Post by Stefan [GM] on Mar 1, 2011 18:15:55 GMT -7
The following technics are options for Adepts, that are not happy with the limited variation of metamagic technics in the corebooks.
They are based on the concept that the Adept brings body and mind into a balance, enhancing her spirit as well as her physical strengths.
Initiating grands the awakened character a better insight and understanding of the mana and the way, her tradition is influenced by, and how it influences, magic. For an Adept that results in a better understanding of herself in the most literal sense. An Adept, that tries to better grasp the origin and meaning behind her abilities might find more technics, that allow her to bring her mind and body into great attunement.
Mind over Body
Adepts are masters in bringing mind and body into harmony, and sometimes, their mind can be stronger than their physical bodies.
This Metamagic Technic allows the Adept to ignore a number of boxes of either stun or physical damage.
First, the Adept must declare whether to ignore physical or stun damage, spend a complex action and roll on Magic + Willpower. Each hit generated reduces one box of damage. In the case of stun damage, the Adept adds half of her Willpower (round up) to the result, since it's easier to ignore the effects of an headache, than it is to ignore a burning bullet hole in the shoulder.
The effect last for a number of combat turns equal to twice the hits the initial Magic + Willpower roll. After the effect is over, the Adept has to resist a Drain of half the boxes of damage ignored (before Willpower/2 applied, round down), with Willpower + Body, and the original damage returns. The Drain is always stun damage.
Note, that while the damage is ignored, physical wounds are still very real, and further bleeding might still be an issue. Also, while broken bones might not hurt for the duration, a completely broken arm might still be useless (Gamemaster's discretion).
Sum-up:
Decided on physical or stun damage
Action: Complex Action
Test: Magic + Willpower, net hits = amount of damage ignored (+ Willpower/2 if stun)
Duration: Hits x 2
Drain: (Damage ignored/2)S, resist with Body + Willpower
Infusion
This metamagic technic is the hardcore version of the Attribute Boost power.
It allows the Adept to increase their abilities beyond their normal limits, channeling more mana through their powers.
After spending a complex action, the Adept then rolls on Magic + Intuition. For each hit generated, the Adept may receives 0.25 points worth of Power Points, up to a maximum of her initiation grade (so 1 point for a grade 1 initiate). The effect lasts twice the amount of hits in combat turns and the Adept suffers a Drain at the end equal to the hits generated (and used) in the first place stun damage, using Body + Willpower to resist.
The extra points can be used to increase the ranks of any powers, the Adepts possesses.
She can also increase the effects of powers, that don't have a rank. In that case, the appropriate dice pools for the power are modified by the hits generated (positive if the Adept has to roll, negative if anyone else has to roll against the power).
Sum-up:
Action: Complex Action
Test: Magic + Willpower, net hits = 0.25 power points per hit
Duration: Hits x 2
Drain: (1 per 0.25 of power)S, resist with Body + Willpower
They are based on the concept that the Adept brings body and mind into a balance, enhancing her spirit as well as her physical strengths.
Initiating grands the awakened character a better insight and understanding of the mana and the way, her tradition is influenced by, and how it influences, magic. For an Adept that results in a better understanding of herself in the most literal sense. An Adept, that tries to better grasp the origin and meaning behind her abilities might find more technics, that allow her to bring her mind and body into great attunement.
Mind over Body
Adepts are masters in bringing mind and body into harmony, and sometimes, their mind can be stronger than their physical bodies.
This Metamagic Technic allows the Adept to ignore a number of boxes of either stun or physical damage.
First, the Adept must declare whether to ignore physical or stun damage, spend a complex action and roll on Magic + Willpower. Each hit generated reduces one box of damage. In the case of stun damage, the Adept adds half of her Willpower (round up) to the result, since it's easier to ignore the effects of an headache, than it is to ignore a burning bullet hole in the shoulder.
The effect last for a number of combat turns equal to twice the hits the initial Magic + Willpower roll. After the effect is over, the Adept has to resist a Drain of half the boxes of damage ignored (before Willpower/2 applied, round down), with Willpower + Body, and the original damage returns. The Drain is always stun damage.
Note, that while the damage is ignored, physical wounds are still very real, and further bleeding might still be an issue. Also, while broken bones might not hurt for the duration, a completely broken arm might still be useless (Gamemaster's discretion).
Sum-up:
Decided on physical or stun damage
Action: Complex Action
Test: Magic + Willpower, net hits = amount of damage ignored (+ Willpower/2 if stun)
Duration: Hits x 2
Drain: (Damage ignored/2)S, resist with Body + Willpower
Infusion
This metamagic technic is the hardcore version of the Attribute Boost power.
It allows the Adept to increase their abilities beyond their normal limits, channeling more mana through their powers.
After spending a complex action, the Adept then rolls on Magic + Intuition. For each hit generated, the Adept may receives 0.25 points worth of Power Points, up to a maximum of her initiation grade (so 1 point for a grade 1 initiate). The effect lasts twice the amount of hits in combat turns and the Adept suffers a Drain at the end equal to the hits generated (and used) in the first place stun damage, using Body + Willpower to resist.
The extra points can be used to increase the ranks of any powers, the Adepts possesses.
She can also increase the effects of powers, that don't have a rank. In that case, the appropriate dice pools for the power are modified by the hits generated (positive if the Adept has to roll, negative if anyone else has to roll against the power).
Sum-up:
Action: Complex Action
Test: Magic + Willpower, net hits = 0.25 power points per hit
Duration: Hits x 2
Drain: (1 per 0.25 of power)S, resist with Body + Willpower