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- This topic has 18 replies, 5 voices, and was last updated 11 years, 6 months ago by drafit.
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- February 27, 2015 at 5:48 pm #266121AnonymousInactive
As much as I too would like it to work for flavour reasons, Scott is correct that making it TOO powerful is not a great idea.
Order of the Blood Guard
Nationality: [Up to Henry, but “Blessed Lands”?]
Initiate to the Order of the Blood Guard
Requirements: Sword Saint (Pa), 3 ranks in Melee (Balanced), Toughness (ta), must worship Sarish. You must not have any Infamy with the Tomal Khan of the First City.
Skills: Mettle, Etiquette
Benefits: Blood Calls to Blood (ta), Blood Magic (ta)*
Special: You cannot take this Path if you have the Magic Dead Flaw or Of the Mundane (ta).Knight of the Order of the Blood Guard
Requirements: Initiate to the Order of the Blood Guard
Skills: Battle, Melee (Any)
Benefits: Blood Magic (ta)*, Sanctified Body (ta)Blood Magic [Devout, Limited]
Requirements: Vigor 7, Charisma 6, must worship Sarish.
Benefit: When you first gain this Talent, choose one of the following powers. Each time that this talent is acquired you may learn one addition power. Multiple effects can be applied in the same scene as long as the sacrifice is made, and the Stamina that is sacrificed cannot be healed while its effects are active. These abilities are magical, but are not your standard form of magic and are therefore cannot be countered with Counter Spell (ta). They may be unravelled via Unravel the Thread (sp), with the spell tier of the Blood Magic ability equal to the Hero Tier of the caster when calculating CTN, and the Arcanum Action Roll is made against the Fortitude defense rather than the Passive Arcanum value. Additionally, for effects such as Bleed (Sp), you are considered to have taken stamina damage as you need to draw blood to power these abilities.
These abilities are treated as talents in terms of stacking effects.Acid Blood: To you your blood is your very life energy. To your enemies, it is death itself. As a speed 3 action using either a piercing or slashing weapon you may draw your own blood and sacrifice 5 Stamina to make a Ranged (Thrown) attack against your enemies Avoidance (Range: 5′ arc, Duration: Instant) dealing d4(Vi) acid damage. For each Hero Tier above first you may sacrifice an additional 5 Stamina to Die Bump the damage die one step and increase the range to a 10′ arc at Tier II, and then a cones of 15′, 20′, and 25′ at Tiers III, IV, and V respectively.
Armor of Blood: As your blood flows from your wounds, it forms a hard scale which can deflect even the mightiest of blows. As a speed 3 action using either a piercing or slashing weapon you may draw your own blood and sacrifice 5 Stamina to grant yourself a Natural AR of 1 for the rest of the scene. For each Hero Tier above first you may sacrifice an additional 5 Stamina to boost this NAR by an additional one, to a maximum NAR of 5. This armor does not stack with preexisting natural armor.
Blood Rage: When a shark smells blood, they are thrown into a frenzy. You, however, are far more controlled than that, but no less deadly. As a speed 3 action using either a piercing or slashing weapon you may draw your own blood and sacrifice 5 Stamina to apply a die-bump to your Might die for the rest of the Scene. At Tier III you may sacrifice an additional 5 Stamina to additionally ignore all Wound penalties for the duration of this ability. At Tier V you may additionally add your Passive Vigor to all damage rolls during the duration of this ability.
Blood Rune: Your blood has gained the ability to grant magical effects to items it touches. As a speed 3 action using either a piercing or slashing weapon you may draw your own blood and sacrifice 5 Stamina to coat your weapon with your own blood, granting you the benefits of a Fine Quality Sanctified Rune for the rest of the Scene. At Tier III and Tier IV you may sacrifice an additional 5 Stamina to boost the quality of this Rune to Exceptional or Legendary, respectively. If the anointed weapon has no remaining Rune slots, this power overrides one of your weapon’s active runes for the duration of the Scene.
Blood Shield: Your blood exudes such power that others find it difficult to damage anything that has been touched by it. As a speed 3 action using either a piercing or slashing weapon you may draw your own blood and sacrifice 5 Stamina to grant anyone anointed with your blood a +1 bonus to one defense for the rest of the scene. For every Hero Tier above first you may sacrifice an additional 5 Stamina to increase this bonus by an additional +1 to a maximum of +5.
Purifying Blood: Your blood has become so enchanted that you have the ability to burn your own blood to remove aliments in much the same way that a Nierite may burn away heresy. As a Push 4 action you may sacrifice 5 Stamina (this is not a self-attack, but simply burning your blood) to cure yourself of a single disease or poison, 10 Stamina to remove a single Limiting Condition, or 15 Stamina to remove the effects of any effect which compels you to act against your will, such as the Thrall spell. This stamina cannot be healed until the end of the Scene.
Sanguine Ward: While the sight of blood would make anyone pause, the power of your blood is enough to force foes to turn back. As a speed 3 action using either a piercing or slashing weapon you may draw your own blood and sacrifice 5 Stamina to push an enemy in melee 5′ away from you. If that enemy wishes to pass within 5′ of you, they must succeed on a Mettle: Perseverance (Re) Action Skill Roll against your Fortitude Defense. For every Hero Tier above first you may sacrifice an additional 5 Stamina to increase the radius of this effect by an additional 5′. This ward is considered a Binding spell.
Vision of Sarish: You cut your forehead, allowing the blood to flow into your eyes. While to many this would blind them in combat, your devotion to Sarish allows you to see more clearly. As a speed 3 action using either a piercing or slashing weapon you may draw your own blood and sacrifice 5 Staminato gain a +1 to all attack rolls for the rest of the scene. At Hero Tier III and Tier V you may sacrifice an additional 5 stamina to gain a further +1, for a maximum bonus of +3 to attack rolls.
Special: Once you acquire this Talent, it is no longer a Limited Talent for you.
Special: If you have Potent Blood (ta), you may access tiered benefits of these abilities one tier earlier, meaning at Tier IV you may use the Vision of Sarish ability for a +3 to attack.February 28, 2015 at 1:36 am #266127AnonymousInactivePurifying Blood needs to be clarified in terms of how long the Stamina loss lasts. Currently the base talent states:
“Stamina that is sacrificed cannot be healed while its effects are active. ”
Under purifying blood it should note either
1. That the effects are instantaneous and the damage can be healed normally or
2. That the stamina can eventually be recovered and loss lasts (for X time or until end of scene)Otherwise I think it’s about ready barring other people weighing in.
With a sweep of his hat,
Paul
March 3, 2015 at 4:50 pm #266238AnonymousInactiveNotation placed, and I think we have the final version as nobody else has commented!
March 3, 2015 at 5:07 pm #266240drafitParticipantThank all those who commented.
I’ll take this as the final version.
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