Khaenna, Guardiana de las Dieciséis Llaves (Demonio del 3er Círculo)
Cecelyne Thirteenth soul, The Endless Desert
Description: Khaenna Cecelyne emphasizes the role of point of contact between the Creation and Malfa. It's her, and she alone, who has control over the 16 gates that connect Cecelyne to the deserts of the South. And it is she who must respond to those who dare to come from the Creation Malfa.
Only in very rare occasions has invoked the Creation and all of them was either to reveal the location of the 13 gates that connect the Creation and Malfa, or to transport the sorcerer and his circle in the City Demonic. Sometimes it has been invoked to obtain control over the creatures of the desert or to build a work amid the sand, but you have been even more scarce.
Those who try to enter Malfa through endless desert, and have not paid proper respect to Khaenna end up dead at night, when countless scorpions and snakes pounce on them. Khaenna
often takes the form of a beautiful woman, no more than 18 years. His hair is the color of the desert of the South under the twilight. Yehenna always leads to a halberd made of vitriol and Cecelyne silver sand, with him everywhere. It is said that she keeps the power to open portals.
Nature: bully
Virtues: Compassion 1 , Conviction 4, Temperance 2, Valor 4
Powers Example:
Infernal Portal Opening: Khaenna can open a portal from any Creation instead of directly to the endless desert, just a 5-day trip Demon City. This site is temporary and only lasts a few seconds, but long enough to pass a unit of Magnitude 9 for him. It is impossible to sneak by the Infernal Portal, since only those authorized by Khaenna (or the wizard who controls it) can pass through. This can not be used in a dwelling or estate except that Khaenna (or sorcerer that controls it) is in tune with it. In addition, the portal can not be created in Malfa to go to Creation. Those who have entered must find another way, for example, one of the 16 gates that guard Khaenna.
Summon Creatures of the Desert: Khaenna can invoke all associated with the desert creatures (scorpions, snakes, etc..) to fight for it. All animals are at a distance of 15 km must go as soon as possible. Family and sentient animals are immune to this effect. Shaping
Arena: Khaenna has the ability to model the sand at will, using the power of his words. You can alter up to 10 cubic miles of sand a day in this way. Which can become what you want Khaenna: glass towers, cliffs, walls, buildings, etc. However, can not transform the sand into a foreign element to it (for example, metal, wood or meat). If you want to create something complex, the volume becomes only 10 cubic meters day. In this way could, for example, creating a very fine palace and decorated, impeccable architecture, a series of highly resistant glass armor. Finally, if you want something capable of incredible feats, such as glass golems or vehicle, the volume is 10 cubic centimeters per day.
Willpower: 9
Essence: 9
resistance Invocation 2
Other Notes: Yehenna is actually a demon of the 2nd Circle, the guardian of Khaenna soul. For this reason, if Khaenna is defeated, return to his bill immediately Malfa. If necessary, the weapon can attack itself, albeit limited and using their own attributes (the soul has been molded together with vitriol and sand to serve as an artifact rather than a rational). There is no recorded case in which a sorcerer has managed to invoke Yehenna Khaenna separately, either real or just a failure for lack of knowledge of the existence of the devil.
Saturday, February 28, 2009
Tuesday, February 24, 2009
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Motivaciones e Intimidades
This rule is used to replace 2nd Edition Nataralezas. I altered the rules a bit to fit better 1st.
Motivation: Motivation
is a short sentence that sums you main objectives of a character. The motives of the extremists can not be mundane, it is something inherent in the nature of pursuing goals Chosen epic. Complete a
Motivation:
The motivations are long-term goals that move the actions of a character. Completing this goal is something so powerful that it allows a character to spend experience points to increase their Permanent Essence without meditating for months.
However, the Narrator can veto it if it considers that the motivation was not epic enough, or is obtained very easily or very quickly.
After this, the player must select a new motivation, at no cost experience. In most cases it is something related to the above reasons, but the characters sometimes make radical changes in their way.
Change Motivation:
characters generally gain a new motivation after completing the above, however, time and experience can bring a character to realize that their motivation is wrong or defective. Change
motivation is an alteration of great impact to the character's life. It should never be casual, and should happen very infrequently. The change is so radical that it must spend 2 points of experience to carry it out. Storytellers are free motivation to veto changes they deem unfair or very fast.
In the case of a character who decides to start the game with a little motivation epic, the player can choose a larger (but not change it completely) free of charge to experience the first time you do. Lost
Willpower using Motivation:
Each time a character spends an entire scene performing an action that brings him closer to fulfilling their motivation, retrieves a point of temporary Willpower. Oppose
as Factor:
Whenever someone tries to convince a person to act against their motivation suffers a +3 to DF all social actions to do so.
