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Demon Hunter 1705, Changes to Powers of Instruments


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Took away some limitations; changed Make-roll object.

Mystic Cat-Bird – Grants holder a perceived dangerous nature. Activate in any battle after discovery, your first roll is at +3. That’s called gaining the Catbird Seat in free-style play. The object is then spent (discarded); dramatically it shall shrivel into nonexistence. This dice bump only applies in combat or Q&D, not for separate task resolution rolls. The roll also does not occur if the group is surprised and starts the combat at Q&D Overwhelmed. The bonus can be used later once that initial surprise situation ends by moving to another table. The item may be used to gain Advantage without tapping the special power.
Mystic Fortune – Activation gives anyone three chances to make a roll. This power may be activated after the first roll is failed. Alternatively, the Instrument may be activated at the start of battle. The holder then gains double rolls for every one of his events. Either method will then render the object spent; the item seems to evaporate or fade. Usage is not possible if the attack happened by surprise, where everyone begins at Q&D Overwhelm. The double roll condition may also not be used in the final climax fight with the rival demon; however, the gain of an extra two rolls after failure still works. Might save your bacon.
Mystic Fury – Inspires the character in a future combat of the adventuring session; the player gains +2 to rolls. That’s called gaining the Fury in free-style play. The object is spent when this occurs; a heavy object shatters into fine sand, while others are fully consumed. The item may be used to gain Advantage without tapping the special power. Won’t work in the climax, though for bonus, but does allow Advantage die when listed as such.
Mystic Guidance – Blesses the characters with calmness and insight that allows prediction of the enemy actions. It’s a bit more than “I think they mean to kill us.” The enemy loses any defensive modifier, and the object is spent; the objects depart on the wind, seeming incredibly to be carried up into the sky. The benefit helps the entire player team. This one too is activated by choice of the holder. It will not remove any DefMod of the climax against the main rival unholy beast. The item may be used to gain Advantage without tapping the special power.
Mystic Heal – Grants survival from wounds; not sure how? Involves faith as all characters having wounds are healed immediately following the end of the action. The object is then spent; consumed in the process. The containers may be where the power rests, and those are merely tossed aside. This special power is not optional. But may be retained if combat finishes, and there are no injuries. Will not in blasphemy bring back the dead. If discovered outside of combat, the object can be used to immediately heal one wound on one already injured player character. Perhaps, the group might decide to risk combat and in doing so the survivors heal all wounds, short of death.
Mystic Ward Sight – Grants the ability to cancel any character’s vulnerability to a demon’s insult of Sight. This occurs immediately when that result should happen. Or, will cancel the penalty for any and all of those afflicted at the moment each time it is acquired. This special power is not optional and activates no matter the holder. The object is spent when finally used for this purpose; it tuns to light and is gone.
Mystic Ward Smell – Grants the ability to cancel a character’s vulnerability to a demon’s insult of Smell. This occurs immediately when that result should happen. Or, will cancel the penalty for any and all of those afflicted at the moment each time it is acquired. This special power is not optional and activates no matter the holder. The object is spent when finally used for this purpose; it dissolves with a rose scent and is gone.
Mystic Ward Sound – Grants the ability to cancel a character’s vulnerability to a demon’s insult of Sound. This occurs immediately when that result should happen. Or, will cancel the penalty for any and all of those afflicted at the moment each time it is acquired. This special power is not optional and activates no matter the holder. The object is spent when finally used for this purpose; it vanishes to the accompaniment of trumpets.
Mystic Ward Taste – Grants the ability to cancel a character’s vulnerability to a demon’s insult of Taste. This occurs immediately when that result should happen. Or, will cancel the penalty for any and all of those afflicted at the moment each time it is acquired. This special power is not optional and activates no matter the holder. The object is spent when finally used for this purpose; it dematerializes and those in the vicinity hunger not.
Mystic Ward Touch – Grants the ability to cancel a character’s vulnerability to a demon’s insult of Touch. his occurs immediately when that result should happen. Or, will cancel the penalty for any and all of those afflicted at the moment each time it is acquired. This special power is not optional and activates no matter the holder. The object is spent when finally used for this purpose; it absorbs and feels moisturizing on the skin.


Yours,

   red



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