Post by Manah on Jul 8, 2018 19:45:40 GMT -5
NEW ACTIONS
Grey Warden: 8
-Gains 1/3 this Action's AN, rounded up, as a 'Warden's Oath' modifier to all combat actions VS Darkspawn, Archdemons and others servants of the Blight
-As General Knowledge at AN (With Int.bonus and Efficient: Specialties include Grey Wardens, Ferelden, The Darkspawn, The Blight, etc.)
-As Leadership
-Adds Resources at AN (Requires the Grey Wardens to be an active organization holding authority in the area; May exceed Wealth AN)
-May use against appropriate Resistance (usually Intelligence) against all who are resisting (including the potential recruit) to invoke the Right of Conscription to recruit a potential recruit (also required the Grey Wardens to be active and hold authority, and used carefully and with forethought to avoid political turmoil in some cases.)
-Grants Enhanced Vision at AN (Sense the Darkspawn)
-Gains 1/3 this Action's AN, rounded up, as a 'Warden's Oath' modifier to all combat actions VS Darkspawn, Archdemons and others servants of the Blight
-As General Knowledge at AN (With Int.bonus and Efficient: Specialties include Grey Wardens, Ferelden, The Darkspawn, The Blight, etc.)
-As Leadership
-Adds Resources at AN (Requires the Grey Wardens to be an active organization holding authority in the area; May exceed Wealth AN)
-May use against appropriate Resistance (usually Intelligence) against all who are resisting (including the potential recruit) to invoke the Right of Conscription to recruit a potential recruit (also required the Grey Wardens to be active and hold authority, and used carefully and with forethought to avoid political turmoil in some cases.)
-Grants Enhanced Vision at AN (Sense the Darkspawn)
Fade Magic: 9
(Int.bonus)
-Efficient
-This action represents training in the four Main schools of Magic of Ferelden, and the powers available to such a mage. Unlike most mages, Jessie has extensive knowledge of all four due to her nature.
-Entropy (Spells of Erosion, Destruction and Decay. Includes, among other effects, destruction of objects and matter, a Destructive Force [As Force Blast (2x damage, Limited Area attack, Automatically causes collateral damage)], Improved Drain Energy (Range 2), Paralysis, Weakness, Bad Luck, Hexes and curses, Fear [as the action], Exhaustion, Waking Nightmare [As a Mental Attack VS Intelligence+Magical Defense; success means the victims acts completely randomly and in a chaotic way, attacking allies, cowering in terror, screaming nonsense, or performing actions that make no sense at the time, for 1 panel/stone of 'damage'], Drain Life [Atk VS Durability+Magical Defense; each 2 stones of damage heal the caster by 1w]; Morbid Rejuvenation [As Magical Healing at AN, Only usable on Self, Requires a dead body within Range 1 to heal oneself, Can't heal more stones from one body than its original Durability]; Curse of Mortality [Atk VS Durability+Magical Defense, dealing as many Red stones of damage as the stones that get through, for up to 1 panel/stone of damage, and the victim cannot heal nor be healed for the duration].)
-Creation (Spells of Nature, Manipulation and Transformation. Includes, among other effects, Magical Healing, Enhancements, Glyphs and Runes, Manipulation/communication with plants and/or animals, Good Luck, Create/Manipulate Matter, Metamorphosis on self or others, etc.)
-Spirit (Spells of Mana manipulation, Spirits and the Fade. Includes, among other effects, Magical Fields, Astral travel, Dispelling magic, Drain Mana, Hamper others' magic, Spiritual attacks, Communication with/Affecting spirits, Raise Undead, Telekinesis, etc. Allows manipulation of the Fade through the willpower of the caster.)
-Primal (Spells of Elemental power, direct offense, and of war. Includes, among other effects, a Mastery of Fire, Earth, Cold, Lightning, Wind and Water, with options such as Create/Manipulate, Force Blast [Fire - 2x damage, Sets flammable objects on fire; Earth - Normal damage, 2x damage if target is on/in the ground, 3x damage if target is underground, Cold - Normal and Stun damage, or Atk VS Durability to freeze solid, Lightning - 2x damage, Normal and/or Stun damage, Wind - 2x damage or Area effect 5, and Water - Normal and Stun damage, 2x damage when target is on, in or underwater], Combine with Close/Ranged Combat of self or Allies, Accumulate energy, etc.
