• No se han encontrado resultados

Concepción de conocimiento

In document UNIVERSIDAD CATÓLICA LUIS AMIGÓ (página 96-101)

REFERENTES CONCEPTUALES 3.1 Contexto de humanismo

3.6 Concepción de conocimiento

B

LESSED

S

WORD

POWER LEVEL: 2

APPEARANCE: Blessed swords are almost all well-made ancient blades that mystically repel rust and corrosion.

REQUIREMENTS: A blessed sword only provides bonuses to someone who is pure of heart and is either fighting evil or protecting innocents.

EFFECT:: Blessed swords do Strength times (5 + Success Levels) Slash/stab damage to all soulless beings and to humans who are truly evil. They also add a +1 bonus to the user’s Getting Medieval Skill. Blessed blades are fairly rare, not because they are difficult to create, but because they can only be made by enchanters who are pure of heart and filled with a devotion to the cause of smiting evil. Using a blessed blade against an innocent in the service of evil causes it to break and loose all of its magic.

G

LOVE OF

M

YHNEGON

POWER LEVEL: 6

APPEARANCE: This potent item is an ancient-looking glove made of leather, chain mail, and plate mail. The glove is covered in small spikes and there are ten very sharp, hinged claws arranged around the opening for the arm.

REQUIREMENTS: The user must place her arm in the glove. Claws around the base of the glove pierce the flesh and bond the glove to the wearer. To use the glove, the wearer need only aim her arm at the target and shout “Tauo Freim” (be free).

EFFECT: The glove is a most potent offensive enchanted item. The wearer gains a +1 bonus to both Strength and Constitution (with an increase in Life Points). But the lightning bolts are the real kicker. Firing requires a Dexterity and Getting Medieval roll or Combat Score, and the range is 100 yards. A successful hit inflicts five times Willpower points of Fire damage per Success Level. Once put on, the glove cannot be removed while the wearer is still alive.

G

EM OF

A

MARA

POWER LEVEL: 7

APPEARANCE: A large green stone set in a copper ring. REQUIREMENTS: Functions if worn by a vampire.

EFFECT: This ring is the most prized and coveted item know to vampires. It grants them immunity to all harm— sunlight, fire, and crosses are ineffective; all wounds heal at a rate of ten Life Points per Turn. Taking the ring off the vamp’s finger or hacking off her arm are good attack strategies. A directed attack on the arm imposes a -3 penalty. If the attack causes a third of the vampire’s Life Points or more, the arm is severed. If the vampire can grab the ring and put it on its other hand, or retrieve its severed hand and stick it back on its wrist, the ring protects again. Of course, once word of the ring’s presence gets out, pretty much every vampire in the area will be angling to get their mitts on it.

F

ERULA

-G

EMINA

APPEARANCE: The Ferula-Gemina is a long, narrow staff of dark wood.

REQUIREMENTS: The wielder points the rod at a target within ten yards and wills it to fire.

EFFECT: The rod attack is fired using a Dexterity and Gun Fu - 4 roll or the Combat Score - 4. A hit with the Ferula-Gemina has two effects. First it does five Life Points of damage and throws the target off her feet. Five minutes later, it causes the target to split into two parts. The first version remains where the individual currently is; the other version manifests where the bolt was fired. One version has all of the individual’s innate Drawbacks and none of her Qualities. The other possesses all of her innate Qualities and none of her

Drawbacks. Only Qualities and Drawbacks that are an intrinsic part of the individual’s body, mind, or spirit are split. Hunter, Luck, Werewolf, Vampire, Sorcery, Talentless, Reckless, or Misfit are divvied up; Occult Library, Secret, or Enemies are not. Additionally, the copy that receives the Qualities gains a temporary Good Luck 3 Quality (in addition to any Luck already possessed). The “bad” copy gains a temporary Bad Luck 3 Drawback (in addition to any other Bad Luck already held). Removing Qualities or Drawbacks can affect each version’s Attributes and skills, but otherwise both versions are identical in abilities, skills, and memories. Despite their differences, the two copies remain permanently linked. If either one is killed, both die. A base Power Level 4 (noticeable scope/major effect) spell is necessary to restore anyone who has been affected by this device. Alternately, the Ferula-Gemina can be used to restore someone affected by it.

D

AGON

S

PHERE

POWER LEVEL: 6

APPEARANCE: A faintly glowing, red-gold crystal-like orb the size of a softball. REQUIREMENTS: This item must actually touch a demon or a hellgod to harm it.

EFFECT: When the Dagon Sphere touches any hellgod, True Demon, or other unique being of vast power, it reduces the creature’s Strength, Dexterity, and Constitution by three points each (with a corresponding reduction in Life Points) for the next hour. Multiple touches are not cumulative. No one knows where these spheres come from. It may be that the earthly Dagon Sphere is merely one of many, with at least one sphere in each plane of existence, each serving to balance the danger posed by hellgods and similarly power beings. If so, when a Dagon Sphere on any given plane of existence is destroyed or removed, another sphere should

spontaneously come into existence within a few weeks.

O

RB OF

N

EZZLA'KHAN

POWER LEVEL: 6

APPEARANCE: A faintly glowing, blue-green crystal-like orb the size of a softball. REQUIREMENTS: This item must actually touch a demon or a hellgod to harm it.

