ARTE
Cinética
Cambio
Premonición
Exorcismo
Elementos
Manipulación
Mentalismo
Los tres primeros están en el básico. El resto en el de la hermandad.
Si hace falta que los ponga, darme tiempo, ya los pondré todos los hechizos de cada reino.
~THE A.RT OF EXORCISM
The Art of Exorcism is based entirely upon healing.
Exorcists are able to use the power of their minds to
realign unhealthy or disrupted patterns in the human
body into healthy or fully aligned ones. They can cure
..
disease. infection, wounds, poisons and insanity and
even remove the influence of Dark Symmetry. By
means of Exorcism, those who are hurt or tainted can
become whole again, and lambs that have strayed
from the flock can be brought back into the fold.
Some of the most important and dedicated Brothers
are those who have been affected by Dark Symmetry
and then had those influences removed. They know
from personal experience what it means to be
seduced by the Dark Soul, and this gives them the
strength and the knowledge to fight it all the more
vehemently.
EXORCISE DISEASE
AREA OF EFFECT: 1 target
RANGE:T
DURATION: I
As with all of the Exorcism spells, this causes the
caster's hands to glow with a soft, red light. When
the caster touches the target, the light extends itself
onto the target. The light quickly finds the areas in
need of exorcism (i.e. healing) and concentrates upon
those bits as it departs from the caster's hands. The
glow intensifies briefly and then fades away. When
the glow is gone, the problem has been exorcised
and the target is cured.
This spell removes a disease from any target. The
disease can range from a hangover to brain cancer.
Only the disease is removed. Any physical effects
caused by the disease remain, but these are curable
naturally or with Exorcise Wound. This spell can only
be used against one disease at a time.
Each extra magnitude will cause one of the
following effects:
Increase the range by 10 squares (15m).
• Add one target to the area of effect.
• Allow the spell to be used against one more
disease within the same target.
EXORCISE WOUND
AREA OF EFFECT: I target
RANGE:T
DURATION: I
This spell instantly heals up to I d6 Body Points of
damage. Any application of this spell immediately halts
any bleeding, as well as any loss of Body points deriving
&om the loss of blood. In any case, you cannot be
"healed" to more Body Points than you naturally have.
Each extra magnitude will cause one of the
following effects:
Increase the range by 10 squares ( 15 m).
• Add one target to the area of effect.
• Add I d6 to the spell's effect.
For two extra magnitudes, the spell will restore a
critically wounded limb so that it can be used again.
This application does not restore any Body Points.
For four extra magnitudes, the spell can heal a
critically wounded chest or stomach if applied within
five combat rounds. This application does not restore
any Body Points.
Nothing can heal a critical wound to the head.
EXORCISE INFECTION
AREA OF EFFECT: I target
RANGE:T
DURATION: I
Infection occurs when you're wounded by a septic
blade or in a septic area and you do not receive
proper medical care in a timely fashion. Once an
infection sets in (it's up to the GM as to when this
occurs). the character loses 1 d3 Body Points per day
until he or she receives proper medical care.
This spell removes any infection raging through the
target's body. Only the infection itself is removed. Any
physical effects caused by the infection remain, but
.. ..
. . ---- -- -- -------------
these are curable naturally or with Exorcise Wound.
Each extra magnitude will cause one of the following
effects:
Increase the range by 10 squares (15m).
• Add one target to the area of effect.
EXORCISE POISON
AREA OF EFFECT: 1 target
RANGE:T
DURATION: I
(If the target is unwilling or unaware, deduct the victim's
MST from the CS and add the spell's MGs plus the caster's
perfection level to the CS).
This spell removes a poison &om the target's body.
It can also be used to neutralize a single dose of poison,
whether on a weapon, in a container or held in a living
creature's poison sacs. If cast on a rattlesnake, for
instance, the rattler's next bite will not be poisonous,
although later bites will. When the poison is removed,
any damage caused by the poison still remains. This can
be healed naturally or via Exorcise Wound.
Each extra magnitude will cause one of the
following effects:
• Increase the range by 10 squares (15 m).
• Add one target to the area of effect.
• Allow the spell to be used against one more dose
of poison within the same target (not necessarily
of the same type).
