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El espacio y el tiempo en el acto fotográfico

In document UNIVERSIDAD COMPLUTENSE DE MADRID (página 64-74)

CAPÍTULO PRIMERO

2.1 El realismo en la fotografía

2.1.2 El espacio y el tiempo en el acto fotográfico

All divine instruments have the following features:

1. They produce an aethyrial aura which may be detected by the sense magic skill.

2. They may be used as magical weapons -- that is, they may be used to attack certain creatures which are harmed only by magical weapons. If the instrument in question is not a weapon, it still may be used as an improvised weapon or in unarmed combat.

The following information is listed for each divine instrument:

Required Material: brief description of the appearance, craftsmanship, materials, decorations, and distinguishing marks of the instrument (Cost: minimum cost of an item suitable for consecration).

Virtue(s): the magical power(s) of the item; the power may be described in this section, or you may need to refer to the list of Common Lesser Virtues above.

Duration of Effect : duration of the magical effect for a single invocation; typically 1d6+3 rounds for lesser instruments; some instruments have 1d6+3 turns or 1d6+3 hours duration.

Restrictions: any restrictions on who may invoke the instrument or how often it may be invoked; most lesser instruments may be invoked no more than once per day; also listed in this section would be any specific limitations to the magical powers of the instrument; benefits of a virtue may only be conferred on a follower of the cult that consecrated the instrument unless otherwise specified.

Lesser Divine Instruments________________________

(Weapon) of Accuracy

Required Material: any type of weapon; craftsmanship and materials superior;

decorated in the style of the cult; typically a weapon favored by the cult, if any;

never a weapon prohibited to the cult (cost: 3x normal cost).

Virtue(s): Accuracy

Duration of Effect : 1d6+3 rounds

Restrictions: usable once per day; Shallya cult version effective only when parrying.

(Weapon) of Shielding

Required Material: any type of weapon; craftsmanship and materials superior;

decorated in the style of the cult; typically a weapon favored by the cult, if any;

never a weapon prohibited to the cult (cost: 3x normal cost) Virtue(s): Shielding

Duration of Effect : 1d6+3 rounds Restrictions: usable once per day

(Weapon) of Foe's Dismay

Required Material: any type of weapon; craftsmanship and materials superior;

decorated in the style of the cult; typically a weapon favored by the cult, if any;

never a weapon prohibited to the cult (cost: 3x normal cost) Virtue(s): Foe's Dismay

Duration of Effect : 1d6+3 rounds Restrictions: usable once per day

(Weapon) of Pathfinding

Required Material: any type of weapon; craftsmanship and materials superior;

decorated in the style of the cult; typically a weapon favored by the cult, if any;

never a weapon prohibited to the cult (cost: 3x normal cost) Virtue(s): Pathfinding

Duration of Effect : 1d6+3 hours Restrictions: usable once per day

(Armor) of Defense

Required Material: any type of armor; craftsmanship and materials superior;

decorated in the style of the cult; (cost: 3x normal cost) Virtue(s): Defense

Duration of Effect : 1d6+3 rounds Restrictions: usable once per day

(Garment) of Defense

Required Material: any type of clothing; craftsmanship and materials of good quality; designed and decorated in the style of the cult; (cost: 3x normal cost) Virtue(s): Defense

Duration of Effect : 1d6+3 rounds Restrictions: usable once per day

Token of Blessing

Required Material: cult token; superior craftmanship and materials (cost: 20 GC) Virtue(s): Blessing

Duration of Effect : 1d6+3 rounds Restrictions: usable once a day

Token of Spirit

Required Material: cult token; superior craftmanship and materials (cost: 20 GC) Virtue(s): Spirit

Duration of Effect : instantaneous Restrictions: usable once a day

Token of Resistance

Required Material: cult token; superior craftmanship and materials (cost: 20 GC) Virtue(s): Resistance

Duration of Effect : 1d6+3 rounds Restrictions: usable once a day

Token of Passage

Required Material: cult token; superior craftmanship and materials (cost: 20 GC) Virtue(s): Passage

Duration of Effect : 1d6+3 rounds Restrictions: usable once a day

Token of Alarum

Required Material: cult token; superior craftmanship and materials (cost: 20 GC) Virtue(s): Alarum

Duration of Effect: 1d6+3 turns Restrictions: usable once a day

Token of Quickness

Required Material: cult token; superior craftmanship and materials (cost: 20 GC) Virtue(s): Quickness

Duration of Effect : 1d6+3 rounds Restrictions: usable once a day

Holy Water of Warding

Required Material: water blessed with the blessed sacraments prayer (cost: none) Virtue(s): Warding

Duration of Effect : when the water is splashed on a creature and the virtue invoked, the warding effect lasts 1d6+3 rounds

Restrictions: volume of water consecrated by one prayer is sufficient to affect one creature; only protects a follower of the cult that consecrated the water of warding

