horoscopes, meditating, consulting spirit-guides, and so forth). The performance of the
actual ritual takes 10 minutes per point of the ritual’s cost. So a ritual costing 10 power points takes 40 hours to research and 100 minutes to perform. As with inventing, the ritual is good for one scene. Failing the research check means the ritual isn’t usable and three or more degrees of failure results in a mishap (at the GM’s discretion). “Jury-rigging” a ritual has the same effects as for an invention. Spending a hero point allows the ritualist to skip the design check and perform the ritual in a number of rounds equal to its cost. An Expertise: Magic check against a DC equal of (15 + the ritual’s cost) is needed to successfully perform the ritual. Failure means the ritual does not work and the time and effort is wasted.
USING THE INVENTIONOnce the invention is complete, it is good for use in one scene, after which it breaks down or runs out of power. If the character wishes to use the invention again, there are two options. The first is to spend the necessary power points to acquire the invention as a regular power, part of the character’straits; in this case, the device qualifies for the Removable flaw and, once purchased, can be used again like any power.The other option is to spend a hero point to get another one-scene use out of the invention. Each use costs an additional hero point, but doesn’t require any further skill checks. Although it’s possible to prepare certain one-use devices in advance, the GM should require the player to spend ahero point to have a particular previously constructed invention conveniently on-hand during an adventure.Example: Makeshift needs to whip up a mindshielding device to confront Gepetto, who has seized control of his teammates. Immunity to Mind Control (a common Affliction effect) cost 5 power points, so the Technology check is DC 15 (10 + 5) and takes 5 hours. Makeshift’s skill bonus is +15, so he succeeds automatically. The construction check is also DC 15 (10 + the device’s cost). It takes 20hours. Makeshift again succeeds automatically on the check. However, that’s 25 hours total to build the mind-shield, and Gepetto plans to send his new “puppets” into action in just a few hours. Even taking a –15 check penalty to cut the time to oneeighth only takes it down to just over three hours. Makeshift needs that device right now, so he’s going to need to speed things up....
No me puedo poner algo en contra de las enfermedades via sanguinea? osea la sangre la absorbe mi cuerpo, y seria relativamente raro que un wey me pegue el sida o alguna wea rara, perooo, mas vale prevenir que curar.
Y el tema de retuales, creo que no lo tocare mucho al principo.
Si quieres quitamos esa idea, y fuera. Puede ser util o no. Segun a cada uno.
pues son dos puntitos, que podemos poner en resistencia a la endermedad o algo, podrias poner beneficio; baja nobleza con los dos puntos que me quitas en los rituales?.
Koymi Aragi- PL 9
Strength 3, Stamina 4, Agility 5, Dexterity 4, Fighting 5, Intellect 3, Awareness 4, Presence 2
Advantages
Artificer, Assessment, Benefit: Miembro Brave Heart, Close attack 3, Defensive Attack, Defensive Roll 2, Diehard, Equipment 1, Evasion 1, Improved Aim, Improved Disarm
Skills
Acrobatics 3 (+8),
Athletics 4 (+7),
Expertise: Blood Magic 3 (+6),
Expertise: Etiqueta 4 (+7),
Expertise: Historia 4 (+7),
Expertise: Matematicas 3 (+6),
Insight 5 (+9),
Intimidation 6 (+8),
Perception 1 (+5),
Persuasion 2 (+4),
Ranged Combat: Blood Magic 4 (+8),
Stealth 1 (+6)
Powers
Blood Magic
Blood Storm: Damage 9([0 active, 0/18 PP, 2/r], magical, DC 24; Increased Range: ranged, Multiattack; Source: Necesita sangre, Notes: Juntas la sangre y la disparas como una lluvida de balas)
Cegar: Cumulative Affliction 9([0 active, 0/18 PP, 1/r+1], magical, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 19; Cumulative, Increased Range: ranged, Split: 2 targets; Limited: One sense, Source: Necesitas sangre)
Control de sangre: Move Object 1([0 active, 0/18 PP, 2/r-1], magical, 100 lbs.; Custom: Reduccion de masa: 25kg, Notes: Permite la manipulacion de la sangre)
De solido a sangre: Insubstantial 1([0 active, 0/18 PP, 4/r], magical, Fluid; Affects Objects Only; Limited: A las armas creadas a partir de sangre)
Solidificar sangre: Variable 1([0 active, 0/18 PP, 6/r]; Source: Necesitas sangre)
Bo: Strength-based Damage 2(bludgeoning, DC 20; Double, Reach (melee): 5 ft.)