EXORCISE EVIL THOUGHTS
AREA OF EFFECT: I target
RANGE:T
DURATION: varies (see below)
(If the target is unwilling or unaware, deduct the victim's
MST from the CS and add the spell's MGs plus the caster's
perfection level to the CS).
·--
--
Evil thoughts come in two varieties. In the first, they are
possessed by a person or creature who wishes to do someone or
something else harm. In the second, they are actually a mental
imbalance, a form of insanity. This spell can ucure" the first sort,
causing the target to suddenly feel good about everything, even
the spell caster.
This effect lasts for 1 d6 combat rounds, during which the
target is incapable of taking actions that might bring harm to
others. The target will always defend him- or herself,
however.
Each extra magnitude will cause one of the following effects:
• Increase the range by 10 squares ( 15 m).
• Add one target to the area of effect.
• Add 1d6 CRs to the spell's duration.
An extra four magnitudes will allow the caster to cure the second
type of evil thoughts: insanity. More magnitudes may be
required for especially entrenched forms of craziness.
EXORCISE DARK INFLUENCES
AREA OF EFFECT: 1 target
RANGE:T
DURATION: varies (see below)
{If the target is unwilling or unaware, deduct the victim's MST from
the CS and odd the spell's MGs plus the caster's perfection level to the
CS).
This is essentially identical to the Exorcism spell from the Art
of Changeling.
This spell is used to convert heretics back to "normal." The
magnitude of the spell must be higher than the heretic's Rank. A
success converts the heretic completely. The target will no
longer show any signs of Dark Influence. A failure merely lowers
the heretic's Rank by 1. Another Exorcism attempt can be made
after 24 hours have passed.
Exorcise Dark Influences does just that. It does not affect any
side effects the Dark Influence may have caused (i.e. diseases,
infections and the like). These can be cured separately however.
Each extra magnitude will cause one of the following effects:
• Increase the range by 10 squares (15m).
• Add one target to the area of effect.
THE ART OF ELJ::MENTS
This Art brings its users in close contact with the world around
them. Elementalists generally view the universe as a garden and
the Brotherhood as its caretakers. Their work with the world
allows Elementalists great insight into its fundamental workings,
and this is how they manage to focus their mind in the proper
way to rearrange the world as fits their needs.
The Art of Elements is unusual as it has only four spells in it,
but each of these spells can be based upon any of the four
traditional elements (air, water, earth and fire). This makes this
aspect one of the broadest available. Players with good
imaginations will be able to exploit its powers quite a bit (e.g. by
turning a wall of earth into a bridge).
ELEMENTAL WALL
AREA OF EFFECT: 1 x 1 meter
RANGE: 10 squares
DURATION: 1 minute
DAMAGE: varies
Produces a wall of wind that can be used as a shield, to block
passage of an enemy or to simply cause a foe damage. The form
that the wind takes depends on the number of magnitudes
pumped into the spell.
For each extra magnitude. the caster can cause one
of the following effects:
• Increase the area of effect to MG x MG (a wall of
wind of the third magnitude would be 3 x 3 meters.
• Add a third dimension (an MG 2 wall of wind
would be I x I x I meter). which can be increased
by an additional meter for each magnitude
• Change the element the wall is composed of,
from wind to water, water to earth and earth to
fire (a 1xt MG 4 wall would be made of fire).
Extend the wall's duration by 5 minutes for each
additional magnitude.
• Increase the range by 10 squares (15m).
For each meter thick. a wall of wind has an armor value
of I and can sustain 10 points of damage before being
destroyed. A wall of wind dissipates when its time
expires. Anyone caught inside a wall of wind must make
a COR roll or be knocked to the ground.
A wall of water has an armor value of 2 and can
sustain 20 points of damage before being destroyed
for each meter thick. It causes a ·1 to an attacker's
chance to hit (per meter thick) due to the warping
effect of looking through water. A wall of water flows
to the ground when its time is up. The water does not
disappear. though; it simply loses coherence as a wall.
The floor is now wet. Anyone inside a wall of water
must make a COR roll each round or be knocked to
the ground. Characters knocked to the ground begin
to drown, taking I d6 points of suffocation damage per
CR.
A wall of earth has an armor value of 3 and can
sustain 30 points of damage for each meter thick.
