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Jun 26th, 2013
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  1. Dia (••••)
  2. Prerequisites: Composure ••, Medicine •••, Passion or Stigmata Key
  3. Action: Instant, variable Resonance cost
  4. Roll: Composure + Medicine + Potential
  5. Each success heals one bashing or lethal Health wound (the rightmost wound on the Health chart is healed first) and costs one resonance per wound healed. The effective range of Dia is equal to twice the Evoker's Potential. A given target may only heal a number of health wounds per day from Dia equal to their Stamina + 1.
  6.  
  7. Posumudi(•••)
  8.  
  9. Prerequisites: Medicine •
  10. Action: Instant, costs 1 Resonance
  11. Roll: Intelligence + Medicine + Potential
  12. Successes are added as bonus dice to rolls for overcoming a drug, or allow a target to ignore an equal amount of points of poison damage. The effective range of Posumudi is equal to twice the Evoker's Potential.
  13.  
  14. Elemental Wall (••••)
  15.  
  16. Prerequisites: an Elemental Key, Shroud •• or Caul •• or Boneyard ••
  17. Action: Instant, costs 1 Resonance to activate, 1 Resonance per turn to maintain
  18. Roll: None
  19. You must choose one of your Elemental Keys when you purchase Elemental Wall. Elemental Wall cannot be activated unless you have the corresponding Shroud or Caul active or if you are within your Boneyard of the corresponding element. For as long as you maintain Elemental Wall, one target within Potential x 10 yards gains armor against attacks of the corresponding element equal to your Shroud rating. You may activate Elemental Wall on a number of targets up to your highest rating among Shroud, Caul, or Boneyard, but each requires a separate action to activate and a separate Resonance upkeep.
  20.  
  21. Elemental Break (•••••)
  22.  
  23. Prerequisites: an Elemental Key, Rage •• or Curse ••
  24. Action: Instant, costs 1 Resonance to activate, 1 Resonance per turn to maintain
  25. Roll: Strength + Occult + Rage or Curse - Defense
  26. You must choose one of your Elemental Keys when you purchase Elemental Break. For as long as you maintain Elemental Break, one target within Potential x 10 yards loses armor against attacks of the corresponding element equal to the successes rolled. You may activate Elemental Break on a number of targets up to your highest rating among Curse or Rage, but each requires a separate action and roll to activate and a separate Resonance upkeep.
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