Difference between revisions of "Scar"
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|school=ruin | |school=ruin | ||
|ap=2 | |ap=2 | ||
− | |xp= | + | |xp=3 |
|target=Object (weapon) | |target=Object (weapon) | ||
|distance=Contact | |distance=Contact | ||
− | |save=[[ | + | |save=[[Mettle]] |
− | |description=The mage | + | |description=A mage places a vile aura around a held weapon (which could include the mage's own appendages). The mage makes a Casting Roll to determine the effectiveness of the spell, and chooses a weapon to endow. The mage attacks normally with the weapon, and if the target takes damage from the attack, it makes a Mettle save against the Casting Roll. If this save fails, the weapon inflicts a horrendous wound, which festers and stings, and may not be healed normally without powerful outside help. When the wound is healed, it leaves a nasty looking scar which is sure to fade slowly, if at all. Cheer up; chicks dig scars. As soon as damage is dealt, the spell is discharged and the weapon returns to normal (a miss does not discharge the spell; it lingers until harm is done). The amount of tainted damage dealt by a failed save depends on the Intensity. |
− | |level1= | + | |level1=1 point of Tainted Damage |
− | |level2= | + | |level2=2 points |
− | |level3= | + | |level3=3 points |
− | |level4= | + | |level4=4 points |
− | |level5= | + | |level5=5 points |
}} | }} |
Revision as of 21:38, 31 March 2012
This rule simply needs tweaking. It may be almost perfect, or it may need a bit of work. It's half-way in between sexy and in need of overhaul. Leave any ideas on the Talk page, please! |
Rarity | 3 |
---|---|
AP | 2 |
Target | Object (weapon) |
Distance | Contact |
Lasts | N/A |
Save | Mettle |
A mage places a vile aura around a held weapon (which could include the mage's own appendages). The mage makes a Casting Roll to determine the effectiveness of the spell, and chooses a weapon to endow. The mage attacks normally with the weapon, and if the target takes damage from the attack, it makes a Mettle save against the Casting Roll. If this save fails, the weapon inflicts a horrendous wound, which festers and stings, and may not be healed normally without powerful outside help. When the wound is healed, it leaves a nasty looking scar which is sure to fade slowly, if at all. Cheer up; chicks dig scars. As soon as damage is dealt, the spell is discharged and the weapon returns to normal (a miss does not discharge the spell; it lingers until harm is done). The amount of tainted damage dealt by a failed save depends on the Intensity.
Intensity Effects
- 1 point of Tainted Damage
- 2 points
- 3 points
- 4 points
- 5 points