The duration of the wall is permanent until someone
tears it down. A wall of earth blocks line of sight. A
person cannot be caught inside a wall of earth, but it
can be made to fall on a victim. The target takes I d6
points of damage for each meter the wall is thick.
A wall of fire blocks line of sight. It has no armor
value, but it cannot be destroyed (although it could
be extinguished by an equivalent amount of water).
Once its time has expired, the wall fades away into
nothingness. Anyone caught in a wall of flame takes
I d6 damage for every CR spent inside it.
ELEMENTAL BALL
AREA OF EFFECT: I square
RANGE: I 0 squares
DURATION: I
DAMAGE: varies (#TA 3; SR:O)
This spell creates an explosive ball of wind that affects
anyone standing in the square where it goes off.
For each extra magnitude, the caster can cause one
of the following effects:
• Increase the shrapnel range (SR) by one square.
Increase the number of target areas (#TA) by
one.
Change the element the ball is composed of.
from wind to water, water to earth and earth to
fire (a MG 3 ball would be made of earth).
Increase the range by I 0 squares ( 15 m).
A ball of air forces all targets to make a COR roll or
be knocked down.
A ball of water forces all targets to make a COR
roll or be knocked down. Additionally, it does ld3
points of damage to each target area.
A ball of earth forces all targets to make a COR
roll or be knocked down. It also does ld4 points of
damage to each target area.
A ball of fire forces all targets to make a COR roll
or be knocked down. It also does I d6 points of
damage to each target area.
ELEMENTAL BOLT
AREA OF EFFECT: I target
RANGE: 10 squares
DURATION: I
DAMAGE: varies
This spell creates a bolt of wind that affects a single
target within the caster's line of sight.
For each extra magnitude, the caster can cause
one of the following effects:
• Increase the number of targets by one.
Change the element the bolt is composed of,
from wind to water, water to earth and earth to
fire (a MG 2 bolt would be made of water).
• Increase the range by 20 squares (30 m).
Increase the amount of damage done by + 2.
For two extra magnitudes, the caster can ignore line
of sight restrictions. The target need only be within
range to be affected.
A bolt of air forces the target to make a COR roll
or be knocked down.
A bolt of water forces the target to make a COR
roll or be knocked down. Additionally, it does ld6
points of damage.
A bolt of earth forces the target to make a COR
roll or be knocked down. It also does ld6+ 2 points
of damage.
A bolt of fire forces the target to make a COR roll
or be knocked down. It also does ld6+4 points of
damage.
RESIST ELEMENTS
AREA OF EFFECT: I target
RANGE: T
DURATION: 1 minute
This spell makes the target immune to the effects of
some or all of the four elements. This includes the
effects of any elemental spells. The basic spell
protects against wind only.
For each extra magnitude. the caster can cause one
of the following effects:
• Increase the number oftargets by one.
• Alter the element being resisted, from wind to
water, water to earth and earth to fire (a MG 2
resistance would be effective against water).
Increase the range by I 0 squares (15 m).
Increase the duration of the spell by 5 minutes.
Wind resistance protects against the cold and from
being knocked down by the wind. Water resistance
allows the target to breathe freely underwater and
prevents the target from being knocked down or
being subjected to currents. Earth resistance allows
the target to breathe underground (quite useful if
you've been buried alive) and move freely through
earth at the target's normal walking rate. Fire
resistance makes the target immune to fire and its
effects.
THE AR~ OF MANIPULATION
Since Inquisitors are only allowed to practice a single
art, the Inquisition channeled a lot of its energies into
creating an Art that would be tailor-made for their
specific needs. And so they composed an aspect
based entirely upon affecting the minds of others. Not
all Inquisitors dedicate themselves to Manipulation,
but those that do often find interrogating suspected
heretics a little less frustrating.
This Art crosses over into the aspects of both
Premonition and Changeling, but also has a few
entirely new spells. Most Inquisitors use this Art, as
they find it to be most helpful in pursuing their cause.
SUGGESTION
AREA OF EFFECT: 1 target
RANGE:T
DURATION: I
(if the target is unwilling or unaware, deduct the victim's
MST from the CS and add the spell's MGs plus the caster's
perfection level to the CS).
