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UN ENIGMA ORIENTAL

In document LA FRANJA D’ARAGÓ (página 97-100)

Normal saline solution is meant to keep patients hydrated via intravenous means. Normal saline is safe to administer if using a medkit or with the aid of a bio-monitor. If normal saline is administered too quickly to a target, a life-threatening medical condition known as metabolic acidosis can occur (there is too much acid in the body to be removed by the kidneys), which can lead to coma and death. This would only happen with a critical glitch on a Medicine + Logic Test to administer the saline.

SLAB

Vector: Injection Speed: 2 Combat Turns Penetration: 0

Power: 16

Effect: Stun Damage, Suspended Animation Duration: (10 – Body) hours, minimum 1 hour Effect: Suspended Animation (see below)

Originally designed as a surgical aid, slab places the user in a state of near hibernation where breathing and heart rate are lowered to an almost imperceptible level.

A Perception + Intuition (6) Test or a Medicine + Log-ic (4) Test is required to determine the character is still alive without proper medical equipment (a medkit is in-sufficient). At the end of the duration, the user receives a –4 modifier to Reaction for a number of hours equal to half the equivalent duration of the drug (rounded down).

Side effects commonly include shakes, chills, and exces-sive appetite.

SPELLS

CONVINCE

(MANIPULATION)

Type: P • Range: LOS • Duration: S • DV: F – 2

The Convince spell makes it harder for a subject to detect the inconsistencies in any story told to them. For every two net hits, the Perception Test threshold for rec-ognizing an inconsistency increases by 1. The threshold may modified up to the Force of the spell.

FASHION

(MANIPULATION)

Type: P • Range: T • Duration: P • DV: F – 1

This spell instantly tailors clothing, transforming gar-ments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cov-er approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing. The following list provides guidance on what a character can do per each net hit:

1 The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor ad-justments such as mending bullet holes can also be performed

2 Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants).

Color can change slightly (e.g., blue to green or purple, but not red).

3 Full spectrum of color can be manipulated. Sim-ple geometric patterns and designs can be add-ed, but nothing as elaborate as corporate logos or name tags. Modifications such as the addi-tion or removal of pockets or pants to a skirt can be done.

4+ Clothing can be changed with enough specifici-ty to mimic a uniform, provided enough material is available. Color changes can help mimic miss-ing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accesso-ries are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per-son notices). Patterns and designs on clothing can be as intricate as the magician desires.

HIBERNATE

(MANIPULATION)

Type: M • Range: T • Duration: P • DV: F – 2

The caster must touch a voluntary or unconscious subject. The spell puts the subject in a form of suspend-ed animation. The subject’s bodily processes are slowsuspend-ed significantly, allowing for the subject to survive perfectly in hibernation without nourishment for long periods of time. In addition, the individual’s respiration also de-creases, allowing the character to survive on very lim-ited amounts of oxygen for longer periods of time. For every hit on the Spellcasting Test, a character may be placed in this state of hibernation for up to four hours.

So if a caster scores three hits on the Spellcasting Test, the target may be placed in suspended animation for up to twelve hours. Once this period of time ends, the tar-get’s metabolic processes return to normal. If the caster wishes to keep the individual in this hibernation for lon-ger, the character will need to recast this spell. This spell does not keep a subject unconscious, and if the charac-ter wakes up and resists against the effects of the spell, their metabolism returns to normal and the spell breaks.

This is why a caster normally uses this spell in conjunc-tion with another spell, or uses a drug to keep the target unconscious. The number of hits also determines the factor by which a character can survive without nourish-ment or in an environnourish-ment with limited amounts of ox-ygen. For example, with 3 hits, a character whose body is being influenced by the Hibernate spell can survive three times as long without food or water, and can sur-vive three times as long in a situation where oxygen is limited. Six or more successes are required to be able to fool medkit computers and biomonitors and to convince them that the subject is deceased.

INTERFERENCE

(ENVIRONMENTAL, AREA) (MANIPULATION)

Type: P • Range: LOS (A) • Duration: S • DV: F – 2 Interference creates a barrage of static in the electro-magnetic spectrum, jamming radio and wireless signals.

This spell jams all signals in the area of effect with a Sig-nal rating less than the hits scored by the spellcaster, just like a jammer (p. 441, SR5).

INTOXICATION (MANIPULATION)

Type: M • Range: T • Duration: P • DV: F – 3

This spell causes inebriation. The target resists with Counterspelling + Body; any protection the target has against ingestion vector toxins also applies. Each net hit

inflicts 1 box of Fatigue damage (p. 172, SR5), which rep-resents the target’s drunken state. Antidote and Detox can negate the effects of this spell.

NUTRITION

(MANIPULATION)

Type: P • Range: T • Duration: P • DV: F – 3 (volun-tary)/F (unconscious and unwilling targets)

The Nutrition spell provides a target with nourish-ment, allowing them to live off pure mana. One hit is enough to satisfy the target for a few hours, with extra hits increasing the quality of the delivered nutrients.