Conversely, if someone wants to manipulate the character using your motivation, you get a -3 to the City, all social actions.
Intimacies:
Characters can have things in life which are loyal, and yet not part of their motivation. These are called secondary motivations Intimacies.
The Intimacies take the form of nouns (a person, idea, place, etc.) In which the character feels invested.
A character can have a maximum number equal to their intimacies Compassion + Will, even if the surpluses do not disappear automatically.
Instead, the Narrator can remove the intimacy that creates less important at the end of a story. If you have more than one extra privacy, they will be losing one. In no case should miss more than one intimacy history.
Effect of Intimacies:
intimacies Will not give the character or essence, but are a way of marking what it tries to protect, making it more difficult to manipulate a character to act against their intimacies, but easier manipulation through them.
If someone tries to convince the character to act against one of his intimates, receives a +1 to the City of all social rolls to do so.
By contrast, someone tries to manipulate a character through one of his intimacy, has a -1 to the City of all social rolls for it. Win
Intimacies:
A character starts the game with as much privacy as his Compassion (or if desired, less).
For the cost of 3 free points, you can choose to Compassion + Will of intimacy.
During the game, the character must take the time to tie your heart to something. The intention to protect some may swear in a moment, but it takes work and time to assimilate it into the very nature of the character. A character can perform an action scene for each idea you want to make privacy. Maybe someone persuades, or just the character feels and thinks. Whatever the case, the character must spend many scenes as his conviction to transform an idea into an intimacy. Losing
Intimacies:
Characters can spend a scene rejecting the idea that gave birth to their privacy. Whether you try to convince him, or that the character you want to leave. It takes so many scenes like Conviction to reject intimacy. If the character too much force opposing the idea, it can become an intimacy directly opposed to the previous one: hatred instead of love, patriotism rather than rebellion, etc.
This rule is used to replace 2nd Edition Nataralezas. I altered the rules a bit to fit better 1st.
Motivation: Motivation
is a short sentence that sums you main objectives of a character. The motives of the extremists can not be mundane, it is something inherent in the nature of pursuing goals Chosen epic. Complete a
Motivation:
The motivations are long-term goals that move the actions of a character. Completing this goal is something so powerful that it allows a character to spend experience points to increase their Permanent Essence without meditating for months.
However, the Narrator can veto it if it considers that the motivation was not epic enough, or is obtained very easily or very quickly.
After this, the player must select a new motivation, at no cost experience. In most cases it is something related to the above reasons, but the characters sometimes make radical changes in their way.
Change Motivation:
characters generally gain a new motivation after completing the above, however, time and experience can bring a character to realize that their motivation is wrong or defective. Change
motivation is an alteration of great impact to the character's life. It should never be casual, and should happen very infrequently. The change is so radical that it must spend 2 points of experience to carry it out. Storytellers are free motivation to veto changes they deem unfair or very fast.
In the case of a character who decides to start the game with a little motivation epic, the player can choose a larger (but not change it completely) free of charge to experience the first time you do. Lost
Willpower using Motivation:
Each time a character spends an entire scene performing an action that brings him closer to fulfilling their motivation, retrieves a point of temporary Willpower. Oppose
as Factor:
Whenever someone tries to convince a person to act against their motivation suffers a +3 to DF all social actions to do so.
Conversely, if someone wants to manipulate the character using your motivation, you get a -3 to the City, all social actions.
Intimacies:
Characters can have things in life which are loyal, and yet not part of their motivation. These are called secondary motivations Intimacies.
The Intimacies take the form of nouns (a person, idea, place, etc.) In which the character feels invested.
A character can have a maximum number equal to their intimacies Compassion + Will, even if the surpluses do not disappear automatically.
Instead, the Narrator can remove the intimacy that creates less important at the end of a story. If you have more than one extra privacy, they will be losing one. In no case should miss more than one intimacy history.
Effect of Intimacies:
intimacies Will not give the character or essence, but are a way of marking what it tries to protect, making it more difficult to manipulate a character to act against their intimacies, but easier manipulation through them.
If someone tries to convince the character to act against one of his intimates, receives a +1 to the City of all social rolls to do so.
By contrast, someone tries to manipulate a character through one of his intimacy, has a -1 to the City of all social rolls for it. Win
Intimacies:
A character starts the game with as much privacy as his Compassion (or if desired, less).
For the cost of 3 free points, you can choose to Compassion + Will of intimacy.
