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5. ANÁLISIS DE RESULTADOS Y DISCUSIÓN

5.9. Comparación de los transformadores

Sorcery rating to perceive the use of telepathic powers, but would use her ordinary Perception rating to spot a patch of quicksand. The effects of this ritual last for the duration of combat or the remainder of the scene.

Control Animal Rank 2

This ritual allows the caster to control the actions of an animal. Make a Sorcery roll as a standard action, including any appropriate modifiers. If you roll more suc-cesses than the animal’s Willpower rating, it must obey your character’s commands for one turn per extra suc-cess you rolled. If you roll more than double the animal’s Willpower rating, it is under your character’s control for the duration of combat or until the end of the scene. A controlled animal will defend itself normally and cannot be ordered to harm itself. The control is automatically broken if the animal is attacked or suffers any injury.

The Control Animal ritual is subject to the typical range modifiers, as well as the following:

Control Animal Modifier

Animal is loyal +2

Animal is an enemy -2

Each additional control attempt -2

Caster lacks line of sight to target -2

Nature’s Protection Rank 2

This ritual attunes the subject to a specific environ-ment, providing supernatural protection from the ele-ments and providing for his immediate needs. Thus, the caster could use this ritual to enable the subject to breathe underwater, travel through the desert without food or water, or survive a blizzard without shelter. The caster must specify the type of environment when casting this ritual (such as arctic, underground, or underwater) and is protected against exposure, deprivation, drowning, and suffocation for the duration of combat or until the end of the scene (see Hollow Earth Expedition, p. 132-135). More powerful versions of this ritual can even boost a target’s defenses as conditions magically change to favor him.

The Nature’s Protection ritual is subject to the fol-lowing modifiers:

Nature’s Boon Modifier

Protection from the elements +0

Each additional environment after the first -2 Each additional subject after the first -2

Minor protection (+2 Defense bonus) -2

Major protection (+4 Defense bonus) -4

Supernatural protection (+8 Defense bonus) -8

Spirit Guide Rank 2

This ritual puts the caster in communication with a knowledgeable and helpful spirit who can inform and educate the shaman. When casting this ritual, name one Skill. This spirit provides an assistance bonus to the selected Skill rolls made by the caster. Skill selection is subject to Gamemaster approval, and should be limited to those Skills that might tie into the shaman’s own background. For example, a shaman native to the Hol-low Earth might summon a spirit mentor with knowl-edge of the Survival Skill, but would be unlikely to have access to any spirit who can help the shaman drive a car or investigate a science lab. The effects of this ritual last for the duration of combat or until the end of a scene.

The Spirit Mentor ritual is subject to the following modifiers:

Spirit Guide Modifier

Each additional spirit guide -4

Helpful spirit (+2 Skill bonus) +0

Wise spirit (+4 Skill bonus) -2

Sagacious spirit (+8 Skill bonus) -4

Nature’s Curse Rank 3

This ritual allows the shaman to direct nature’s enmi-ty toward one or more subjects within a certain environ-ment. When the shaman casts this ritual, he selects one environment, such as jungle, river, tundra, or mountain-side. Whenever the subject enters this environment, the ground crumbles beneath her feet, gusts of wind blow against her, branches slap at her eyes, and every other feature of the environment works against her in mul-tiple ways. As long as the subject remains within the selected environment, she suffers a penalty to all Skills and abilities. These penalties remain in place only while the targets are within the designated environment, so a victim of Nature’s Curse within a forest might escape the effects by jumping into a lake (even though the lake is within the forest). This ritual remains in effect for the duration of combat or until the end of the scene.

The Nature’s Curse ritual is subject to the typical range modifiers, as well as the following:

Nature’s Curse Modifier

Each additional subject after the first -2 Each additional environment after the first -2

Minor curse (-2 penalty) +0

Major curse (-4 penalty) -2

Catastrophic curse (-8 penalty) -4

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Spirit Binding Rank 3

Through this ritual, the caster is able to harness a spirit’s power by binding it into a fetish. The fetish can be any item, but most shamans prefer items which are por-table and decorative, such as necklaces or ritual daggers.

