3. CAPITULO III. RESULTADOS
3.4. Evaluación de indicadores para la selección de camiones mineros
Plague Nervosa: In the Far Dreaming all the usual cures are at -1 to their effi cacy.
Enticement: Whenever using his guile to lead someone off the track of virtue, an acheri adds +2 dice
to his Charisma and Manipulation dice pools (+3 in the Dioniae Ariá), even if this gives the Denizen a temporary Attribute of over fi ve.
Rebound: The acheri character must take three subjects of addiction. All rolls to resist these vices go up by +1 diffi culty.
• Aonides
Grace of Calliope: All aonides add another point to either their Manipulation or Charisma, even if it brings them above the maximum of fi ve.
Adonis’s Ravaging: The victim no longer resists. The player rolls the aonide’s Manipulation + Subterfuge (diffi culty equals the target’s permanent Willpower) and takes a point of temporary Glamour for every success. This also applies to any Glamour drained the next day.
Arachne’s Folly: The muse becomes foolish in her presumption, gaining the Flaw: Overconfi dent in all areas of artistic endeavor. Additionally, all Empathy rolls are at +2 diffi culty because the muse is too arrogant to see beyond her own interests.
• Fir-bholg
Breath of the Firchlis: The fi r-bholg strongly affects her surroundings. Diffi culty in affecting the Firchlis goes down by one point (diffi culty 6) and may even gnaw away stable regions such as homesteads. The Birthright’s effects last until the fi r-bholg leaves the area or for one day per success. The effect’s strength and duration are not cumulative with additional castings.
Eochaid’s Hunger: After three days without his special food, the fi r-bholg must make a daily Willpower roll (diffi culty 9) to resist eating the fi rst source he sees, no matter the consequence. When his Stamina reaches one, he begins to lose two levels of health per day.
• Fuaths
Beast Tongue: In the Far Dreaming the fuath can communicate with plants, animals and even minerals. Of course, the limitations of this communication are dictated by the creature being addressed. This ability also gives the fuath +2 dice to all Charisma or Manipulation rolls involving the elemental inanimae.
Animal Nature: The fuath’s movement increases to 25 yards + fi ve times their Dexterity per turn in their chosen environment. Fuath may all add +3 to their Stamina, even if it brings it over the human maximum of fi ve. The fuath’s natural weaponry becomes truly deadly, increasing aggra- vated damage by +2. The fuath no longer has to expend Glamour to use these attacks in the Far Dreaming.
Denizens of the Dreaming
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Maenad’s Madness: The fuath’s madness becomes even more frenzied and animalistic. The diffi culty of telling friend from foe increases (Perception + Empathy, diffi culty 10). A fuath will still not attack another of her own kind in her madness. To resist this frenzy the fuath may make a Willpower roll only every other turn after the fi rst (diffi culty 8).
• Keremet
Will to Power: As long as the keremet has at least one point of Willpower, she has the equivalent of the Merit: Iron Will and can resist all physical tortures. Finally, for the purpose of resisting wound penalties, the keremet’s
temporary Willpower subtracts half of its value (rounded
up) against health penalties from any injuries against her overall health level.
Melancholia: The keremet’s emotions become almost completely dead and he suffers a +3 diffi culty to all Social rolls and is at +4 diffi culty to all Empathy or other rolls to determine what other people are feeling.
• Moiræ
Aural Perception: The player may roll her character’s
permanent Glamour (diffi culty 6) and divine one “snap-
shot” image pertaining to the person’s future actions per success. The moiræ receives two automatic successes on any Soothsay cantrip.
Superstition: Moiræ can only occasionally absolve themselves of Nightmares or lessen the severity by making some form of atonement (subject to Storyteller discretion). Any violation of a Geas, Ban or other oath by a moiræ incurs three extra dice of intensity to the usual penalty.
• Naraka
Wrath of Kali Ma: The naraka’s fl ame attack causing aggravated damage no longer costs any Glamour. The player rolls a number of dice equal to the character’s
permanent Glamour (diffi culty 6) and does one level of
damage per success.
Arms of Ravana: The player rolls the naraka’s per- manent Glamour (diffi culty 6). Each success adds one extra die to Melee or Brawl rolls or may add an extra attack for every two arms (rounded up). The number of arms manifested by the use of this Birthright is also equal to the number of successes rolled. This Birthright costs one Glamour and lasts for one day per success or until the naraka decides to revert to her original form.
Curse of Shiva: Here the curse is quite diffi cult to ignore, even in life threatening situations. The naraka
must make a contested Willpower roll versus the musi- cian’s Manipulation + Performance roll. If the musician scores even one success over the naraka, the naraka must dance until the music stops. All of the naraka’s rolls are at +3 diffi culty while so entranced and the naraka may no longer spend Willpower to ignore these effects.
Deep Dreaming
• Acheri
Plague Nervosa: The acheri may create multiple shadows by rolling her current Glamour (diffi culty 6, one shadow per success).
Enticement: The acheri adds +3 dice to his Charisma and Manipulation dice pools (+4 in the Dioniae Ariá) when luring someone from the path of virtue.
Rebound: The acheri character must take four sub- jects of addiction. All rolls to resist these vices are made at +2 diffi culty.
• Aonides
Grace of Calliope: All aonides add yet another point to their Manipulation or Charisma, even if it brings them above the maximum of fi ve.
Adonis’s Ravaging: Beyond the effects in the Far Dreaming, once seduced the target suffers +1 diffi culty in all future attempts to resist the muse’s advances (even if they return to lesser Dream Realms).
Arachne’s Folly: The muse becomes totally over- bearing and lost in her own virtues, gaining the Flaw: Overconfi dent. Additionally, all Empathy rolls are at +3 diffi culty because the muse is too arrogant to see beyond her own interests.
• Fir-bholg
Breath of the Firchlis: The fi r-bholg becomes a true nexus of chaotic Dream energies. Diffi culty in affecting the Firchlis goes down by one point (diffi culty 5). The effect’s strength and duration are not cumulative with additional castings.
Eochaid’s Hunger: After two days without his special food, the fi r-bholg must make a daily Willpower roll (dif- fi culty 10) to resist eating the fi rst source he sees.
• Fuaths
Beast Tongue: In the Deep Dreaming the fuath can communicate with any sort of naturae, no matter how alien. This ability also gives the fuath +3 dice to all Social interactions with the elemental inanimae.
Animal Nature: The fuath’s movement increases to 50 yards + fi ve times their Dexterity per turn in their