During the game, the character must take the time to tie your heart to something. The intention to protect some may swear in a moment, but it takes work and time to assimilate it into the very nature of the character. A character can perform an action scene for each idea you want to make privacy. Maybe someone persuades, or just the character feels and thinks. Whatever the case, the character must spend many scenes as his conviction to transform an idea into an intimacy. Losing
Intimacies:
Characters can spend a scene rejecting the idea that gave birth to their privacy. Whether you try to convince him, or that the character you want to leave. It takes so many scenes like Conviction to reject intimacy. If the character too much force opposing the idea, it can become an intimacy directly opposed to the previous one: hatred instead of love, patriotism rather than rebellion, etc.
Thursday, February 19, 2009
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Zoroastro, Aquel que Escribe en el Libro (Demonio del 3er Círculo)
Fourth Cecelyne soul, The Endless Desert
Description: Zoroaster appears as a man covered by a grayish brown coat, which obscures any of its physical features. He always carries a big book with red leather, chained to his arm. Zoroaster alone can open the book without risking certain death.
Years after the War ended Yozis Primordial and were jailed, a plot discovered and named Brigida designed the principles of witchcraft. This came to the ears of Cecelyne, which, eager to expand their boundaries even further, he saw in witchcraft of the exalted a vital component of his plan. For this purpose recreational fourth soul, and entrusted the task of recording in the book each and every one of the charms of Creation. Over time, Zoroaster did not just register a sufficient number of spells, but also the ability to use them. Nobody knows for sure how it works but Zoroaster and his book has a special connection, perhaps even both are Zoroaster. Each time a new spell is placed in the book, the devil gets the ability to launch at will.
The times it has been invoked is to educate the wizards in the arts of sorcery, and who can teach any circle and any spell (not can teach spells that are beyond the normal capacity of the sorcerer). The price is quite reasonable: spells that are not already in his book.
is said that when a wizard has created a new spell and walk through the desert of the South during calibration, this can be so powerful as to attract Zoroaster from Malfa. The devil can only remain in the building until the end of calibration, at which desvanese and returns to Malfa. For this reason, the witches of the South tend to avoid wandering in the desert during calibration.
Nature: Sage
Virtues: Compassion 2, Conviction 4, Temperance 5, Value 3
Powers Example:
Sorcerer Supreme Speed: Zoroaster is undoubtedly the most powerful demon sorcerer. As such, you can cast spells of the 3 circles in one turn (except requiring preparation ritual, in which case it requires time set by the spell.) Your only limitation is the inability to summon demons, although they can use spells to banish demons to send back to Malfa.
Cecelyne Channel's Will: Zoroaster draws the infinite will of the Demon Princess, so all spells will cost one point less Willpower: 0 for Land, 1 to Celestial and 2 for solar. In addition, it retrieves the items used in sorcery Will the rate of one per hour. Materializing
Arcane Lore: When the demon is invoked and reach an agreement (or if it forces him to do so) can grant spells you know, which manifest themselves before him in the form of books and scrolls (assuming in Old Kingdom). Thus can deliver 15 points of spells: 1 point for Terrestrial, 2 and 3 by Celeste Solar. The wizard can not request a particular spell, but can give indications "that involve the water element," just spells land "," transport ", etc.. Open
Banned Book: If a new spell is released in its presence, Zoroaster can open your book and try to add it. This effect is similar to if it had been used Countermagic the same circle of the spell, but also pulled the Essence of Zoroaster, with a DF equal to the Circle. If successful, he has stolen the principles of the spell, and have added to Book (so that the devil is able to throw the next turn.)
Willpower: the 1st
Essence: 10
Invocation Resistance: 5
Other Notes: opinion that Zoroaster has all the spells that have been published so far, except clarification that it is only known by a few (and assuming that none of them has sold his secret to a demon).
If for some reason someone gets the deed to kill Zoroaster, or if you used a spell to banish demons in him, the book is evaporated together with the devil ... reappearing only when it does. Under no circumstances (including the order of a sorcerer who has successfully invoked the devil) Zoroaster can open the channels that separate him from his book and give it to someone. If a sorcerer he ordered such a thing, the devil is freed from the shackles of the spell, and returns to Malfa (usually, although you can do as he pleases).
Fourth Cecelyne soul, The Endless Desert
Description: Zoroaster appears as a man covered by a grayish brown coat, which obscures any of its physical features. He always carries a big book with red leather, chained to his arm. Zoroaster alone can open the book without risking certain death.
Years after the War ended Yozis Primordial and were jailed, a plot discovered and named Brigida designed the principles of witchcraft. This came to the ears of Cecelyne, which, eager to expand their boundaries even further, he saw in witchcraft of the exalted a vital component of his plan. For this purpose recreational fourth soul, and entrusted the task of recording in the book each and every one of the charms of Creation. Over time, Zoroaster did not just register a sufficient number of spells, but also the ability to use them. Nobody knows for sure how it works but Zoroaster and his book has a special connection, perhaps even both are Zoroaster. Each time a new spell is placed in the book, the devil gets the ability to launch at will.