This spell allows the caster to makP a short
suggestion to the target. the target will believe
whatever the caster is telling him, even if it is an
outright lie. An Inquisitor could make a heretic
believe they are friends, for example. The CS can be
modified upward or downward if what the caster is
suggesting is easily believable or simply hard to
swallow. The spell's effects are permanent until
someone else offers the victim compelling evidence
to the contrary. If the spell fails, the target will
probably look at you funny for suggesting something
so obviously wrong~and then hurt you.
For example, you might be able to suggest to a
Cybertronic officer that you are innocent of
trespassing although he's caught you red-handed
rifling through the files of a member of the
Cybertronic board. He'll walk away like nothing's
wrong. If someone else spots you, however, and
sounds the alarm, that guard will quickly lose his
erroneous beliefs.
For each additional magnitude, the caster can
cause one of the following effects:
• Increase the number of targets by one.
Increase the range by I 0 squares ( 15 m).
DISCERN TRUTH
AREA OF EFFECT: 1 target
RANGE: T
DURATION: 1 minute
(if the target is unwilling or unaware, deduct the victim's
MST from the CS and add the spell's MGs plus the caster's
perfection level to the CS).
The caster can tell whether the target is lying or
telling the truth. This spell is extremely useful for
Inquisitors during interrogation. Whether the spell
fails or not, the target has no way of knowing that
the spell has been cast.
For each additional magnitude, the caster can
cause one of the following effects:
Increase the number of targets by one.
Increase the range by 10 squares (15m).
Increase the duration of the spell by 5 minutes.
TELEPATHIC MESSAGE
AREA OF EFFECT: 1 target
RANGE: 100 squares (150 m)
DURATION: I
(if the target is unwilling or unaware, deduct the victim's
MST from the CS and add the spell's MGs plus the caster's
perfection level to the CS).
The caster can send a twenty-five word message
to someone else via telepathy. No one but the sender
and the recipient will know that the message has
been sent. This spell can be used to disrupt another
spell caster's concentration. For each additional MG.
the caster can cause one of the following effects:
Increase the number of recipients by one.
• Increase the range by 100 squares (150 m).
• Increase the length of the message by twenty-five
words.
TELEPATHY
AREA OF EFFECT: 1 target
RANGE: 10 squares (15m)
DURATION: I
(if the target is unwilling or unaware, deduct the victim's
MST from the CS and add the spell's MGs plus the caster's
perfection level to the CS).
This spell is equivalent to the Telepathy spell from
the Art of Premonition.
The caster can scan the target's mind and get a
yes/no answer to any question the target may know
something about. A failed question can only be
retried after 24 hours. In any case, the target never
knows that he or she is being scanned.
Since the answer comes from the target's own
mind, this spell cannot differentiate between
Domination implanted or erased memories and real
ones. All questions must be phrased in the past or
present tense. Future tense questions cannot be
answered, unless the target has some way of
predicting the future. This spell is often used when a
target doesn't respond well to Hypnotism or the
caster has a need for subtlety.
Example: "Did you participate in the assassination of
Inquisitor Marcus?" A success produces a yes or a no
feeling in the caster's mind. Failure brings nothing.
HYPNOSIS
AREA OF EFFECT: 1 target
RANGE: 3 squares (4.5 m)
DURATION: Until canceled; maximum 24 hours
(if the target is unwilling or unaware, deduct the victim's
MST from the CS and add the spell's MGs plus the caster's
perfection level to the CS).
This spell is akin to the Hypnosis spell from the
Art of Changeling.
The caster causes the target to fall into a deep
hypnosis. The target can then be ordered to perform
tasks that lie within his or her normal abilities and
that don't expose him or her to obvious hazards.
The target will remember what happened during
the hypnosis, provided the memories aren't removed
via Domination, but he or she will not automatically
be aware of having been hypnotized.
If the attempt fails, nothing happens. The target
will be unaware of the hypnosis attempt. Inquisitors
often use this spell while interrogating a subject,
forcing the truth to be told. This can also be used to
program a person to perform a task at a later time or
upon a pre-arranged signal.
DOMINATION
AREA OF EFFECf: 1 target
RANGE: 3 squares (4.5 m)
DURATION: I or 6 hours
(If the target is unwilling or unaware, deduct the victim's
MST from the CS and add the spell's MGs plus the caster's
perfection level to the CS).
