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Porté[Revised] Blooding KnackA Porté sorcerer has a number of Blood points equal to twice his mastery level plus his Blooding knack (thus an Apprentice with a Blooding of 3 gaines 5 Blood points, and a Master wiht a Blooding of 5 gaines 11 Blood points). To blood an object, he must allocate a Blood point to that object. Any additional Blood points allocated to that object grant a Free Raise per Blood point to all Porté knacks made with that object (Bring, Walk, or mirror knacks). (Why the revision? Because the official rules require a roll at blood time, which means you can just re-roll if you don't make the thirteen raises you called, and when you finally do make them, you can do anything you want with your new blooded item) Rip Knack(The limited nature of the Catch knack from the Montaigne sourcebook bugs me, and a friend explaned it as being able to open portals quickly. Here's my response to that) The Porté sorcerer has mastered the art of opening portals quickly. This knack may be used as an Active Defense from projectile weapons (including firearms, though at a +10 TN). When opening a doorway, you may roll your Finesse+Rip at a TN of 25 to reduce the opening time by a single action. Foodstuffs left in a Pocket or left exposed to the Walkway when the Bring or Walk knacks are used act as though they have the Crimson Thinner poison (Vodacce Sourcebook, p. 101) when eaten. (Lowdown: it deals a number of Dramatic Wounds equal to the number of Dramatic Wounds the victim already has) New Porté Knacks with Mirrors(Inspired by the idea of Mirage Sorcery by Andrew Peregrine, but completely different, and not a separate sorcery) For unknown reasons, Porté sorcerers have a strange relationship to mirrors. The mirror ghosts of legend are the most prominent example, but another fact, known only within the confines of Porté society, is that Walking to a blooded mirror is a dangerous act, and the sorcerer risks becoming a mirror ghost himself. When walking to a blooded mirror, make a Wits check at TN 25, with a free raise for each raise made when blooding the mirror. If this check is successful, the walk is uneventful, but should this check fail, the sorcerer is stuck within his own mirror! To get out, he must make a successful walk attempt to another blooded item (he's already in the mirror). If the lights in the room in which the mirror is kept go out, the sorcerer automatically perishes and becomes a mirror ghost. Also, freed mirror ghosts can hunt and kill the sorcerer; this will make him a mirror ghost as well. ReflectThrough a successful Resolve+Reflect roll at TN 25, with a Free Raise for each Raise called when blooding the mirror, the sorcerer is capable of projecting his image into a blooded mirror, which always leaves his body completely numb for several minutes. For each action he wishes his image to perform, he must make an additional Raise. Note that the image can only be seen; it cannot be heard or felt (and thus it cannot make attacks). This does not grant the ability to see through the mirror; the Image knack is required to do so. ImageBy focusing, the sorcerer may see the image reflected in his blooded mirror, although doing so almost always gives the sorcerer a migrane headache and a ringing in the ears (no mechanical effect). The range depends upon the rank in Image:
CrystalAlthough there are rumors that this ability actually steals a person's
soul, there are a handful of painter-mages who can woo their subjects
with hauntingly lifelike portraits. By making a Resolve+Crystal roll at
TN 35 (with a Free Raise for each Raise called when the mirror was blooded),
the sorcerer can force the image that he sees in a mirror to be permanently
emblazoned within his blooded mirror. This takes an entire scene, and
any moving objects will appear as blurs. Failure at this attempt cracks
the mirror.
Last updated:
April 1, 2004
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