The times it has been invoked is to educate the wizards in the arts of sorcery, and who can teach any circle and any spell (not can teach spells that are beyond the normal capacity of the sorcerer). The price is quite reasonable: spells that are not already in his book.
is said that when a wizard has created a new spell and walk through the desert of the South during calibration, this can be so powerful as to attract Zoroaster from Malfa. The devil can only remain in the building until the end of calibration, at which desvanese and returns to Malfa. For this reason, the witches of the South tend to avoid wandering in the desert during calibration.
Nature: Sage
Virtues: Compassion 2, Conviction 4, Temperance 5, Value 3
Powers Example:
Sorcerer Supreme Speed: Zoroaster is undoubtedly the most powerful demon sorcerer. As such, you can cast spells of the 3 circles in one turn (except requiring preparation ritual, in which case it requires time set by the spell.) Your only limitation is the inability to summon demons, although they can use spells to banish demons to send back to Malfa.
Cecelyne Channel's Will: Zoroaster draws the infinite will of the Demon Princess, so all spells will cost one point less Willpower: 0 for Land, 1 to Celestial and 2 for solar. In addition, it retrieves the items used in sorcery Will the rate of one per hour. Materializing
Arcane Lore: When the demon is invoked and reach an agreement (or if it forces him to do so) can grant spells you know, which manifest themselves before him in the form of books and scrolls (assuming in Old Kingdom). Thus can deliver 15 points of spells: 1 point for Terrestrial, 2 and 3 by Celeste Solar. The wizard can not request a particular spell, but can give indications "that involve the water element," just spells land "," transport ", etc.. Open
Banned Book: If a new spell is released in its presence, Zoroaster can open your book and try to add it. This effect is similar to if it had been used Countermagic the same circle of the spell, but also pulled the Essence of Zoroaster, with a DF equal to the Circle. If successful, he has stolen the principles of the spell, and have added to Book (so that the devil is able to throw the next turn.)
Willpower: the 1st
Essence: 10
Invocation Resistance: 5
Other Notes: opinion that Zoroaster has all the spells that have been published so far, except clarification that it is only known by a few (and assuming that none of them has sold his secret to a demon).
If for some reason someone gets the deed to kill Zoroaster, or if you used a spell to banish demons in him, the book is evaporated together with the devil ... reappearing only when it does. Under no circumstances (including the order of a sorcerer who has successfully invoked the devil) Zoroaster can open the channels that separate him from his book and give it to someone. If a sorcerer he ordered such a thing, the devil is freed from the shackles of the spell, and returns to Malfa (usually, although you can do as he pleases).
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Rayo Solar (Encantamiento Solar)
Cost: 1 speck for 2L
Duration: Instant
Type: Simple
least in Knowledge:
2 Minimum Essence: 2
Charms Needed: None
The exalted as a ray of bright and shining essence solar, and throws it on an enemy. The exalted makes a Dexterity + Athletics roll or Throwing (the choice) to attack, adding his permanent Essence in dice. The attack violated
2L for every speck worn, and can spend as many spots as the Resistance + Know the exalted. The range of the beam is of Essence x 10 meters. Against creatures of darkness, the attack violates aggravated damage.
Cost: 1 speck for 2L
Duration: Instant
Type: Simple
least in Knowledge:
2 Minimum Essence: 2
Charms Needed: None
The exalted as a ray of bright and shining essence solar, and throws it on an enemy. The exalted makes a Dexterity + Athletics roll or Throwing (the choice) to attack, adding his permanent Essence in dice. The attack violated
2L for every speck worn, and can spend as many spots as the Resistance + Know the exalted. The range of the beam is of Essence x 10 meters. Against creatures of darkness, the attack violates aggravated damage.
Wednesday, February 18, 2009
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Red (Señor Carroñero)
Description: From small network has been attracted by the adventure. Nothing is more interested in which to explore exotic lands. This led him to seek work as an assistant of the best scavengers of the Nexus Lords. With them, Red was learning the trade, until finally I can go out alone to explore ruins.
