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==Body Manipulation== Body Manipulation: You can control bodies. When you take this ability, you learn any one of the following spells: --Blood Puppet: You can control a person's movements using their blood. This ability may only be activated by successfully touching a living creature with blood (an Attack roll, if during combat). After physical contact has been obtained, you may spend 2 Vitality to begin the link. As long as this link is established, you are in complete control of the target's movements. Every round after the link is established, the target may make a Willpower, opposed by your Willpower roll. If the target succeeds, they take their next turn normally and the link is broken. If physical contact between you and your puppet is ever broken, the link is broken immediately. While the link is in effect, your puppet does not act during its turn. If you move, you may pull your target with you. You may spend one of your actions to make your puppet Attack for you. If you would be hit by an attack while you control a puppet, you may make a Reflexes check against the target's Attack roll to interpose your puppet, having it take the damage in your place. While under your control, the Puppet takes a -2 penalty on all rolls, and takes a -4 penalty to Defense, since its movements are difficult to control. You can control any number of blood puppets simultaneously. Blood Puppet Progression: 4 XP: Sanguine Control: You gain better control of your puppet. The -2 penalty drops to -1, and the -4 Defense penalty drops to -2. 6 XP: Sanguine Mastery: You gain total control of your puppet. Your puppet takes no penalties to any rolls or Defense. Requires Sanguine Control. 4 XP: Bloody Strings: You can maintain the link over very short distances. After making the initial link, you may move your puppet up to 10 feet away from you without breaking the link. 2 XP: Farther: The max distance your Blood puppet can go increases by 10 feet. Requires Bloody Strings. 4 XP: Puppet Novice: After the first round, your puppet gets a check to break free once every [Toughness score] rounds, instead of every round. 7 XP: Puppet Disciple: After the first round, your puppet gets a check to break free once every minute, instead of once every [Toughness] rounds. Requires Puppet Novice. 10 XP: Puppet Master: After the first round, your puppet gets a check to break free once every [Toughness score] minutes, instead of every minute. Requires Puppet Disciple. 13 XP: Puppet King: After the first round, your puppet gets a check to break free once every hour, instead of every [Toughness] minutes. Requires Puppet Master. 16 XP: Puppet God: After the first round, your puppet gets a check to break free once ever [Toughness] hours, instead of every hour. Requires Puppet King. ---- --Redirection: By altering their blood flow, you can force a living opponents' attacks to strike elsewhere. When an attack would normally hit and the attacker is within 30 feet, you may spend 1 Vitality to make an opposed Intimidate check to the attacker's Willpower roll. If you win, the attack misses as you force the attack aside. This only applies to melee attacks made by living creatures in the area, but you can redirect attacks that were not aimed at you. You may only make one redirection per round, no matter how many different kinds of redirections you have [see below]. In addition, you can only redirect actions made by living creatures. Redirection Progression: 1 XP: Farther: Increases the range by 10 feet. 2 XP: Ranged Redirection: You can also use this ability for Ranged attacks. 3 XP: Forced Redirection: If you beat the opponent's Willpower roll by 5 or more, you may have their attack target change to anyone else within the attacker's range. 4 XP: Mobile Redirection: You can use this ability to change a target's movement. When someone within range takes a move action, before they move, you may spend 1 Vitality to make an Intimidate check opposed by their Willpower. If you succeed, you control their move for the round, as long as they stay within range of your Redirection ability for the entire move. 5 XP: Painful Redirection: For every 10 points you beat their Willpower roll by, you deal 1d6 damage to the opponent as you redirect them in directions their limbs should not bend. Requires Forced Redirection and Mobile Redirection. 8 XP: Crippling Redirection: For every 5 points you beat their Willpower roll by, you deal 1d6 damage to the opponent as you redirect them in directions their limbs should not bend. Requires and does not stack with Painful Redirection. 14 XP: Lethal Redirection: For every 2 points you beat their Willpower roll by, you deal 1d6 damage to the opponent as you redirect them in directions their limbs should not bend. Requires and does not stack with Crippling Redirection. 3 XP: Total Redirection: You may use this ability one additional time per round. Each time you take this progression, it costs 3 more XP. ---- --Bloodsense: You can sense blood innately the moment a living creature enters within 20 feet of you. You know the exact distance and direction of each living creature in the area at all times. Bloodsense progression: 2 XP: Greater Bloodsense: The area of your bloodsense improves by 20 feet. ---- --Bloody Murder: You force someone's blood to attempt to escape the target's body... all at once. At the cost of 4 Vitality and an action, you may make a living creature within 30 feet take 1d6 + [Toughness] damage and a Crippling Wound. They may reduce the damage by half with a successful Endure check - on a success, they also do not take a Crippling Wound. Bloody Murder Progression: 2 XP: Stronger: Bloody Murder deals +2 damage. Each time you take this progression, it costs 1 more XP. 2 XP: Deadlier: The target has a -1 penalty to their Endure check. Each time you take this progression, it costs 1 more XP. 2 XP: Farther: The range increases by 20 feet. ------ Body Manipulation costs 8 XP to learn. Body Manipulation Progression: 4 XP: Learn another spell. [[Category:Liberi Gothica]]
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