This spell is similar to the Domination spell from
the Art of Changeling.
The caster can erase a target's memories or
implant new ones in place of the old. For short,
simple memories (e.g. "Forget this conversation"),
only 3 MGs are required. The process is instant and
only requires a successful skill roll.
longer or more complicated memories (e.g.
replacing three months of torture with a holiday trip
to Venus) require maybe a hundred MGs, and the
target must be hypnotized or drugged during the
process, as it may take several days to spend so many
MGs.
This spell is often used to eradicate memories of
interrogations, secret missions or sessions of
hypnosis.
THE ART OF MENTALISM
The Art allows members of the Brotherhood to do
fantastic things that other human beings would find
nearly impossible to comprehend, much less
accomplish, but most aspects concentrate on
affecting others. This is fine if the practitioner is in a
group, particularly a group of Brothers, but for
Brothers that do most of their work on their own,
this is often not their biggest worry.
The Art of Mentalism allows Brothers to focus
their mental powers inwards upon themselves. By
the power of their minds, Mentalists can transform
themselves into virtual superhumans. This aspect is
heavily favored by Brothers who often find that they
have no one to rely on but themselves, as do
Archangels and Revisors.
PROFICIENCY
AREA OF EFFECf: P
RANGE: P
DURATION: C
You can boost your skill levels in any skill,
whether you already possess the skill or not. If you
already have the skill, the spell gives you a + 1 to
that skill. Each extra magnitude causes one of the
following effects:
• Add another + 1 to the skill.
• Cause the duration to last for 1 minute without
the caster having to concentrate on it. The time
limit starts immediately upon casting the spell.
• Make the spell last an additional 5 minutes.
For two extra magnitudes, you can use a skill you
don't already have as if you had made one skill
pick in it. This skill can be improved upon by
adding more magnitudes to it, just as if you really
had the skill.
Archangels use this skill for targeting enemy aircraft
by boosting their Heavy Automatic Weapons skill.
Inquisitors sometimes use this to boost their
Interrogation skill.
This spell cannot be used to boost other spells.
SPEED
AREA OF EFFECf: P
RANGE: P
DURATION: 1 minute
This spell adds + 1 to the caster's movement
allowance and gives the caster an additional action
every round. Each additional magnitude causes one
of the following effects:
• Another + 1 to the caster's movement allowance.
• The spell lasts another 5 minutes.
INVULNERABILITY
AREA OF EFFECf: P
RANGE: P
DURATION: 1 minute
You get an Armor Value of 1 on every part of your
body. This is cumulative with any armor the
character is already wearing.
Example: Inquisitor Paolo is wearing a bullet-proof vest
which gives him an Armor Value of 3 on his stomach and
chest. He casts Invulnerability. He now has an Armor
Value of 1 on his entire body, except for his stomach and
chest, which have an Armor Value of 4.
Each additional magnitude causes one of the
following effects:
• An additional + 1 to the character's Armor Value.
• The spell lasts for another 5 minutes.
EXORCISE SELF
AREA OF EFFECT: P
RANGE: P
DURATION: I
This spell is similar to the Exorcise Wound spell from
the Art of Exorcism, but it can only be used to heal
the caster. It instantly heals up to 1d6 Body Points of
damage. Any application of this spell immediately
halts any bleeding, as well as any loss of Body points
deriving from the loss of blood. In any case, you
cannot be "healed" to more Body Points than you
naturally have. Each extra magnitude adds 1d6 to the
spell's effect.
For two extra magnitudes, the spell will restore a
critically wounded limb so that it can be used again.
This application does not restore any Body Points.
For four extra magnitudes, the spell can heal a
critically wounded chest or stomach if applied within
five combat rounds. This application does not restore
any Body Points.
Nothing can heal a critical wound to the head.
IMPROVE SELF
AREA OF EFFECT: P
RANGE: P
DURATION: 1 minute
This is like the Proficiency spell, but instead of
boosting skills, you boost your abilities. This adds
+ 1 to any one ability. This can alter some of your
combat statistics, so be sure to keep track of them
when boosting an ability. Alternatively, you can
directly boost a combat statistic on its own.