Nature: Explorer
Attributes: Strength 2, Dexterity 3, Stamina 3, Charisma 3, Manipulation 2, Appearance 2, Perception 4, Intelligence 3, Wits 3
Skills: Stamina 2, Throwing 2, Athletics 2, Bureaucracy 2, Awareness 4, Melee 3, Horse 2, Dodge 3, Tuileries 2, Investigation 4, Linguistics 5 (Native: Speak del Rio del Bosque Language, Language Sky, Old Kingdom, Sea Language, Language of Fire), Medicine 1, Navigation 2, Occult 3, Fight 2, Expertise (Magitech) 2, Presence 3, namely 3, Stealth 4, Survival * 5, 2
Vigor
Thaumaturgy: Art Guards (Specialty: Demons) Art Invocation (Speciality: Beasts and spirits).
Base Initiative: 6
Attack:
Sable: 7 Damage Speed \u200b\u200b12 Accuracy Cadence 2 9 6L Defense
Reserve to avoid: 6 Absorption 5L/9C (hidden pleasure, 5L/6C)
Willpower: 6
Health Levels: -0 / - 1 x2 / x2 -2 / -4 / Disabled
Essence: 1
Description: From small network has been attracted by the adventure. Nothing is more interested in which to explore exotic lands. This led him to seek work as an assistant of the best scavengers of the Nexus Lords. With them, Red was learning the trade, until finally I can go out alone to explore ruins.
was his love for adventure and the journey that I joined his wife, Minerva (a Solar Eclipse), with whom he has had three children. Both have embarked on endless adventures. They are often seen sailing the seas of the West, in the commercial ship it. Usually buy products in different ports and sell them in the Nexus, Home Frostwolf and Chiaroscuro. The trips are short, as the ship of his wife has a mechanism that makes it very fast, considerably shorter distances.
Nature: Explorer
Attributes: Strength 2, Dexterity 3, Stamina 3, Charisma 3, Manipulation 2, Appearance 2, Perception 4, Intelligence 3, Wits 3
Skills: Stamina 2, Throwing 2, Athletics 2, Bureaucracy 2, Awareness 4, Melee 3, Horse 2, Dodge 3, Tuileries 2, Investigation 4, Linguistics 5 (Native: Speak del Rio del Bosque Language, Language Sky, Old Kingdom, Sea Language, Language of Fire), Medicine 1, Navigation 2, Occult 3, Fight 2, Expertise (Magitech) 2, Presence 3, namely 3, Stealth 4, Survival * 5, 2
Virtues: Compassion 2, Conviction 2, Temperance 3, Valor 3
Backgrounds: Resources 3 Knowledge, 3, Experience 2, Contacts 4
Backgrounds: Resources 3 Knowledge, 3, Experience 2, Contacts 4
Thaumaturgy: Art Guards (Specialty: Demons) Art Invocation (Speciality: Beasts and spirits).
Base Initiative: 6
Attack:
Sable: 7 Damage Speed \u200b\u200b12 Accuracy Cadence 2 9 6L Defense
Reserve to avoid: 6 Absorption 5L/9C (hidden pleasure, 5L/6C)
Willpower: 6
Health Levels: -0 / - 1 x2 / x2 -2 / -4 / Disabled
Essence: 1
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Invocar la Cosecha (Hechizo del Círculo Terrestre)
Extracted from the 2nd edition.
Cost: 15 motes
Objective:
Area
The magician drops a single tear, using it to mark the Sixth Seal Jylis on the floor. The tear induce fertility in all the vegetation and animals in a radius of 50 meters of the caster. In a minute, the plants mature and produce abundant crops, and pregnant animals give birth to their young. No living being is damaged in any way by this spell. Harvest invoke intelligent creatures not affected.
The spell can be used only once a year on the same plot of land. Additional attempts fail within that time automatically, even those made by other magicians.
Sorcerers often use this spell in areas stricken by drought, because it forces a successful harvest even in the absence of proper irrigation.
Extracted from the 2nd edition.
Cost: 15 motes
Objective:
Area
The magician drops a single tear, using it to mark the Sixth Seal Jylis on the floor. The tear induce fertility in all the vegetation and animals in a radius of 50 meters of the caster. In a minute, the plants mature and produce abundant crops, and pregnant animals give birth to their young. No living being is damaged in any way by this spell. Harvest invoke intelligent creatures not affected.
The spell can be used only once a year on the same plot of land. Additional attempts fail within that time automatically, even those made by other magicians.
Sorcerers often use this spell in areas stricken by drought, because it forces a successful harvest even in the absence of proper irrigation.
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Habla del Rostro de Madera (Hechizo del Círculo Terrestre)
Excerpted from the 2nd Edition.
Cost: 10 motes to conjure , 5 motes to activate
Objective: a living tree
The sorcerer transforms a tree into a conduit through which can communicate over long distances. First, the wizard must make a similar recording to his face in a live tree. This ritual lasts from sunset to sunrise, at which time the caster spends 10 motes and the player makes a roll Dexterity + Expertise (Wood). If the roll fails or if the wizard is interrupted, the spots are lost. The sorcerer can try again the next night and you can use the same tree.