Oil of Evasion

Required Material: oil blessed with the blessed sacraments prayer (cost: none) Virtue(s): Evasion

Duration of Effect : when a creature is anointed with the oil and the virtue invoked, the evasion effect lasts 1d6+3 rounds

Restrictions: volume of oil consecrated by one prayer is sufficient to affect one creature

Nectar of Charm

Required Material: nectar blessed with the blessed sacraments prayer (cost: 5GC) Virtue(s): Charm

Duration of Effect : when the nectar is eaten and the virtue invoked, the charm effect lasts 1d6+3 turns

Restrictions: volume of nectar consecrated by one prayer is sufficient to affect one creature; magical benefit may only be conferred upon a cult follower

Nectar of Skill

Required Material: nectar blessed with the blessed sacraments prayer (cost: 5GC) Virtue(s): Skill

Duration of Effect : when the nectar is eaten and the virtue invoked, the skill effect lasts 1d6+3 rounds

Restrictions: volume of nectar consecrated by one prayer is sufficient to affect one creature

Rood of Steadfastness

Required Material: cruciform token decorated with semi-precious metals and stones; superior craftmanship (cost: 20 GC)

Virtue(s): Steadfastness

Duration of Effect : 1d6+3 rounds Restrictions: usable once a day

Rood of Light

Required Material: cruciform token decorated with semi-precious metals and stones; superior craftmanship (cost: 20 GC)

Virtue(s): Light

Duration of Effect : 1d6+3 rounds

Restrictions: usable once a day

Cloak of Dodging

Required Material: dark velvet cloak; superior craftmanship (cost: 25 GC) Virtue(s): Dodging

Duration of Effect : 1d6+3 rounds Restrictions: usable once a day

Font of Healing

Required Material: small metal or stone bowl; superior craftmanship (cost: 10 GC) Virtue(s): Healing

Duration of Effect : 1d6+3 rounds

Restrictions: usable once a day; water blessed with the blessed sacraments prayer and placed in this font produces a volume of water with the healing virtue

sufficient to treat a single creature; the creature treated need not be a cultist to benefit from the effect

Dice of Second Chance

Required Material: enameled bone dice decorated with silver filigree and with precious stones for pips; superior craftmanship (cost: 10 GC)

Virtue(s): Second Chance

Duration of Effect : instantaneous Restrictions: usable once a day

Dice of Answering

Required Material: enameled bone dice decorated with cult symbols; superior craftmanship (cost: 10 GC)

Virtue(s): Answering

Duration of Effect : instantaneous Restrictions: usable once a day

Eye of Witness

Required Material: ivory false eye, decorated with cult symbols; superior craftmanship and materials (cost: 20 GC)

Virtue(s): Witness

Duration of Effect: 1d6+3 rounds Restrictions: usable once a day

Eye of Insight

Required Material: cult token; superior craftmanship and materials (cost: 20 GC)

Virtue(s): Insight

Duration of Effect : 1d6+3 rounds Restrictions: usable once a day

Vestment of Sacred Ground

Required Material: any type of clerical robes; craftsmanship and materials of best quality; designed and decorated in the style of the cult; (cost: 10x normal cost) Virtue(s): Sacred Ground

Duration of Effect : 1d6+3 rounds Restrictions: usable once a day

Cord of Binding

Required Material: 10 yards of fine silk rope; light, durable, narrow diameter (cost:

10 GC)

Virtue(s): Binding

Duration of Effect : 1d6+3 rounds OR turns OR hours (at the user's option upon invocation)

Restrictions: usable once a day

[[Another swell idea : Kosher Weapons, Armor, and Shields: This stuff has no magical virtue -- no magical effects. The stuff is specially made by cult craftsmen under very strict rules, then heavily-prayed-over so it may be used regardless of normal

prohibitions against the use of certain trappings. The idea is that sufficiently purified stuff will be okay, since god has sanctified it.]]

Greater Divine Instruments________________________

Amulets

Each cult is granted by its patron the benefit of one or more greater virtues which may be conferred only through an amulet. The amulet itself will produce its magical effect only when blessed with the bless token prayer. A bless token prayer permits a single invocation of an amulet's virtue; once the virtue has been invoked, the amulet must be blessed again before it can produce its associated magical effect. However, unlike most lesser divine instruments, amulets are not limited to a single use per day; they may be invoked at any time so long as they have been blessed by the bless amulet prayer. An amulet's virtue may be invoked by any cultist, but only a cleric can bless an amulet so that it can produce its virtue.

The amulets listed below are only representative of those available to the various cults; each cult may have a wide variety of other amulet types available at the GM's discretion. Further, many of the amulets listed below would be suitable for more than one cult.