Each extra magnitude confers one of the following
effects:
• An additional + 1 to any of the character's skills
or stats.
• The spell lasts for another 5 minutes.
AREA OF EFFECT: P
RANGE: P
DURATION: C
FLY
This spell is similar to the Levitation spell from the
Art of Kinetics, but bears some distinct differences. It
causes the caster to rise into the air at a rate of 15
meters per action. Additionally, the caster can move
forward at a speed of 10 squares per action. Each
added magnitude causes one of the following effects:
• Cause the duration to last for 1 minute without
the caster having to concentrate on it. The time
limit starts immediately upon casting the spell.
Make the spell last an additional 5 minutes.
Increase the horizontal speed by 10 squares per
action. If necessary, count one action as two
seconds.
• Allows the character to carry as much weight as
he or she normally could standing on the ground.
This is the limit of how much the character may
carry.
Lanzar un hechizo
La magnitud (el nivel que quieras usar de hechizo, o sea, la potenciación que desees aplicar a determinado hechizo) se resta, como parte de la dificultad. Lo que si sumas es el nivel de perfección de ese reino, como si fuera una habilidad.
Veamos. paso por paso.
1º El nivel de perfección en el Arte que está utilizando se SUMA.
2º La magnitud se RESTA.
3º Los modificadores si los hubiera. (SUMA o RESTA)
4º Hechizos afectan a la mente (Y SOLO EN ESTOS HECHIZOS) del objetivo se RESTA La FMT del objetivo. Además la magnitud (potenciaciones) del hechizo y el nivel de perfección se SUMAS otra vez más.
Lo que puede ser que te liase, (primero se resta, luego se suma) es que en los hechizos que afectan a la mente, como es una confrontación de las Fortalezas Mentales (de lanzador y de objetivo) a mayores, se suma otra vez las potenciaciones (las mejoras de un hechizo más poderoso, dentro del mismo tipo) y la perfección del arte en cuestión del lanzador. Así, se muestra una diferencia en el poder del hechizo (sobre el objetivo) y la capacidad mental (del lanzador sobre el objetivo).
Tienes un 2 en perfección, así que se lo sumamos. +DOS.
Has puesto que uno de magnitud, así que la potenciación es la básica, así que restamos lo mínimo. -UNO.
Veamos. Como lo que le ordenas es algo bastante normal, sólo vamos a poner una dificultad de -UNO (que a un soldado suele su arma es algo ... raro). Además tienes una habilidad 2 en ese hechizo, así que +DOS
Como es un hechizo que afecta a la mente restamos la FMT del bicho. -NUEVE. Además, por la misma razón, el hechicero tiene de potenciación su perfección (es dos) y se la suma +DOS y la potenciación o magnitud uno. +UNO
Así que en resumen tenemos +2-1+2+1-9+2+1 = -2
Tienes una FMT de 24, y aplicando el -2 nos quedan 22. Así que a no ser que pifies, te saldrá. Si además te sale un uno, pues será mejor aún.
CENTURIÓN
FUE 18
INI 14
COO 16
PIS 18
FMT 9
PER 20
MOVIMIENTO: 3/225
ACCIONES 3
ESQUlVAR / PARAR , 6
BLINDAJE (PB)
AREA BPS ARMOR(AV)
Cabeza 3 ninguno 3
Brazo 6 ligero 4
Estómago 6 ligero 4
Pierna 7 ligero 4
Pecho 7 ligero 4
ATAQUE:
c&c 10, Armas de fuego 14
Valores Básicos de Habilidad
Característica - Bonificación
1-5 - 2
6-9 - 3
10-14 - 4
15-16 - 5
+17 - 6
Niveles de habilidad - Bonificación
1* - 3
2* - 5
3* - 7
4* - 8
5* - 9
6* - 10
7* - 11
8* - 12
Para calcular las habilidades.
Galería de tiro
Tiramos bajo percepción con una dificultad añadida de 10.
Si hemos acertado la anterior disparo con un 5 de dificultad con vuestra arma que más dominéis.
Si hemos fallado la anterior disparo con una dificultad añadida de 15.
Si acertamos todo 10 Segundos
Si acertamos la percepción pero fallamos tiro o si fallamos la percepción pero acertamos el tiro 12 segundos
Si fallamos ambas 13.