Once the ritual is successful, from any distance Creation and as long as the tree of life, the sorcerer can concentrate and spend 5 spots to see and hear through the wooden face and speaking through his mouth.
While the tree lives, the sorcerer loses all consciousness of his body and the surroundings, so that all attacks become surprise. If you suffer an attack and want to keep the merger, the player must succeed on a Stamina + Stamina with a difficulty equal to the levels of health suffered.
A sorcerer may have as many faces as you want wood, and a single tree can have over the face of a sorcerer. The stories of the First Age accounts on trees covered with these faces, used by sorcerers to chat dates. Sorcerers Moon trees are still delighting in remote locations, allowing them to pass the news for all creation.
Excerpted from the 2nd Edition.
Cost: 10 motes to conjure , 5 motes to activate
Objective: a living tree
The sorcerer transforms a tree into a conduit through which can communicate over long distances. First, the wizard must make a similar recording to his face in a live tree. This ritual lasts from sunset to sunrise, at which time the caster spends 10 motes and the player makes a roll Dexterity + Expertise (Wood). If the roll fails or if the wizard is interrupted, the spots are lost. The sorcerer can try again the next night and you can use the same tree.
Once the ritual is successful, from any distance Creation and as long as the tree of life, the sorcerer can concentrate and spend 5 spots to see and hear through the wooden face and speaking through his mouth.
While the tree lives, the sorcerer loses all consciousness of his body and the surroundings, so that all attacks become surprise. If you suffer an attack and want to keep the merger, the player must succeed on a Stamina + Stamina with a difficulty equal to the levels of health suffered.
A sorcerer may have as many faces as you want wood, and a single tree can have over the face of a sorcerer. The stories of the First Age accounts on trees covered with these faces, used by sorcerers to chat dates. Sorcerers Moon trees are still delighting in remote locations, allowing them to pass the news for all creation.
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Esfera Impermeable de Agua (Hechizo del Círculo Terrestre)
Excerpted from the 2nd Edition.
Cost: 15 motes
Objective:
Area
He encourages the magician produces sparks of blue and green as the air turns into a 3 meter radius around your heart in a fresh water balloon magically respirable. Its surface serves as a barrier to a takeover of 20L/20C and 35 levels of health (as much as an inanimate object). People within the field can not launch attacks against the outside world.
The area is maintained as long as the sorcerer stay focused. While focusing, has the same restrictions as when he gave way and released the spell (can not move, talk or take action except halo activate your mood). Those within the range are limited actions as if they were submerged, except for being able to breathe. If the field is destroyed by Countermagic, if it is destroyed as a result of injury or if the caster stops concentrating, the water loses all its magical properties onto the ground. Therefore, this spell is another use to travel across the deserts or regions where water is scarce. This spell can
used under water, but then the water around the caster becomes a sphere of air impermeable.
Excerpted from the 2nd Edition.
Cost: 15 motes
Objective:
Area
He encourages the magician produces sparks of blue and green as the air turns into a 3 meter radius around your heart in a fresh water balloon magically respirable. Its surface serves as a barrier to a takeover of 20L/20C and 35 levels of health (as much as an inanimate object). People within the field can not launch attacks against the outside world.
The area is maintained as long as the sorcerer stay focused. While focusing, has the same restrictions as when he gave way and released the spell (can not move, talk or take action except halo activate your mood). Those within the range are limited actions as if they were submerged, except for being able to breathe. If the field is destroyed by Countermagic, if it is destroyed as a result of injury or if the caster stops concentrating, the water loses all its magical properties onto the ground. Therefore, this spell is another use to travel across the deserts or regions where water is scarce. This spell can
used under water, but then the water around the caster becomes a sphere of air impermeable.
Saturday, February 7, 2009
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Ulara Demos (Solar)
Description: Ular is a beautiful woman of the tribes of the Northeast, her blond hair and blue-green eyes are the delight of many who watch it.
Ular From the age of 16 knew the brutality of slavery, when his tribe was decimated and imprisoned. He suffered horrific torture that left marks on his body and his mind. When exalt
managed to kill one of his captors as he fled, going deeper and deeper into the forest.
finally arrived near Rathess, guided by visions of the First Age. On their journey, near your destination, found the new incarnation of his partner, a full moon Shakar name. At first he despised it, but eventually both were flooded again by the love they had in the past. Today is her husband follow her everywhere and protect it from harm.
Nevertheless, even his old love dulled the Ular hatred for their captors, who included Dragon-Blooded. His madness led to the conclusion that all these should be eliminated for the sake of creation.
