Ravenous Precision: Difference between revisions

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(Training time house rule change)
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'''Experience Cost:''' 3 xp<br>
'''Experience Cost:''' 3 xp<br>
'''Traiing Time, Favored w/ Teacher:''' 4 days<br>
'''Traiing Time, Favored w/ Teacher:''' 4 days<br>
'''Traiing Time, Unfavored w/ Teacher:''' 8 days<br>
'''Traiing Time, Unfavored w/ Teacher:''' 5 days<br>
'''Traiing Time, Favored, No Teacher:''' 16 days<br>
'''Traiing Time, Favored, No Teacher:''' 12 days<br>
'''Traiing Time, Unfavored, No Teacher:''' 64 days<br>
'''Traiing Time, Unfavored, No Teacher:''' 15 days<br>
'''Casting Cost:''' 1 mote + 1 willpower + 1 mote per die<br>
'''Casting Cost:''' 1 mote + 1 willpower + 1 mote per die<br>
'''Combined Charms:''' Excellent Strike, Hungry Tiger Technique
'''Combined Charms:''' Excellent Strike, Hungry Tiger Technique

Revision as of 18:35, 26 August 2005

Cost at Creation: 2 freebie points
Experience Cost: 3 xp
Traiing Time, Favored w/ Teacher: 4 days
Traiing Time, Unfavored w/ Teacher: 5 days
Traiing Time, Favored, No Teacher: 12 days
Traiing Time, Unfavored, No Teacher: 15 days
Casting Cost: 1 mote + 1 willpower + 1 mote per die
Combined Charms: Excellent Strike, Hungry Tiger Technique

Buy up to Dex + Melee extra dice for a single attack and double all attack successes for purposes of determining damage.

As with all combos, Ravenous Precision may be activated only once per turn, and no other charms may be used that turn. Since both of the charms in the combo are supplemental, this combo may be used in a turn where the dice pool is split.