Regardless of the creating patron, all amulets are as follows:

Required Material: a pendant item of jewelry decorated in the style of the cult and in materials appropriate to the cult, suspended from a finely-woven cord of various fibers or wires; craftsmanship and materials of best quality (cost: 100GC)

Amulet of the Inner Moon (Old Faith)

Virtue: The invoking cultist is granted vision of the world as if it were illuminated by a full moon in the sky. Only the invoking cleric is granted this special power of vision; no extra illumination is apparent to other observers. Only effective in the outdoors at night where a full moon might shine if it were in the sky.

Duration: 1d6+3 hours

Amulet of the Spirit Runner (Wardancer)

Virtue: The invoking cultist is granted the ability to run without rest and without taking Risk tests for the duration. This ability is only granted so long as the cultist remains in a wilderness setting (i.e., in virgin forest or unsettled wasteland); if the cultist emerges into settled or cultivated lands, the virtue expires immediately.

Duration: 1d6+3 hours

Amulet of the Great Eagle (Beastmaster)

Virtue: The invoking cultist is granted the ability to summon a great eagle from the peaks of the nearest mountain range; depending on the distance to the nearest mountain range, the eagle may take several hours or several days to arrive. When the eagle arrives, it will aid the cultist as requested, including serving the cultist as a mount, for the duration.

Duration: 1d6+3 hours of aid (once the eagle has arrived)

Amulet of the Thunderhead (Taal/Rhya)

Virtue: The invoking cultist is granted the ability to summon a great storm. How swiftly the storm appears depends on the current weather; if cloudy and

threatening, the storm may appear immediately; if the sky is clear, the storm may take hours to develop. The storm itself may be malign and violent with heavy rain- or snowfall and high winds, or it may be benign and gentle, with steady

precipitation, at the cultist's request. Game effects of the storm are judged at the GM's discretion, and may include penalties to movement, visibility, and various skill tests.

Duration: 1d6+3 hours

Amulet of Fortitude (Ulric)

Virtue: The invoking cultist is granted partial protection from the effects of critical hits. For the duration subtract 50 from the d100 rolls on the Critical Hit Chart or Sudden Death and Critical Hit Chart; any result less than zero is considered an 01 result.

Duration: 1d6+3 hours

Amulet of Iron Will (Myrmidia)

Virtue: The invoking cultist is granted immunity from psychological effects and a bonus of +20 to WP for the duration.

Duration: 1d6+3 hours

Amulet of Shame (Shallya)

Virtue: Any intelligent creature that directs melee, missile, or magical attacks at the invoking cultist must test vs. WP. A successful test means the attacker is not affected. A failed test means the attacker is overcome with Shame for attacking an unarmed opponent and a minister of healing and mercy. Shamed creatures may perform no actions other than dodge, parry, or flee. Affected creatures may test vs.

WP at a -20 penalty in each following round until a successful test is made, when the Shame affect ends.

The psychological effect of this experience on the affected creature is subtle (that is, we don't want to write specific rules for it). The GM is welcome to think of it as gaining a Sanity Point. In exceptional cases, it may form the basis for a conversion of cult alignment.

Duration: 1d6+3 hours

Amulet of Revealing Falsehood (Verena)

Virtue: The invoking cultist may listen to the statements he hears for the duration of the effect. At the end of the effect, he is warned of creatures which have uttered intentional falsehoods during that time. The cultist is not aware of which

statements have been false, nor is he aware of false statements made by creatures who sincerely believed the statements, nor is he aware of accidental

misrepresentation of the truth.

(Verena is sensitive to the willful intention to deceive rather than a weighing of absolute truth -- a subtle and complex matter even for a god, and particularly for a god with such high standards for judging truth.)

Duration: 1d6+3 rounds

Amulet of Interviewing the Departed Spirit (Morr)

Virtue: While touching the earthly remains of a deceased intelligent being, the invoking cultist may seek out and question the being's departed spirit. A departed spirit of the Young Gods alignment is contacted automatically. Spirits of other cult alignments may or may not be contacted, and may or may not be responsive, at the GM's discretion. In any case, departed spirits may tell the truth or lie, as it suits them, and may refuse to speak; departed spirits act in their own interests just like living NPC characters when questioned.

Duration: 1d6+3 rounds

Amulet of Avoiding Scrutiny (Ranald)

Virtue: The invoking cultist is aware of any creature within 6 yards which is watching the cultist. If no creature is watching the cultist, he is so informed.

Duration: 1d6+3 rounds

Amulet of Mimicry (Darah)

[[cult is likely to be deleted, but item is cool]]

Virtue: The invoking cultist may assume the facial features and vocal mannerisms of any person of similar appearance after observing that person's appearance and speech for 10 turns. The person to be imitated must be of a similar body type (may be of a different sex if some costuming is available, and if hair and beard don't interfere), and must speak the same language.