At the same time, his inability to have children made more and more obsessed with the ancient art of creating artificial life. Their experiments, stained for his madness, he became increasingly bloody.
His own madness takes to face a solar circle, his own brothers. She tried to impose their vision of the kingdom, and justify their atrocities, saying it was their right. Fortunately, his brothers were able to keep the case, refusing to participate in cruel acts of his deranged sister. One of them, a name Zoran Peak, stayed in the east to liberate the towns and villages cruelly subjected to his sister. Meanwhile, Nephtys (a sunset) worked in spells that could heal the body and mind of his sister. Finally, deceiving to think that they would be joined in his bloody crusade, get to sleep and make magic cures it necessary. A new Ular, compassionate and, at the same time, sorry emerged after month. Now is the creation with a new perspective, and aims to fill even more of life.
One of his major goals is to reach the Solar Circle, for which there is missing too. His goal now is to expel the winters Mask of thorns, and purify a dark ground. Go to the Lords of Death as a crime that must be fought at all costs.
Along with her husband, Ular prepares for war time.
Caste: Twilight
Nature: Visionary
Great
Curse: Repulsion of Virtuoso
Attributes: Strength 2, Dexterity 2, Stamina 4, Charisma 3, Manipulation 3, Appearance 4, Perception 3, Intelligence 4, Wits 5
Skills: * Stamina 3, Throwing 2 , Athletics 1, Awareness 3, Melee 2, * Golf 4, Dodge 3, Linguistics 2 (Native: Tribal, Language of the Forest, Old Kingdom), Medical * 4, * Occult 5, * Expertise (Water) 4, * Expertise (Genesis) 4 (New species +3), * Expertise (Madera) 4, * Presence 3, * Know 5, Stealth 1, Survival * 4, * 4
Force Virtues: Compassion 3, Conviction 3, Temperance 3, Value 2
Backgrounds: Resources 3, Artifact 3, Family 3, Allies 3, Stone 2, 3 Worship, Followers 5, 3
Influence Charms: friendly approach to Animals, Breath Protects Integrity Wind Reeds, designed to repel Kaos, Earth-Firming Method, Spirit Strengthens the Skin, Enchantment to explore hidden Regions, Energy for Sensory Acuity, Mendicant Spirit to Survive Any Hardness, Genius for Collecting Essence Celestial Circle Sorcery, Terrestrial Circle Sorcery, Allied Pet Spiritually, Presence Meditation Harmonious, Ancient Oak Meditation, Meditation for Self-Repair Body Hazard Anticipation Method, Method of Healing of Sickness, Impeccable Work Method, Order-Affirming Blow, Precision Predator, Shadow on the Water, Touch the Blessed Relief , Touch to Heal Infected, Triple Attack Technical Distance Ox Technical Corps (x2), Flawless Diagnosis Technique, Technical Management Kaos, Kaos Technology Cauldron
Spells: Becoming the Wood Friend, Commanding the Beasts, Conjuring the Azure Chariot, Counterattack Magic Sapphire, Disguise of the New Face of Life Force's Summer, Imbue Amalgam, Sphere Waterproof Water, Outside Worlds Within, Servant of Infallible Location, Sorcerer's Irresistible Puppetry, talks about the Face of Wood, Summon the Army of the Wild, Summon Harvest, The Princes of the Fallen Tower, Theft of Memory, Whisper Grasses of the Initiative
Base: 7
Attack: Dagger
: Speed \u200b\u200b7 Accuracy 5 Damage Defense 2 4L 4
Cadence Reserve to avoid: 5 Absorption 2L/4C
Force Will: 8
Health Levels: -0 x2 / -1 x3 / x4 -2 / -4 / Disabled
Essence: 5
Personal Reserve: Reserve
23 Peripheral: 54 (52)
Other Notes: Ular always brings his "Rod Kaos," which gives 6 extra dice rolls Technical Management Kaos of the cost of 5 additional spots.
also have a Home Stone Charm with Stone of The Perfect Hunt (4 dies that gives you extra to hunt, train and understand the untrained animals.)
Those who wish to use Ular when it was not cured the defects should add: Sterile (2 / can not have children and enjoy having sex) and Madness: Sadism (3 / 1 down to his compassion and stress Deliberate Cruelty suffers).
Description: Ular is a beautiful woman of the tribes of the Northeast, her blond hair and blue-green eyes are the delight of many who watch it.
Ular From the age of 16 knew the brutality of slavery, when his tribe was decimated and imprisoned. He suffered horrific torture that left marks on his body and his mind. When exalt
managed to kill one of his captors as he fled, going deeper and deeper into the forest.
finally arrived near Rathess, guided by visions of the First Age. On their journey, near your destination, found the new incarnation of his partner, a full moon Shakar name. At first he despised it, but eventually both were flooded again by the love they had in the past. Today is her husband follow her everywhere and protect it from harm.
