urza2222
Dünnblütiger
- Registriert
- 7. Dezember 2007
- Beiträge
- 122
Hi Leute,
Ich hab mir einen Wind Magier gebastelt und dabei festgestellt, dass die Wind Attainments nicht sehr viel mit Wind zu tun haben, bzw einfach nicht meinem Bild von Windmagie entsprechen. Also habe ich neue Attainments entwickelt, welche mein Magier alleine erfinden wird (entsprechend sind die Gnosis-Voraussetzungen um 1 höher).
Würde gerne Feedback, Tipps, Lästerungen, Vorschläge, etc von euch höhren!
1st: Tame the Winds
Prerequisites: Gnosis 4, Forces 2 (Primary), Matter 2, Mind 1
The Tamers of Winds reaches out with his soul and manipulates the air, diverting it so that even a hurricane wont bend a hair on the mages head. He becomes immune to any and all Wind effects (note however that any debris hitting the Mage due to strong Winds will inflict normal damage), while also gaining armor against any and all attacks using Wind to deal damage at the rate of one per success rolled at activation (for example the Force 4 “Friction Knife“ spell, or damage from the second Attainment). This effect is cumulative with other forms of protective spells and is unlike any single spell but rather a combination of Force and Matter, where the player rolls Wits + Athletics + Forces to activate this power as an instant action.
The swift movement of the air transforms the mage’s mind. The first sign of this is the way his thought processes alter, becoming able to hold two streams of thought at the same time, equivalent to the effect of the Mind 1 “One Mind, Two Thoughts” spell (see Mage: The Awakening, p. 206). Once activated, the effect lasts for one hour per dot of Gnosis or Mind (whichever is highest). Once the effect ends and for the next 24 hours, the mage must spend one Mana to activate it again.
2nd: Compress the Wind
Prerequisites: Gnosis 6, Forces 3, Matter 3
The Tamers of Winds can now grab hold of the air with his mind, compressing it and folding it to such an extent that it becomes sharp as a knife allowing the mage to deal lethal blows and even hurl gushes of Wind against targets from afar. This works just like the Force 2 “Kinetic Blow” and the Forces 3 “Telekinetic Strike” spell, except that the player rolls Presence + Athletics + Force to activate the Attainment.
Example: Tom has had bad situations, but this one seemed to trump them all: A vampire had found interest in him and surprised him in the depth of night in his own house! It took only a heart beat for the blood sucker to reach him, his fangs glittering in the moonlight. Tom’s mind instinctively called out to the air around him, shaping it in his hands to a ball of fiery Wind (his player rolls Presence + Athletics + Force and gains 4 successes). Tom unleashed the full wrath of the wind against the Vampire, dealing him 4 bashing damage and nearly knocking him off his feet. The vampire shook off the momentary dizziness and grabbed Tom by the arms, ready to devour him. Tom reached out with his soul once more, folding and compressing the air around him over and over, like a sword-smith crafting a blade (Tom’s player rolls again for activating the brawl part of the Attainment, gaining one success and thus activating it for the remainder of the scene). Just as the Vampire sank his teeth into his flesh, he smashed his fist into the Vampire (His player rolled for an overpowering maneuver gaining 3 successes) and dealt the surprised looking fiend 3 lethal damage. The Vampire staggered back obviously fighting his inner beast for control over the situation. Tom used this momentary weakness and kicked the vampire hard (a normal Strength + Brawl vs. the Vampires defense, with 4 successes) dealing him another 4 lethal damage. This was enough to send the Vampire into a fear frenzy.
Optional Arcanum: Mind 3
Having learned how to grasp and twist the air outside of himself, the Aeolian Disciple of Mind can now twist the air within, splitting it further, allowing him to raise one of his Mental or Social Attributes as with the Mind 3 “Augment the Mind” spell. Once activated, the effect lasts for one hour per dot of Gnosis or Mind (whichever is highest). Once the effect ends and for the next 24 hours, the mage must spend one Mana to activate the effect again.
