Drinking & Dragons

Difference between revisions of "Vat:PC/Joseph/Powers"

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=== Blessing 1* ===
=== Blessing 1* ===
All essence must come from the caster and is not regained until the blessing is spent.
All essence must come from the caster and is not regained until the blessing is spent.
: '''Blessing of Protection (2e per +1 [generic] or 1e per +1 [specific])'''—This effect protects the subject from metaphysical harm. Each Essence Point spent gives the subject a +1 bonus to resist one supernatural attack of one specific kind (Magic, the Sight, Primal Power, and so on). This protection activates whenever a hostile attack is made against the blessing’s recipient. The protection is only good against one such attack. A Blessing of Protection can also be oriented against all forms of supernatural attack at the cost of two Essence per +1 bonus.
;Blessing of Protection
: '''Good Luck (3e per +1)'''—This effect gives the recipient Luck. For every three Essence spent, the target gains a +1 bonus. The total bonuses may be applied to one Task/Test, or may be split as desired among many such attempts. Once the Luck bonuses are spent, the effects of the Blessing stop.
: '''2e per +1 [generic] or 1e per +1 [specific]'''
: '''Success Blessing (5e)'''—This  guarantees success in some small matter involving mundane affairs, such as a business deal, school examination or sporting event, provided the recipient had a chance to succeed anyway. This effect costs five Essence.
: This effect protects the subject from metaphysical harm. Each Essence Point spent gives the subject a +1 bonus to resist one supernatural attack of one specific kind (Magic, the Sight, Primal Power, and so on). This protection activates whenever a hostile attack is made against the blessing’s recipient. The protection is only good against one such attack. A Blessing of Protection can also be oriented against all forms of supernatural attack at the cost of two Essence per +1 bonus.
;Good Luck
: '''3e per +1'''
: This effect gives the recipient Luck. For every three Essence spent, the target gains a +1 bonus. The total bonuses may be applied to one Task/Test, or may be split as desired among many such attempts. Once the Luck bonuses are spent, the effects of the Blessing stop.
;Success Blessing
: '''5e'''
: This guarantees success in some small matter involving mundane affairs, such as a business deal, school examination or sporting event, provided the recipient had a chance to succeed anyway. This effect costs five Essence.


=== Communion 1 ===
=== Communion 1 ===

Revision as of 19:45, 31 May 2012

Invocations

Blessing 1*

All essence must come from the caster and is not regained until the blessing is spent.

Blessing of Protection
2e per +1 [generic] or 1e per +1 [specific]
This effect protects the subject from metaphysical harm. Each Essence Point spent gives the subject a +1 bonus to resist one supernatural attack of one specific kind (Magic, the Sight, Primal Power, and so on). This protection activates whenever a hostile attack is made against the blessing’s recipient. The protection is only good against one such attack. A Blessing of Protection can also be oriented against all forms of supernatural attack at the cost of two Essence per +1 bonus.
Good Luck
3e per +1
This effect gives the recipient Luck. For every three Essence spent, the target gains a +1 bonus. The total bonuses may be applied to one Task/Test, or may be split as desired among many such attempts. Once the Luck bonuses are spent, the effects of the Blessing stop.
Success Blessing
5e
This guarantees success in some small matter involving mundane affairs, such as a business deal, school examination or sporting event, provided the recipient had a chance to succeed anyway. This effect costs five Essence.

Communion 1

One with the Land (2e per minute, 10 yds per Will, +5yds per 1e)—Becoming one with the land costs two Essence Points per minute. The Magician enters a trance state in which she is aware of everything occurring in the area centered around her. The area affected has a radius of 10 yards (meters) per Willpower level of the caster. This can be increased at additional Essence cost +5 yards (meters) to the radius per additional Essence Point spent, per minute.
Once Communion is established, the caster can sense the whereabouts and emotions of every living thing in the area, including spirits and supernatural beings. The Magician can pinpoint the location of anybody entering the area, even those who are Shielded or hidden by illusions. Attempts by the caster to communicate, invoke, or awaken any spirits in the area gain a bonus of +5 as long as the Communion is active.
While the Communion is active, the Magician can also cast any Invocation (positive or negative) on anyone or anything in the area as if she was in direct contact or line of sight of them. The main drawback is that the connection works both ways. The Magician is exposed to the pain and suffering, anger, or other negative feelings of every living thing in the area. The more intense the negative emotions, the greater the danger of a psychic backlash.
When performing the Communion in an area plagued by suffering or anger, the Magician must pass a Difficult Willpower Test to avoid being harmed by the experience. Note that the entire area must be permeated with negative emotions to pose a danger. If a group of men with murder in their minds entered an otherwise tranquil forest, for example, the Magician would know of the men and their emotions, but would not be affected by them. If the Magician casts the Communion in the middle of a burning forest, a city slum, or a concentration camp, the concentrated misery and agony in such places would sear her.
Penalties to the Magician’s Willpower Test are determined by the Chronicler. Places of some misery and pain (a dirty park, a lightly polluted forest) have no penalty to the Test. A city slum is at -2 (more for really bad areas where everybody is suffering). A burning forest or a concentration camp is at -4 to -6. A serial killer’s torture dungeon would be at -8 or worse. If the Willpower Test is failed, the Magician loses D4 x 10(20) Essence Points.

Elemental Earth 2

Crumble Stone
1e per 5 [100] lbs
Stone may be crushed for one Essence Point per five pounds (2.5 kilograms) up to 100 pounds (50 kilograms). After that, it costs one point per 100 pounds.
Dust Devil
5e, 1yd radius, +1yd per 1e
Summoned 1yd*Will away, +1 yd per 1e
This effect creates a cloud of swirling dust that blocks vision and blinds people within it. The cloud costs five Essence and affects a radius of one yard (meter). Each additional yard (meter) of radius costs one Essence Point. The swirling dust can be made to appear up to one yard (meter) away per level of the caster’s Willpower, plus an additional yard (meter) for each Essence Point spent. After it is created, it can be moved as far away as the caster wants, provided she can see it directly (see p. 209). A large dust devil, conjured at minimum range, may affect the Magician!

Farsight 2

Insight 2

Sending 1

Shield 1*

Warding 2