Nevertheless, even his old love dulled the Ular hatred for their captors, who included Dragon-Blooded. His madness led to the conclusion that all these should be eliminated for the sake of creation.
At the same time, his inability to have children made more and more obsessed with the ancient art of creating artificial life. Their experiments, stained for his madness, he became increasingly bloody.
His own madness takes to face a solar circle, his own brothers. She tried to impose their vision of the kingdom, and justify their atrocities, saying it was their right. Fortunately, his brothers were able to keep the case, refusing to participate in cruel acts of his deranged sister. One of them, a name Zoran Peak, stayed in the east to liberate the towns and villages cruelly subjected to his sister. Meanwhile, Nephtys (a sunset) worked in spells that could heal the body and mind of his sister. Finally, deceiving to think that they would be joined in his bloody crusade, get to sleep and make magic cures it necessary. A new Ular, compassionate and, at the same time, sorry emerged after month. Now is the creation with a new perspective, and aims to fill even more of life.
One of his major goals is to reach the Solar Circle, for which there is missing too. His goal now is to expel the winters Mask of thorns, and purify a dark ground. Go to the Lords of Death as a crime that must be fought at all costs.
Along with her husband, Ular prepares for war time.
Caste: Twilight
Nature: Visionary
Great
Curse: Repulsion of Virtuoso
Attributes: Strength 2, Dexterity 2, Stamina 4, Charisma 3, Manipulation 3, Appearance 4, Perception 3, Intelligence 4, Wits 5
Skills: * Stamina 3, Throwing 2 , Athletics 1, Awareness 3, Melee 2, * Golf 4, Dodge 3, Linguistics 2 (Native: Tribal, Language of the Forest, Old Kingdom), Medical * 4, * Occult 5, * Expertise (Water) 4, * Expertise (Genesis) 4 (New species +3), * Expertise (Madera) 4, * Presence 3, * Know 5, Stealth 1, Survival * 4, * 4
Force Virtues: Compassion 3, Conviction 3, Temperance 3, Value 2
Backgrounds: Resources 3, Artifact 3, Family 3, Allies 3, Stone 2, 3 Worship, Followers 5, 3
Influence Charms: friendly approach to Animals, Breath Protects Integrity Wind Reeds, designed to repel Kaos, Earth-Firming Method, Spirit Strengthens the Skin, Enchantment to explore hidden Regions, Energy for Sensory Acuity, Mendicant Spirit to Survive Any Hardness, Genius for Collecting Essence Celestial Circle Sorcery, Terrestrial Circle Sorcery, Allied Pet Spiritually, Presence Meditation Harmonious, Ancient Oak Meditation, Meditation for Self-Repair Body Hazard Anticipation Method, Method of Healing of Sickness, Impeccable Work Method, Order-Affirming Blow, Precision Predator, Shadow on the Water, Touch the Blessed Relief , Touch to Heal Infected, Triple Attack Technical Distance Ox Technical Corps (x2), Flawless Diagnosis Technique, Technical Management Kaos, Kaos Technology Cauldron
Spells: Becoming the Wood Friend, Commanding the Beasts, Conjuring the Azure Chariot, Counterattack Magic Sapphire, Disguise of the New Face of Life Force's Summer, Imbue Amalgam, Sphere Waterproof Water, Outside Worlds Within, Servant of Infallible Location, Sorcerer's Irresistible Puppetry, talks about the Face of Wood, Summon the Army of the Wild, Summon Harvest, The Princes of the Fallen Tower, Theft of Memory, Whisper Grasses of the Initiative
Base: 7
Attack: Dagger
: Speed \u200b\u200b7 Accuracy 5 Damage Defense 2 4L 4
Cadence Reserve to avoid: 5 Absorption 2L/4C
Force Will: 8
Health Levels: -0 x2 / -1 x3 / x4 -2 / -4 / Disabled
Essence: 5
Personal Reserve: Reserve
23 Peripheral: 54 (52)
Other Notes: Ular always brings his "Rod Kaos," which gives 6 extra dice rolls Technical Management Kaos of the cost of 5 additional spots.
also have a Home Stone Charm with Stone of The Perfect Hunt (4 dies that gives you extra to hunt, train and understand the untrained animals.)
Those who wish to use Ular when it was not cured the defects should add: Sterile (2 / can not have children and enjoy having sex) and Madness: Sadism (3 / 1 down to his compassion and stress Deliberate Cruelty suffers).
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