This spell prevents starvation and dehydration, but it has a downside. Those who abuse this spell for long periods of time risk becoming addicted to magical nourishment (treat the nutrients as having Addiction Rating 2, Addiction Threshold 1;see Substance Abuse and Addiction, p. 413, SR5). Nutrition works best on voluntary targets, but can be used on unconscious and unwilling targets. When used on unwilling or uncon-scious targets, the Drain value for the magician increas-es by 3.

SOUND BARRIER

(REALISTIC, SINGLE-SENSE, AREA) (MANIPULATION)

Type: P • Range: LOS (A) • Duration: S • DV: F – 2 A variant of the Silence spell (p. 291, SR5), Sound Barrier creates a perimeter of silence around the area of effect (rather than creating a mass area of silence).

Those inside cannot hear outside noises but can hear sounds within the globe and vice versa. Only sounds crossing the border are affected; those are affected in the same manners as the Silence spell. This spell also af-fects technological devices, infrasound, and ultrasound.

VEHICLE MASK

(REALISTIC, MULTI-SENSE) (ILLUSION) Type: P • Range: T • Duration: S • DV: F – 2

This version of the Physical Mask spell (p. 291, SR5) is specifically used to mask vehicles and drones. The vehicle must be masked to look like another vehicle of roughly the same size. Each point of Force of the spell successfully masks 2 points of Body for the vehicle or drone (round up). The higher body the vehicle has, the higher Force needed to completely mask the vehicle.

So if the caster desires to cast Vehicle Mask on an Ares Roadmaster, which has a body of 18, the caster will need to cast the spell at force 9. This spell can also affect the vehicle’s sound, smell, and other characteristics. The caster must touch the vehicle being masked.

ADEPT POWERS

COMMANDING VOICE

Cost: 1 power point

This power channels the adept’s magic into his voice to enhance the modulation and pitch, subliminally in-fluencing the actions of any listeners. The adept takes a Complex Action to give a simple but forceful command (five words or less) to the target, making an Opposed Test with Leadership + Charisma against the target(s) Willpower + Intuition. If the adept succeeds in the test, the target uses his next action to either carry out the command or stands confused (gamemaster’s choice, but the more net hits achieved the more likely it is for the target to obey the adept’s command). Such commands carry no weight beyond the immediate impetus, and the affected characters will quickly reassert their wits, returning to their original course of action. If multiple in-dividuals are targeted, use the largest dice pool among the defenders and add 1 die per additional target (to a maximum of six individuals). Commanding Voice may only be used on metahumans who can directly hear and understand the adept’s words. It has no effect when the voice is amplified or broadcast via technological means (e.g., wireless transmission or loudspeaker). It is also less effective on subsequent uses against the same target.

Apply a cumulative –2 dice pool penalty for each use within the preceding 24 hours.

LIGHT TOUCH

Cost: 0.25 power points per level

Light Touch allows the adept greater control in palming or pickpocketing an object and preventing anyone from perceiving the act. It imposes a –1 Perception dice pool modifier per level of Light Touch to anyone observing or being targeted by the adept.

MIMIC

Cost: 0.25 power points per level (maximum Rating 6) Mimic allows an adept to be able to mystically copy fingerprints, palm prints, and retinal prints and tem-porarily imprint those patterns onto his own body. For

each level of Mimic, the character can receive 1 die to use to fool a print scanner. The adept must spend 1 minute in physical contact with the target, with each minute increasing the quality of the copy. The highest copy that can be produced of these prints is Rating 6 (which requires 6 minutes of contact with the target).

The copies of the prints last for (Magic Rating of the adept) minutes before the adept’s body reverts back to its natural patterns.

NERVE STRIKE

Cost: 1 power point

This power allows an adept to inflict a paralyzing attack, temporarily crippling an opponent by targeting vital nerve clusters. The adept declares he is using the power and makesa normal unarmed melee attack. In-stead of inflicting damage, each net hit reduces her opponent’s Agility or Reaction (attacker’s choice) by 1. If a character’s Agility or Reaction is reduced to 0, she is paralyzed and unable to move. Nerve Strike is most effective against metahuman opponents; when used against critters, reduce Agility or Reaction by 1 for every 2 net hits instead. Targets that lack a func-tional nervous system such as spirits and drones are immune to this power. Subjects that have lost Agility or Reaction in this manner must rest for at least one hour. At the end of the hour, they must make a Body + Willpower Test, with each hit returning 1 point of Agility or Reaction (character’s choice). The character makes another Body + Willpower Test each hour until all Agility and/or Reaction has been restored. Magical healing and First Aid may assist in speeding up this recovery.

NIMBLE FINGERS

Cost: 0.25 power points

The Nimble Fingers power allows the adept to per-form simple reflex and timing tricks more efficiently and effectively. It adds a +1 dice pool modifier to Palming and other slight-of-hand tests involving manual dexter-ity. Additionally, Insert Clip, Pick Up/Put Down Object, Remove Clip, and Use Simple Object are considered Free Actions for the adept.

In document LA FRANJA D’ARAGÓ (página 97-100)