-Range 4 (Maximum; cannot be increased with stones)
-Requires direct line of sight
(Int.bonus)
-Efficient
-This action represents training in the four Main schools of Magic of Ferelden, and the powers available to such a mage. Unlike most mages, Jessie has extensive knowledge of all four due to her nature.
-Entropy (Spells of Erosion, Destruction and Decay. Includes, among other effects, destruction of objects and matter, a Destructive Force [As Force Blast (2x damage, Limited Area attack, Automatically causes collateral damage)], Improved Drain Energy (Range 2), Paralysis, Weakness, Bad Luck, Hexes and curses, Fear [as the action], Exhaustion, Waking Nightmare [As a Mental Attack VS Intelligence+Magical Defense; success means the victims acts completely randomly and in a chaotic way, attacking allies, cowering in terror, screaming nonsense, or performing actions that make no sense at the time, for 1 panel/stone of 'damage'], Drain Life [Atk VS Durability+Magical Defense; each 2 stones of damage heal the caster by 1w]; Morbid Rejuvenation [As Magical Healing at AN, Only usable on Self, Requires a dead body within Range 1 to heal oneself, Can't heal more stones from one body than its original Durability]; Curse of Mortality [Atk VS Durability+Magical Defense, dealing as many Red stones of damage as the stones that get through, for up to 1 panel/stone of damage, and the victim cannot heal nor be healed for the duration].)
-Creation (Spells of Nature, Manipulation and Transformation. Includes, among other effects, Magical Healing, Enhancements, Glyphs and Runes, Manipulation/communication with plants and/or animals, Good Luck, Create/Manipulate Matter, Metamorphosis on self or others, etc.)
-Spirit (Spells of Mana manipulation, Spirits and the Fade. Includes, among other effects, Magical Fields, Astral travel, Dispelling magic, Drain Mana, Hamper others' magic, Spiritual attacks, Communication with/Affecting spirits, Raise Undead, Telekinesis, etc. Allows manipulation of the Fade through the willpower of the caster.)
-Primal (Spells of Elemental power, direct offense, and of war. Includes, among other effects, a Mastery of Fire, Earth, Cold, Lightning, Wind and Water, with options such as Create/Manipulate, Force Blast [Fire - 2x damage, Sets flammable objects on fire; Earth - Normal damage, 2x damage if target is on/in the ground, 3x damage if target is underground, Cold - Normal and Stun damage, or Atk VS Durability to freeze solid, Lightning - 2x damage, Normal and/or Stun damage, Wind - 2x damage or Area effect 5, and Water - Normal and Stun damage, 2x damage when target is on, in or underwater], Combine with Close/Ranged Combat of self or Allies, Accumulate energy, etc.
-Range 4 (Maximum; cannot be increased with stones)
-Requires direct line of sight
Blood Magic: 9
(Int.bonus)
-Efficient
-This powerful, forbidden school of Magic is feared and frowned upon in Ferelden, and its practitioners are normmally automatically considered 'Apostates'... however, being a Grey Warden, Jessie's powers are tolerated for the greater good. Blood Magic is terrifying for various reasons, other than the inherent fear of blood most humans can feel within them. Among other reasons is the fact it can enhance any other spell beyond its normal limits, and that its effects require the user to spend blood instead of mana (NOTE: Some uses do not require sufficient blood to cost Health. When it does require it, however, it will be noted in the effect's description).
-Blood Mastery: As a Mastery of Elements. Create/Manipulate, Force Blast [2x damage, Normal and Stun damage, Ignores Toughness entirely], Accumulate Energy for greater effect, Combine with Close/Ranged Combat. Any effect of more than 10 stones requires 1w of Health sacrifice. NOTE: The caster cannot regain Health by drawing blood into themselves from this power, as apparently blood she herself magically control is not of much help to her.