EFFECT: These mystical artifacts that grant whoever carries them superhuman strength and serious toughness. The orb holder gains Strength +15, Life Points +100, and Armor Value 20. This allows the holder to flip armored vans on their side, go mano a mano with the Hunter, and beat up everyone who was ever mean to her in High School. The effects only last as long as the orbs are on a person-at least in a jacket pocket or a clip pouch. The effects also end as soon as the orbs are destroyed (and powerful though they are, these mystical artifacts are pretty easy to smash).

O

MEGA

P

ULSE

T

IME

S

TOP

D

EVICE

POWER LEVEL: 5

APPEARANCE: This tiny device is only a few millimeters across. To work, it must receive special broadcasts from a large base station (requiring a large van or fixed location), which can be no more than 200 yards away. When operating, the emitter gives out a high-pitched whine.

REQUIREMENTS: Extremely advanced microelectronics and a base station full of rare circuits.

EFFECT: The emitter slows whomever it is placed upon. Time flows 100 times slower than for everyone else—a minute seems like less than a second and an hour seems like only a little over a minute. The only limit on this device is that the emitter must be placed on the skin or clothing of the target. If the target removes the emitter or if the emitter is destroyed, time slowing immediately stops.

M

AGIC

B

ONE

POWER LEVEL: 4

APPEARANCE: These items look like large limb bones, often of a cow, deer, or a person.

REQUIREMENTS: The means of creating magic bones are very obscure. For the most part, they must be bought or stolen, either from demons or other magicians.

F

REEZE

R

AY

POWER LEVEL: 3

APPEARANCE: This short, high-tech rifle looks like it belongs in a science fiction movie.

REQUIREMENTS: This item requires a large amount of complex electronics and a number of unstable chemicals. The weapon must be refilled with expensive chemicals after every three uses.

EFFECT: When fired, the weapon shoots a stream of icy cold liquid at targets up to three yards away. The user must make a Dexterity and Gun Fu roll to hit the target. Every Success Level on this roll reduces the target’s Dexterity Attribute by one. If the target’s Dexterity is reduced to one or lower, the target is frozen solid. Frozen targets are still alive and fully recover if thawed out under medical supervision. If left to thaw normally, they suffer fifteen Life Points of damage. Frozen targets who are struck hard can shatter, causing instant death. Targets who simply loose Dexterity recover within an hour (half an hour if they are kept warm and treated as if they have frostbite). This weapon works most effectively on humans and animals. When used on vampires or other demons, two Success Levels are needed to remove one point of the target’s Dexterity.

I

NVISIBILITY

R

AY

POWER LEVEL: 6

APPEARANCE: Another science fiction movie rifle.

REQUIREMENTS: A single, large flawless diamond and a bundle of complex electronics.

EFFECT: This item turns people and inanimate objects invisible (see p. 55). The range is ten yards, and objects as large as a compact car are affected. The ray also renders targets highly unstable. Inanimate objects turn to dust within eight hours and living targets suffer five Life Points of damage every hour. These harmful effects are nullified if the ray is used to turn someone visible again. An invisibility ray can also be set to greatly enhance the target’s instability. In this mode, it causes thirty Life Points to a target with every shot.

C

EREBRAL

D

AMPENER

POWER LEVEL: 5

APPEARANCE: A silver ball the size of a golf ball.

REQUIREMENTS: The musk gland of a homja-maleev demon, an incantation, and various magical chemicals. The item needs to be recharged with more mystic powder after every use.

EFFECT: This item can turn anyone into the user’s utterly devoted slave. The user need only hold the device within a foot of the target and softly command it to work. It emits a brief flash of red and yellow sparkles, and anyone who is looking directly at it (and is not wearing specially tinted red sunglasses) becomes the user’s slave. Unfortunately, if the user also looks at the dampener when it is activated, the target simply stands dumbly until the effect wears off. Regardless of who is affected, the effect wears off in an hour or two, and while the target does not remember what happened under its influence, the effect does wear off without warning. Like many spells and items used to control the will of another, using this enchanted device is an explicitly evil act.

F

LYING

B

OMB

POWER LEVEL: 2

APPEARANCE: A fist-sized box that extends a pair of small but powerful wings.

REQUIREMENTS: Military grade explosives and powerful batteries. This item is only works once—it is designed to find a target and explode.

EFFECT: The flying bomb can be verbally instructed to attack any target within 100 yards. It immediately flies to its target and explodes, doing 40 points of damage to everyone within three yards.

B

LUE

C

APTURE

G

OO

POWER LEVEL: 3

APPEARANCE: A tennis ball-sized lump of blue goo.

REQUIREMENTS: A variety of rare and expensive chemicals that have been infused with powerful magic. EFFECT: The user throws this item at the target using a Dexterity and Getting Medieval - 1 roll or her Combat Score - 1. If the user hits, the goo expands over the target, preventing her from speaking or moving. The target can free herself by gaining six or more Success Levels on a Strength (doubled) roll. If the target is a Witch, she can also free herself with five or more Success Levels on a casting roll. Otherwise, the target is held immobile until the caster recalls the goo. As long as it has not been destroyed, the goo can be used repeatedly.

In document UNIVERSIDAD CATÓLICA LUIS AMIGÓ (página 96-101)