Ich hab mir einen Wind Magier gebastelt und dabei festgestellt, dass die Wind Attainments nicht sehr viel mit Wind zu tun haben, bzw einfach nicht meinem Bild von Windmagie entsprechen. Also habe ich neue Attainments entwickelt, welche mein Magier alleine erfinden wird (entsprechend sind die Gnosis-Voraussetzungen um 1 höher).
Würde gerne Feedback, Tipps, Lästerungen, Vorschläge, etc von euch höhren!
1st: Tame the Winds
Prerequisites: Gnosis 4, Forces 2 (Primary), Matter 2, Mind 1
The Tamers of Winds reaches out with his soul and manipulates the air, diverting it so that even a hurricane wont bend a hair on the mages head. He becomes immune to any and all Wind effects (note however that any debris hitting the Mage due to strong Winds will inflict normal damage), while also gaining armor against any and all attacks using Wind to deal damage at the rate of one per success rolled at activation (for example the Force 4 “Friction Knife“ spell, or damage from the second Attainment). This effect is cumulative with other forms of protective spells and is unlike any single spell but rather a combination of Force and Matter, where the player rolls Wits + Athletics + Forces to activate this power as an instant action.
The swift movement of the air transforms the mage’s mind. The first sign of this is the way his thought processes alter, becoming able to hold two streams of thought at the same time, equivalent to the effect of the Mind 1 “One Mind, Two Thoughts” spell (see Mage: The Awakening, p. 206). Once activated, the effect lasts for one hour per dot of Gnosis or Mind (whichever is highest). Once the effect ends and for the next 24 hours, the mage must spend one Mana to activate it again.
2nd: Compress the Wind
Prerequisites: Gnosis 6, Forces 3, Matter 3
The Tamers of Winds can now grab hold of the air with his mind, compressing it and folding it to such an extent that it becomes sharp as a knife allowing the mage to deal lethal blows and even hurl gushes of Wind against targets from afar. This works just like the Force 2 “Kinetic Blow” and the Forces 3 “Telekinetic Strike” spell, except that the player rolls Presence + Athletics + Force to activate the Attainment.
Example: Tom has had bad situations, but this one seemed to trump them all: A vampire had found interest in him and surprised him in the depth of night in his own house! It took only a heart beat for the blood sucker to reach him, his fangs glittering in the moonlight. Tom’s mind instinctively called out to the air around him, shaping it in his hands to a ball of fiery Wind (his player rolls Presence + Athletics + Force and gains 4 successes). Tom unleashed the full wrath of the wind against the Vampire, dealing him 4 bashing damage and nearly knocking him off his feet. The vampire shook off the momentary dizziness and grabbed Tom by the arms, ready to devour him. Tom reached out with his soul once more, folding and compressing the air around him over and over, like a sword-smith crafting a blade (Tom’s player rolls again for activating the brawl part of the Attainment, gaining one success and thus activating it for the remainder of the scene). Just as the Vampire sank his teeth into his flesh, he smashed his fist into the Vampire (His player rolled for an overpowering maneuver gaining 3 successes) and dealt the surprised looking fiend 3 lethal damage. The Vampire staggered back obviously fighting his inner beast for control over the situation. Tom used this momentary weakness and kicked the vampire hard (a normal Strength + Brawl vs. the Vampires defense, with 4 successes) dealing him another 4 lethal damage. This was enough to send the Vampire into a fear frenzy.
Optional Arcanum: Mind 3
Having learned how to grasp and twist the air outside of himself, the Aeolian Disciple of Mind can now twist the air within, splitting it further, allowing him to raise one of his Mental or Social Attributes as with the Mind 3 “Augment the Mind” spell. Once activated, the effect lasts for one hour per dot of Gnosis or Mind (whichever is highest). Once the effect ends and for the next 24 hours, the mage must spend one Mana to activate the effect again.