Daga: Strength-based Damage 1(piercing, DC 19; Dangerous)
Escudo pequeño: Enhanced Trait 2(Traits: Dodge +1 (+7), Parry +1 (+7))
Espada: Strength-based Damage 3(slashing, DC 21)
hacha: Strength-based Damage 3(slashing, DC 21; Breaking, Dangerous)
Lanza: Strength-based Damage 2(DC 20; Dangerous, Reach (melee): 5 ft.)
Maza: Strength-based Damage 2(bludgeoning, DC 20; Dangerous)
Immunity: Immunity 2(Disease, Poison; Limited - Half Effect)
Potenciar fisico Absorber sangre: Enhanced Trait 6(magical, Dodge +2 (+8), Close Combat +2 (+10), Parry +2 (+8), Ranged Combat +2 (+10); Fades, Increased Action 2: standard, Source: Necesitas sangre externa, Notes: Mejora las capacidades de lucha)
Blood Fury: Enhanced Trait 33(magical, Toughness -5 (+0), Close Combat +4 (+12), Ranged Combat +4 (+12), Dodge +4 (+10), Parry +4 (+10), Fortitude +5 (+9), Strength +2 (+5), Athletics +4 (+11), Agility +4 (+9), Advantages: All-out Attack, Improved Defense, Improved Initiative 2, Improved Smash, Instant Up, Power Attack; Fades, Increased Action: move, Source: Tu propia sangre, Tiring)
Curacion: Regeneration 5(magical, Every 2 rounds; Fades, Source: Necesitas sangre externa)
Power Settings
Bo(Powers: Bo)
Daga(Powers: Dagger)
Escudo pequeño(Powers: Small Shield)
Espada(Powers: Sword)
hacha(Powers: Axe)
Lanza(Powers: Spear)
Maza(Powers: Mace)
Equipment
Bolsa de sangre 5
Offense
Initiative +5
Blood Storm: Damage 9, +8 (DC 24)
Bo: Strength-based Damage 2, +8 (DC 20)
Cegar: Cumulative Affliction 9, +8 (DC Fort 19)
Control de sangre: Move Object 1, +8 (DC 11)
Daga: Strength-based Damage 1, +8 (DC 19)
Maza: Strength-based Damage 2, +8 (DC 20)
Espada: Strength-based Damage 3, +8 (DC 21)
Grab, +5 (DC Spec 13)
hacha: Strength-based Damage 3, +8 (DC 21)
Lanza: Strength-based Damage 2, +8 (DC 20)
Throw, +4 (DC 18)
Unarmed, +5 (DC 18)
Complications
- Custom Complication -
Power Loss: Sin sangre no puedes ejecutar tus poderes magicos
Languages
Native Language
Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 6*/4, Will 6
* Defensive roll
Power Points
Abilities 60 + Powers 37 + Advantages 11 + Skills 23 (45 ranks) + Defenses 4 = 135
Supongo que con imunity, deberia ser capaz de resistir, si se me da a travez de la sangre.
Virus de inmunodeficiencia humano. ...
Virus T-linfotrópicos tipo I y tipo II humanos. ...
Hepatitis A. ...
Hepatitis B. ...
Hepatitis C. ...
Hepatitis E. ...
Virus de la hepatitis G / Virus GB C. ...
Citomegalovirus.
Ect.
Eres tolerante al veneno y a las enfermedades, es decir, no tienes inmunidad completa, pero te afecta la mitad. Tampoco es algo vaya a usar mucho, sino puede ocurrir en momentos puntuales. Usarlo contra ti siempre sería aburrido.
Usarlo contra ti siempre sería aburrido.
Por que lo dices en plan Saw? XDXDXD
Las intenciones de un master no se desvelan... :p
por cierto el +6 en intimidation, lo habia puesto en originalmente en investigation, colocare esta nueva ficha en mi hoja de pj con el cambio hecho.
PD: y mi close combat?
con artifiser y solidificar sangre puedo hacer objetos de hierro?
Artifiser es similar a ritual, pero este sirve para crear objetos magicos, o encantar. Con solidificar sangre ya creas objetos de hierro. Digamos que tu poder es mas alquimico que magia normal.
es que en la vilidad dice que esta limitado a las armas y eso me confunde un poco.