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app:output:karaya_leroux_sheet [2025/Dec/01 17:25] 114.119.137.249 old revision restored (2025/Sep/29 07:10) |
app:output:karaya_leroux_sheet [2025/Dec/12 14:02] (current) 114.119.137.45 old revision restored (2022/Feb/21 22:29) |
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| - | | | | | |Rites | @@Rites@@ | + | | | | | |Rites | 0 | |
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| **Backgrounds: | **Backgrounds: | ||
| - | Avatar 3 | + | Avatar 3\\ |
| - | Node 2 - The greenhouse above/ | + | Node 2 - The greenhouse above/ |
| - | Sanctum 1 | + | Sanctum 1\\ |
| - | Familiar 2 - A small Coral Snake called Aido-Hwedo | + | Familiar 2 - A small Coral Snake called Aido-Hwedo\\ |
| - | Resources 2 | + | Resources 2\\ |
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| **Merits: | **Merits: | ||
| - | Poison Resistance (2) | + | //Poison Resistance// (2)\\ |
| - | Green Thumb (1) | + | Toxins may sicken you, but probably won’t kill you. Although magickal poisons may be the exception to this rule, your body shakes off the worst effects of natural and synthesized poisons. When attacked by such substances, add two dice to your character’s Stamina roll when resisting their effects; a successful roll reduces the intensity of powerful toxins, and eliminates the deadlier effects of lesser ones altogether. Sure, she might feel a little woozy and could get seriously ill, but even if you fail that roll your character probably won’t die.\\ |
| + | Although it works against toxic bacteria, this Merit does not protect against diseases spread from viruses, genetic conditions, and so forth. For details, see Drugs, Poisons, and Disease in Mage 20, pp. 441-444 and 456. And because intoxicants are toxins too, this Merit helps you survive overdoses of booze or drugs – see Alcohol /Drug Tolerance, above.\\ | ||
| + | |||
| + | //Green Thumb// (1)\\ | ||
| + | Plants flourish from your touch. Although they don’t bloom and grow on contact (a wildly paranormal effect which was part of this Merit’s original form), they do attain a healthy boost when you work with them. Reduce the difficulty of all non-Arete rolls by -2, and reduce the difficulty of Arete rolls by | ||
| + | -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise, your aura pulsates with green vitality, plant matter grows fast and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common Merit among Verbena, Bata’a, and other primal mystics, this could also represent a strange acumen for vegetative biomass that certain technomancers enjoy.\\ | ||
| Languages (1) - French | Languages (1) - French | ||
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| **Flaws: | **Flaws: | ||
| + | // | ||
| + | Blood Magic// (5)\\ | ||
| + | Your Arts demand blood... specifically, | ||
| + | so), and tends to make a mess as well. Your companions might appreciate the results of your magick, but may well object to the methods you employ... especially since blood magick has a rather unsavory rep among all but the most primal of practices.\\ | ||
| - | Blood Magic (5) | + | //Distinguishing Characteristic// (2)\\ |
| - | Distinguishing Characteristic (2) – Scars at the arms | + | Due to the way her magick works, Karaya has scars all over the arms. |
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| |Entropy | |Entropy | ||
| |Forces | |Forces | ||
| - | |Life | 1 | | + | |Life (Affinity) |
| |Matter | 0 | | |Matter | 0 | | ||
| |Mind | 0 | | |Mind | 0 | | ||
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| **Instruments: | **Instruments: | ||
| - | blessings & curses, blood & fluids, brews & concoctions, | + | blessings & curses, blood & fluids, brews & concoctions, |
| - | drugs & poisons, herbs & plants, prayers & invocations | + | |
| - | eye contact, dances & movement, sex & sensuality | + | |