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By using the Sacrifice metamagic, an alchemist can enhance their alchemical preparations in the following ways:
• Increase the Force of an alchemical spell being cast by one per Blood Magic Point; this can exceed twice the caster’s Magic Rating.
• Increase the caster’s Magic Rating for the purposes of determining if the alchemical spell’s drain is Physical or Stun, by one per Blood Magic Point. • Reduce the amount of Drain the alchemical spell inflicts
by one per Blood Magic Point, to a minimum of 0. • Increase the duration before the preparation begins
losing power to (Potency x 4) hours by spending Blood Magic Points equal to the Potency.
CRYSTAL GUT
COST: 5 KARMA AND 0.5 ESSENCE; MUST HAVE HAD YOUR LIVER, KIDNEYS, STOMACH, OR INTESTINES REPLACED.
One or more of your internal organs has been replaced with a crystal that assumes the function of the organ perfectly. When the liver is replaced, you gain +2 dice to ingestion-vector Toxin Resistance tests. When the stomach is replaced, you gain a ten percent reduction to Lifestyle costs. When the kid- neys are replaced, you gain +2 dice to injection-vec- tor Toxin Resistance tests. When the intestines are replaced, you no longer defecate or urinate and can go twice as long without water. For each gut organ replaced, you gain a +1 dice pool bonus to resist fatigue. Multiple damaged or failing gut organs can be replaced at one time with the application of one inert blood crystal, though the Karma and Essence cost must still be paid for each gut organ.
CRYSTAL JAW
COST: 10 KARMA AND 1.0 ESSENCE.
A bonded crystal rarely found among partic- ularly vicious blood adepts, the crystal jaw sup- plants the jaw bone and replaces the teeth with sharp crystal shards. Attacks with a crystal jaw use the Unarmed Combat skill with a Natural Weap- ons specialization and the following weapon stats: (STR + 2)P, AP –4, Reach –1.
CRYSTAL LIMB
COST: 10 KARMA AND 1.0 ESSENCE PER LIMB.
Bonding a crystal in this manner will allow for a functional replacement of a damaged or lost limb. It will match the Strength and Agility of the individual’s normal limb. The limb will benefit from any magical enhancements to Strength or Agility, but not any bonuses originating from cyberware or bioware augmentations (for example, muscle replacement). Limbs replaced by a blood crystal provide +1 Armor. Limbs that are severed can re- generate with time, provided at least fifty percent of the blood crystal still remains. Such regenera- tion takes (6 – Body) weeks (minimum 1 week). During the time while a crystal limb regenerates, the limb’s ability to augment the player’s Essence is hampered, increasing all drain values by 2.
CRYSTAL SPINE
COST: 10 KARMA AND 1.0 ESSENCE
Able to cure paralysis from a wide range of spi- nal injuries and neurodegenerative disorders, this type of blood crystal is often seen as a miracle for mages who struggle with the decision whether or not to cripple their magic to regain the ability to walk. The bonded crystal replaces the spine itself, as well as core of the central nervous sys- tem. Though the body system being replaced is naturally fully internal, this type of crystal bond- ing grows to show small crystalline protrusions on the back running along the spine. Upon bonding this blood crystal, you receive a +2 initiative bonus and +1 Armor. This initiative bonus does not stack with any other initiative enhancement, whether it’s magical, chemical, or mundane. Individuals with this type of blood crystal are particularly prone to hearing voices.
CRYSTALLINE BLADE
COST: 10 KARMA
Prerequisite: Crystal Limb (Arm), Crystal Claws. You have gained greater control over your blood crystal arm, allowing you to shape it into a formidable blade. As a simple action, you can shape your entire forearm into a long, sharp crys- talline blade (DV (Str+3), AP –2, Reach 1). If you have more than one blood crystal arm, this ability can be used with either.
CRYSTALLINE CLAWS
COST: 5 KARMA
PREREQUISITE: CRYSTAL LIMB.
You have consciously learned to exert a small degree of control over the shape of your crystal limb. As a free action, you can shape the fingers or toes of your crystal limb into sharp claws [DV(Str + 1), AP –1]. If you have more than one blood crys- tal limb, this ability can be used with any limb you possess.
CRYSTALLINE DIVER
COST: 10 KARMA
PREREQUISITE: CRYSTAL BREATH
You have realized that your lungs are no longer flesh and blood and are not held to the limits of flesh. You can breathe underwater as well as you can in open air (you still suffer the normal penal- ties for pressure and cold while underwater).
CRYSTALLINE GRACE
COST: 10 KARMA
PREREQUISITE: CRYSTAL LIMB (BOTH LEGS).
You have learned to push your new legs be- yond the capabilities of flesh and bone. You gain a +2 to Jumping tests and can run for twice as long before suffering from fatigue.
CRYSTALLINE REFLEXES
COST: 15 KARMA
The blood crystal has further integrated into your central nervous system, facilitating rapid in- nervation of major muscle groups. You receive a +2 dice pool modifier to all Defense tests.
CRYSTALLINE SHARDS
COST: 10 KARMA
PREREQUISITE: CRYSTAL LIMB (ARM)
By learning to harness some of the innate re- generative and shape-changing capabilities of your crystal arm, you can cause the growth of needle-like crystalline shards and fling them as a hail of deadly projectiles. This attack is a standard action of Throwing Weapons + Agility [Physical], dealing (STR + 3)P damage, AP +4. They have the same range as shuriken (p. 185, SR5). Due to the similarity of the attack to flechette ammo, defend- ers receive a –3 modifier, and the attack cannot be used with Called Shots. The rapid growth of these crystals is taxing on the body as the crystal draws on your blood to fuel itself. Each time this ability is used, the bearer takes 1P unresisted Physical dam- age that cannot be healed by magic.
CRYSTALLINE VISION
COST: 15 KARMA
PREREQUISITE: CRYSTAL EYE.
Further attunement to your blood crystal eye (or eyes) has allowed you to peer beyond the mundane world. You gain the ability to perceive astrally, and you may take ranks in Assensing if you were not already able.