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Principales políticas de contabilidad (continuación) .9 Deterioro del valor (continuación)

FONDO DE INVERSIÓN ABIERTO LIQUIDEZ EXCEL Notas a los estados financieros (continuación)

6 Principales políticas de contabilidad (continuación) .9 Deterioro del valor (continuación)

Even magic isn’t perfect. The following Drawbacks help to balance powerful items, make them affordable as resourc- es, and might even add flair and intrigue to their use.

Activation Requirement

Cost: –2 Enchantments (or -4 Enchantments if severe)

This artifact can only be used under certain condi- tions, or by someone possessing a pre-designated trait (race, Talent, Motivation, or Flaw). Thus, the artifact might only activate on a certain day of the year or only when the user is in danger. Alternately, the artifact might only activate when the character is acting in accordance with her Motivation or suffering from her Flaw. The severity of the Activation Requirement determines the cost. A requirement that comes up rarely during play is worth more than one that comes up frequently.

Example: Boots that only fit panthermen, a wand that only works for someone with Magical Aptitude, a crystal that lights up only when it makes contact with someone in love

Blood Offering Cost: –2 Enchantments

Prerequisite: Limited Charges Drawback

This item cannot be recharged unless something bleeds for it. The sacrifice can be from any living crea- ture, but the blood must be specifically dedicated to the item—blood collected elsewhere or for some other pur- pose doesn’t do the trick. Each lethal wound inflicted on a human or beastman sacrifice enables the device to regain one charge (up to the maximum charges allowed per day). Animal sacrifices are less effective, howev- er. Two lethal wounds must be inflicted per charge regained.

Example: Amulet of a death god, sacrificial dagger, stone golem

Consumes Catalyst Cost: –4 Enchantments

The artifact cannot sustain its own alchemical bal- ance. It must be fueled with a supply of orichalcum (or another pre-designated alchemical catalyst) after each use. Without it, the artifact ceases working until it receives more of the catalyst.

Examples: An orichalcum shield that requires frequent patching, a powerful potion made from heartflower extract, an undead creation that eats death spores

Exhausting

Cost: –1 Enchantment per nonlethal wound

Each time the artifact is used, it causes one nonlethal point of damage to the user. If its Enchantments ordi- narily operate without interruption (such as an Enchant- ment providing a Talent), then it inflicts the damage at the end of any scene where that effect is called upon.

Advanced: Each extra selection increases the damage

by one.

Examples: A scepter that bruises the skin on contact, armor that pinches uncomfortably

Flaw

Cost: –2 Enhancements

The Artifact causes the user to suffer from a specific Flaw—selected during the preparation phase. This con- dition lasts while using the magical item, but the play- er does not earn Style points for roleplaying the Flaw. Instead, the Flaw must be roleplayed at least once per activation, or the Artifact becomes unusable until the player spends one Style point to reactivate it.

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Examples: Cursed ring that causes paranoia, healing salve that angers animals, oversized helm that slips down over the wearer’s eyes

Increased Recharge Time Cost: –2 Enchantments per level

Prerequisite: Limited Charges Drawback or an

Enchantment which requires charges.

The Artifact recovers charges more slowly than nor- mal, extending the normal charge time of one day into a week or more.

Recharge time Cost

1 week -2 Enchantments

1 month -4 Enchantments

1 year -6 Enchantments

Example: Weak crystal batteries, an altar only usable once per year, healing herbs that need to re-grow after each use

Increased Weight

Cost: –2 Enchantments per 100% increase

The item is heavier than normal, doubling its weight and increasing its Strength requirement by one.

Examples: A lead weapon, layered armor, an unusually heavy idol

Inferior Damage Type

Cost: –2 Enchantments per level

This Drawback can only be applied to a weapon. The weapon inflicts less severe damage than normal, such as a sword that inflicts nonlethal damage or fire that does not burn. Weapons that inflict no damage can still have other effects, such as incapacitation and knockback.

Damage Type Cost

Caustic Damage to Lethal (L) Damage –2 Enchantments Lethal (L) to Nonlethal (N) Damage –2 Enchantments Nonlethal (N) to No Damage (None) –2 Enchantments

Examples: A spear with a bunted edge, a hammer trans- muted to a spongy material, neutralized poisons

Intermittent Operation

Cost: –2 Enchantments per level

The magic of this artifact sputters irregularly. In combat, the user can benefit from the magic or use the weapon only every other round. In non-combat, the time requirements for all effects are doubled (animated objects move at half speed, rituals take longer, etc.).

Example: Cracked crystals, a mirror that provides only a partial glimpse of the future, supply flying carpet that moves at half speed

Limited Charges

Cost: –1 Enchantment per level

Using any Enchantment placed upon this item drains one charge, even if it would not already do so. The item will recover one charge per day it goes unused. The number of charges is determined by the level of the Drawback.

Charges Cost 10 0 Enchantments 7 -1 Enchantment 5 -2 Enchantments 3 -3 Enchantments 1 -4 Enchantments

Examples: A shining jewel that grows dim if used too often, a singing nightingale statuette that loses its voice if it sings too frequently, a wand that slowly recharges after each use

Limited Effect

Cost: –2 Enchantments

All power, damage, or effects of this artifact work against only one type of creature or one race of people. The category can be as broad as “dinosaurs” or as spe- cific as a certain individual. This artifact can be used by anyone, but the magic will fizzle, pass through, or fail to activate if the intended target or recipient does not fit the category.

Examples: Darts that are poisonous only to insects, a knife cursed to harm only Vril-ya, a stone that heals only molemen

Movement Limitation

Cost: –2 Enchantments for half-Move rating (or -4

Enchantments for zero Move rating)

This Artifact limits one mode of movement that would normally be available, such as climbing or swimming.

Examples: Heavy armor that prevents swimming, fixed gauntlets that limit climbing, loose clothing that slows flight Reduced Attribute

Cost: –2 Enchantments per Primary Attribute point or

-1 per Secondary Attribute point

The item decreases a specific Primary Attribute by one point or a Secondary Attribute by two points. This penalty factors into all Attribute and Skill rolls, and, in

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Supernatural Powers