Duration: 1d6+3 hours

Amulet of Leadership (Sigmar)

Virtue: The invoking cultist receives a +20 bonus to his Leadership and Cool for the duration, and any fellow cultist within 6 yards may re-test any tests vs.

Leadership or Cool using the invoking cultist's magically-enhanced Leadership or Cool score.

Duration: 1d6+3 hours

Amulet of Glorious Valor (Jeanne du Lac)

Virtue: The invoking cultist may make at least as many melee attacks each round as the numbe r of attackers in melee with him. These attacks may be used as attacks or parries as usual. For example, even though the character is normally limited to only 2 attacks per round, if attacked by four, the character may make four attacks that round.

Duration: 1d6+3 hours

Amulet of Drunken Prowess (Grommo the Wanderer)

Virtue: The invoking cultist gains the ability to guzzle alcoholic beverages as if he had the consume alcohol skill with a +20 bonus; if he has the skill, the bonus is +30. Further, when intoxicated in melee and invoking this amulet, the cultist gains an extra melee attack per round and a +1 bonus to Toughness.

Duration: 1d6+3 rounds

Amulet of Suspending Disbelief (The Pilgrim)

Virtue: The invoking cultist gains the ability to persuade listeners to accept his exaggerated statements and assertions as literally true. This ability does not influence the plausibility of outright lies and falsehoods, but any statement or assertions with at least a grain of truth, no matter how poetic, will seem more

believable. The game effects may be assessed as a +20 to the cultist's Fellowship or a -20 to the listener's test to resist vs. Intelligence (i.e., disbelieve) the cultist's statements, at the GM's discretion.

Duration: 1d6+3 rounds

Elemental Factors

Elemental Factors are semi-sentient tokens granted by the elemental rulers by which a cleric gains the authority to summon and command elemental entities. Each elemental factor is itself a lesser form of elemental similar to an elemental node (see Warhammer Sorcery) which has been shaped and bound by a wisentlich (i.e., elemental ruler) into the form of a cult token. Through this token a cultist can summon and

command a least elemental by the authority granted by the wisentlich -- that is, the least elemental will faithfully and unquestioningly serve the cultist without the Control or Service tests required for sorcerers.

Duration of Effect : 1d6+3 turns Restrictions: usable once a day

Daemonic Mediums

Some orc and goblin Daemon cults grant the power to summon and command (more or less) minor Daemonic entities through instruments called Daemonic mediums.

The form of the medium varies from cult to cult, but most often is a staff decorated with fetishes manufactured from the remains of creatures sacrificed to consecrate the

mediums. For example, a medium that required the sacrifice of 300 humans might be festooned with strings of teeth, scalps, or ears, or dried strips of skin woven like leather.

Daemonic mediums are represented by the divine patrons as summoning and controlling demons, but in fact they are very reliable in summoning and somewhat less reliable in controlling demons. The Daemon always appears; what it does when it gets here is somewhat less predictable. Shrewd cultists learn to summon demons though mediums only to perform tasks that demons enjoy, like torturing helpless things and sucking souls. When confronted with tasks possibly involving danger or unpleasant labor, they are just as likely to turn and attack their summoner (at the GM's discretion).

Each Daemonic medium may summon one of a wide variety of Daemonic imps, steeds, and creatures. Lesser and greater demons, and Daemon rulers, are not available through an instrument of such modest power.

Duration of Effect : 1d6+3 rounds Restrictions: usable once a day

Breviaries

Breviaries are bound volumes containing short versions of the invocations and texts of one or more prayers. These sacred volumes are prepared and consecrated by high ranking clerics for use by less senior clerics in an emergency. Any cleric of the cult, regardless of rank, can attempt to read and invoke any prayer contained in a breviary. For example, using a breviary, an initiate can attempt to invoke a fourth-rank prayer.

Clerics satisfying the following conditions may successfully invoke prayers from breviaries:

1. They must provide the MP necessary to invoke the prayer, either from their own CMP or through the use of soullink prayers.

2. Their attempt must meet with the approval of their divine patron. (This can be abstracted as a test vs. WP with appropriate bonuses or penalties according to the wisdom and propriety of the attempt and the contrast between the rank of the cleric and the rank of the prayer to be invoked, or may be arbitrarily decided by the GM in his role as divine patron.)

Germs

Germs are magical "seeds" from which a mature specimen of an animal or plant species may be grown in 1d6+3 turns. The resulting plants or animals are only temporary manifestations; at the end of the duration they are reabsorbed into their seed-like form.

Germs are produced from the seeds or generative organs of exceptional specimens of plant or animal; the search for such exceptional specimens are common subjects of quests for devout cult heroes.

Duration of Effect : 1d6+3 rounds OR turns OR hours (at the user's option upon

Duration of Effect : 1d6+3 rounds OR turns OR hours (at the user's option upon

In document UNIVERSIDAD COMPLUTENSE DE MADRID (página 64-74)