-Blood Mind: As Telepathy, with options Dreamwalking (Physically enter dreams of others), Project thoughts/control others, Illusions, Telepathic communications, Create links with others, Mental Bolts, Repair minds, Generate Pain by touch, Swap minds, Possess others and Astral Projection. Any effects exceeding 10 stones will require a sacrifice of 1w of Health.
-Blood Empowerment: Up to AN times per day, Can sacrifice 1w of Health to add AN stones once to another magical effect. Additionally or aside from this, this action basically makes any other Magical action of the user benefit from the Advantage 'Draining', allowing the user to sacrifice 1w of Health to add +3 to the spell, allowing user to exceed the normal AN limit.
-Blood Summoning: As Summoning, for Demons and Fade Spirits only. Summoning any being of more than Durability 3 will require a 1w of Health sacrifice. Alternately, may 'Summon' a demon permanently by having them possess a living or dead body, resulting in a powerful abomination if living, or a powerful undead if not.
-Blood Healing: For each 1w of Health sacrified, the caster can heal another being of 1w.
-Crimson Renewal: As Improved Energy Drain, but each 3 stones drained add 1w of Health to the caster by draining the blood of a foe at range and absorbing it.
-Dark Sacrifice: Any Health sacrifice requirement can be performed with the blood of someone else as long as the victim is willing, enslaved or controlled by the caster.
-Range 4 (Maximum; cannot be increased with stones)
-Requires direct line of sight
-This action's AN Cannot exceed Fade Magic's AN.
(Int.bonus)
-Efficient
-This powerful, forbidden school of Magic is feared and frowned upon in Ferelden, and its practitioners are normmally automatically considered 'Apostates'... however, being a Grey Warden, Jessie's powers are tolerated for the greater good. Blood Magic is terrifying for various reasons, other than the inherent fear of blood most humans can feel within them. Among other reasons is the fact it can enhance any other spell beyond its normal limits, and that its effects require the user to spend blood instead of mana (NOTE: Some uses do not require sufficient blood to cost Health. When it does require it, however, it will be noted in the effect's description).
-Blood Mastery: As a Mastery of Elements. Create/Manipulate, Force Blast [2x damage, Normal and Stun damage, Ignores Toughness entirely], Accumulate Energy for greater effect, Combine with Close/Ranged Combat. Any effect of more than 10 stones requires 1w of Health sacrifice. NOTE: The caster cannot regain Health by drawing blood into themselves from this power, as apparently blood she herself magically control is not of much help to her.
-Blood Mind: As Telepathy, with options Dreamwalking (Physically enter dreams of others), Project thoughts/control others, Illusions, Telepathic communications, Create links with others, Mental Bolts, Repair minds, Generate Pain by touch, Swap minds, Possess others and Astral Projection. Any effects exceeding 10 stones will require a sacrifice of 1w of Health.
-Blood Empowerment: Up to AN times per day, Can sacrifice 1w of Health to add AN stones once to another magical effect. Additionally or aside from this, this action basically makes any other Magical action of the user benefit from the Advantage 'Draining', allowing the user to sacrifice 1w of Health to add +3 to the spell, allowing user to exceed the normal AN limit.
-Blood Summoning: As Summoning, for Demons and Fade Spirits only. Summoning any being of more than Durability 3 will require a 1w of Health sacrifice. Alternately, may 'Summon' a demon permanently by having them possess a living or dead body, resulting in a powerful abomination if living, or a powerful undead if not.
-Blood Healing: For each 1w of Health sacrified, the caster can heal another being of 1w.
-Crimson Renewal: As Improved Energy Drain, but each 3 stones drained add 1w of Health to the caster by draining the blood of a foe at range and absorbing it.
-Dark Sacrifice: Any Health sacrifice requirement can be performed with the blood of someone else as long as the victim is willing, enslaved or controlled by the caster.
-Range 4 (Maximum; cannot be increased with stones)
-Requires direct line of sight
-This action's AN Cannot exceed Fade Magic's AN.