When casting this ritual, name one Skill or Talent. The fetish provides a Skill bonus or bonus Talent to anyone holding the fetish. Skill and Talent selection is subject to Gamemaster approval, and should be limited to those Skills and Talents that might tie into the shaman’s own background. This ritual lasts for the duration of com-bat or until the end of the scene. When the ritual ends, the spirit escapes and the item retains no special powers.

The shaman must use some of her own power to seal the fetish, making it difficult to create additional fetishes.

The Spirit Binding ritual is subject to the following modifiers:

Spirit Binding Modifier

Each additional fetish after the first -4 Each additional Talent after the first -2

Useful fetish (+2 Skill bonus) +0

Potent fetish (+4 Skill bonus) -2

Grand fetish (+8 Skill bonus) -4

Summon Animal Rank 3

This ritual allows the caster to summon and control ani-mals. Choose a type of animal and an area of effect and make a Sorcery roll. If the animal is present within the area of effect and you roll more successes than an animal’s Will-power rating, it is compelled to obey your character’s sum-mons as quickly and directly as possible. If there is more than one animal present in the area of effect, the closest animal responds. Once it arrives, it will remain friendly towards the caster for a number of turns equal to the number of extra successes you rolled. The control is broken if it is attacked or suffers any injury during this time. If you roll more successes than twice an animal’s Willpower rating, it is compelled to obey your character’s commands (even if attacked) for the duration of combat or until the end of the scene.

The Summon Animal ritual is subject to the follow-ing modifiers:

Summon Animal Modifier

Each additional animal after the first -2

10 foot radius +0

100 foot radius -2

1 mile radius -4

10 mile radius -6

100 mile radius -8

Caster lacks line of sight to subject -2

Augury Rank 4

This ritual allows the shaman to read the subtle influ-ence of the spiritual realm on the physical world. The power of this ritual will reveal the answer to a single question, although answers are limited to yes, no, or maybe. Depending on the cultural background of the shaman, this ritual can be performed by reading the flight of birds, casting rune-stones or specially shaped bones, reading tea leaves, or examining the internal organs of an animal sacrifice. In general, the more successes you roll, the more definite the answer. Care should be taking in phrasing questions, though, as the answers to follow-up questions become increasingly hard to interpret.

Augury Modifier

Each additional question after the first -2 Caster lacks anything to interpret (runes, tea leaves, etc.) -4

Nature’s Embrace Rank 4

This ritual allows the shaman to awaken and empow-er the spirit within othempow-erwise passive plants, causing them to grow in stature and sprout animated tendrils to grapple and immobilize his enemies. Make a Sorcery touch attack against all enemies in the area of effect (see Grapple in Hollow Earth Expedition, p. 120-121).

Resolve the grapple as normal, but opponents may make an opposed Strength versus the caster’s Charisma roll to attempt to break free. This ritual remains in effect for the remainder of combat or until the end of the scene.

The Nature’s Embrace ritual is subject to the modifiers for both range and area of effect, as well as the following:

Nature’s Embrace Modifier

Thick vegetation (jungle) +2

Typical vegetation (forest) 0

Low vegetation (grassland) -2

Sparse vegetation (desert) -4

Hostile environment (volcano) -8

Power Animal Rank 4

This ritual allows the caster to invoke the spirit of an ani-mal, thereby enhancing her abilities and gaining the benefit of its wisdom and guidance. When the ritual is complete, choose one animal. Your character summons the spirit of that animal and can treat it as a Mentor for the duration of combat or until the end of the scene (see Mentor in Secrets of the Surface World, p. 21-22). In addition to Skill bonuses, the caster may choose to gain one or more Talents and/or one piece of that animal’s natural equipment, thereby

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forming into a hybrid version of herself and the chosen ani-mal. Natural equipment might include claws (0 L), horns (2 N), or movement bonus (e.g., double Move rating while swimming). Characters can only have one power animal active at any one time. This ritual lasts for the duration of combat or until the end of the scene.

