hello
i would like to receive feedback for porting the apotropaism magic type from dangerous journeys.
here i have represented the skills basic actions as a number of Talents plus the capability of taking magical actions.
QuoteApotropaism* – the science and art (magic skill) of averting Evil before it actually happens (choose from Barrier, Curse, Conjure and Utility actions).
Talents:
Warding Gesture – Tier: 1, Ranked: yes, Activation: Active (Incidental, Out of Turn), Concentration: no, 2 Strain; roll your Magic Skill, adds one Setback per Rank plus one per uncancelled Success/Advantage to Magic Actions directed at the Apotropaist until the Apotropaists next round's turn.
Marking of Safety – Tier: 3, Prereq: Warding Gesture, Ranked: yes, Concentration: yes,1 Strain/Target + 1 Strain/Rank; roll your Magic Skill, adds one Setback per Rank plus one per uncancelled Success/Advantage to perceiving anyone touching the Mark (ie. the Targets) and also provides an equal amount of Defense against Physical Attacks (both Melee and Ranged) until the Apotropaists stops concentrating.
Sign of Aversion – Tier: 5, Prereq: Marking of Safety, Ranked: yes, Concentration: yes, 1 Strain/Target + 1 Strain/Rank; roll your Magic Skill, works like Marking of Safety except also provides an equal amount of Defense against Mental or Social or Magical Actions.
Item of Determent – Tier:2, Prereq: Marking of Safety, Ranked: no, Concentration: no, 4 Strain; roll your Magic Skill, creates a Warded Area (not more than a Room) against Evil Creatures from non-magical repellant items at hand (such as common beans, rice, salt, or garlic), adds one Setback per Knowledge plus one per uncancelled Success/Advantage to any attempt of crossing the ward (Discipline check).
Ritual of Enclosing – Tier: 4, Prereq: Item of Determent, Ranked: no, Concentration: no/required, 1 Story Point; roll your Magic Skill, prohibits the targeted adversary from physical movement for a number of rounds equal to Knowledge plus one per uncancelled Success/Advantage.
Spirit Trap – Tier: 5, Prereq: Ritual of Enclosing, Ranked: no, Concentration: no, 1 Story Point; roll your Magic Skill, by tracing a series of runes and glyphs inside a common container you create a „Spirit Trap“. Spirit trapped in the contained cannot escape for a number of days equal to Knowledge plus one per uncancelled Success/Advantage . After that period the difficulty to break out is the Apotropaists Knowledge plus one per uncancelled Success/Advantage (Discipline check once the day)
Charm of Protection – Tier: ?, Prereq: Warding Gesture, Ranked: yes, Concentration: no, 1 Story Point; roll your Magic Skill, enchantes a physical charm with protection so that the difficulty of any magical action against its wearer are upgraded once per Rank plus one per spent AA until the end of the encounter.
Talisman of Security – Tier: ?, Prereq:Charm of Protection, Ranked: yes, Concentration: no, 1 Story Point; roll your Magic Skill, works like Charm of Protection except also provides an equal amount of Defense against Physical Attacks.
Incantations for Guardians – Tier: ?, Ranked: yes, Concentration: yes, ? Strain; roll your Magic Skill, summons a number of Spirit Allies equal to Ranks plus one per uncancelled AA. Each Spirit Ally has AGL/INT/CUN/WPR/PRE equal to the Apotropaist, but representing bodyless spirits.
thanks in advance,
T
Edited by Terefang