Saturday, February 28, 2009

Xbox Lives Cards At Cvs

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.

Tuesday, February 24, 2009

Where Can I Buy A Stethoscope In Dc?

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.