The Power Animal ritual is subject to the following modifiers:

Power Animal Modifier

Mentor 1 (+2 Skill bonus) +0

Mentor 2 (+2 Skill bonus; +1 Talent/Natural equipment) -2 Mentor 3 (+4 Skill bonus; +1 Talent/Natural equipment) -4 Mentor 4 (+4 Skill bonus; +2 Talents/Natural equipment) -6 Mentor 5 (+8 Skill bonus; +2 Talents/Natural equipment) -8

Animal Transformation Rank 5

This ritual allows the caster to transform into a specific animal, selected at the time he learns this ritual. While in this form, he gains all the physical benefits of his new form while leaving his mental abilities unchanged. In game terms, the caster gains the physical Attributes and special abilities of the animal, but retains his own mental Attributes and Skills.

In addition, he retains the Talents, Resources, and Flaws from both his forms. Therefore, a caster with the One Eye Flaw that transforms into a dire wolf would still have one eye after completing his transformation. This ritual lasts for the remainder of combat or until the end of the scene. Note: this ritual can be learned more than once, allowing the caster to transform into additional animal forms.

The Animal Transformation ritual is subject to the following modifiers:

Animal Transformation Modifier

Each Animal Follower level for the creature -2 Each Size level difference between caster and creature -2

Wearing clothing and armor -2

Carrying weapons and equipment -2

Example: Stan’s lizardman shaman learns the Animal Transformation ritual. After considering his options, he selects smilodon. To save time, he calculates his character’s new form so that he will have it ready during play. He writes down the smilodon’s Body, Dexterity, and Strength ratings and his own character’s Charisma, Intelligence, and Willpower rat-ings. He then calculates his character’s new Secondary Attri-butes and Skills using his new Attribute ratings. Finally, he writes down the Talents, Resources, and Flaws from both the smilodon and his own character. His transformed character is now ready to play!

Nature’s Fury Rank 5

Through this ritual, the caster can command the forc-es of nature to attack an enemy. Make a Sorcery attack against all enemies in the area of effect (see Area of Effect Attacks in Hollow Earth Expedition, p. 127). The targets can be hit with a falling tree, an avalanche, a tidal wave, a lava flow, or bolts of lighting. The exact nature of the attack should be determined by the immediate environ-ment and the disposition of the shaman. If the attack does caustic damage, the only modifiers that factor in to the target’s Defense roll are armor and cover.

The Nature’s Fury ritual is subject to the modifiers for both range and area of effect, as well as the following:

Nature’s Fury Modifier

Nonlethal damage +2

Lethal Damage +0

Caustic damage (1 L)* +0

Caustic damage (2 L)* -2

Caustic damage (3 L)* -4

Caustic damage (4 L)* -6

Caustic damage (5 L)* -8

* see Caustic Damage in Hollow Earth Expedition, p. 134

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alty. As always, the Gamemaster has the final say in this and can disallow the creation of any item deemed too disruptive of the story or inappropriate to the mood, theme, or setting of the game. After all, Alchemy is not an exact science and individual results will vary.

Alchemy

Prerequisite: Transmutation Talent Base Attribute: Intelligence

Through the understanding of the spiritual essences within all forms of matter, practitioners of alchemy can create magical items. A practitioner can imbue items with one or more Enchantments to create Arcane Artifacts

Skill Rating Description

0 – 1 Bumbler

2 – 3 Dabbler

4 – 5 Skilled practitioner 6 – 7 Respected enchanter 8 – 9 Powerful artificer 10 – 11 Legendary alchemist

Your character may specialize in the following items:

• Armor: helms, shields, and other protective items

• Clothing: jewelry, garments, and decorative items

• Medicine: magical potions, elixirs, and concoctions

• Tools: tools, implements, and useful items

• Weapons: swords, bows, and dangerous items

c Reation

Creating Arcane Artifacts is a two-stage process:

Preparation and Forging.

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