Ruedas
Tres tiradas seguidas de coordinación (1D20) Si las acertamos todas 21 segundos.
Si se falla alguna, hay que empezar otra vez, con el añadido que fallar desde la primera, se añaden 10 segundos, si es en la del medio, 15, y en la última, terminando ya el campo de ruedas, 20 segundos y empezarla otra vez.
Además, por esta prueba, hay que hacer una tirada de fatiga, por cada vez que se reinicie. (1d20 bajo físico) Fallar añadirá a las siguientes tiradas (todas un 1 extra de dificultad y un segundo de tiempo añadido a todo). La fatiga se acumula, así que todos los modificadores de todas las tiradas y modificadores que se fueran "encontrando" se irán añadiendo. Si alguien termina con FIS CERO, caerá de rodillas, humillado, exhausto y sin aliento.
Espino
Tres tiradas. Todas acertadas darán 25 segundos y tirada de fatiga.
La primera será bajo COO (ojo con los modificadores acumulados) Es una zona con mucho alambre. Fallar significará un enganchón y por tanto un calambruqui. El que falle tirada de COO y 5 segundos extra y tirada de fatiga a mayores por el dolor. En esta portar tubos estabilizadores añade un 5 de dificultad. Además, hasta que no se supere la tirada de dificultad de COO, hay que seguir tirando, y no se podrá avanzar hasta conseguirlo.
La segunda será bajo FMT, ya que hay barro, y cañerías por las que pasar. Es un acto de fe y de estómago. Fallarla indica que te demoras por cualquier cosa y añades 5 segundos de tiempo extra y si la tirada es par hay calambruqui (tirada de fatiga). En esta portar tubos estabilizadores añade un 2 de dificultad.
La tercera será bajo COO, ya que es un lugar angosto y polvoriento, y vienes con todo el barro pegado. Fallarla indica que has tocado cualquier parte y por tanto hay calambruqui (tirada de fatiga). En esta portar tubos estabilizadores añade un 4 de dificultad.
Terminar la prueba requiere un tirada de fatiga. Si se supera, será todo un alivio, pero fallarla, acarreará un aumento de dos segundos en todo, y además un extra de 3 de dificultad a todas las siguientes tiradas.
Foso granadas.
Se lanzará sobre armas arrojadizas. Si se acierta, todo ok y 10 segundos de tiempo.
Si se falla hay que hacer tirada de COO. Acertar solo acumulará un segundo extra al tiempo base y un ridículo humillante.
Si se falla hay que soportar la mitad del daño de la granada y los pertinentes 20 segundos extra por ver como estáis. Cualquier herida de gravedad os deja fuera de la prueba, pero cualquiera leve, os azuzará con unos cuantos insultos del inquisidor, y si os pilla, una deshonrosa patada en el pandero para que sigáis.
Esta prueba, al finalizar no requiere tirada de fatiga.
Gingana
En la Gingana el cansancio que se acumula por las tiradas de fatiga es tanto que en lugar de un 1 de dificultad añadida acumulativo, la tirada se aumenta en una dificultad de 3.
Escalera en horizontal elevada. Se tira sobre FUE y al terminarla hay que hacer chequeo de fatiga (fallo +1 seg y uno extra de dificultad). Si se pasa la tirad de FUE, se pasa, si se falla, hay que regresar al principio de la escalera e intentarlo otra vez. Fallarla también requiere chequeo de fatiga. Cada intento son 6 segundos.
Escalera inclinada ascendente. Se tira sobre COO. Es igual que la anterior, pero si hay tirada par, en el fallo, se consigue terminar con un extra de tiempo (la base son 6 segundos, y otros tantos si hay fallo, si se pasa). Caer (o sea, la tirada de fallo es impar) requiere fatiga y empezar otra vez. Ojo, terminarla, también requiere tirada de fatiga.
Escalera inclinada ascendente cortada. Se tira sobre trepar, y fallar aquí significa caer seguro, pero en la tirada par hay que además acumular daño. El que cae empieza, seis segundos de demora y tirada de fatiga. Pasarla es tirada de fatiga y 6 segundos.
Obstáculo 1. No deja de ser un circuito que con vuestra INT tenéis que pasar. Fallar son 6 segundos y seguir intentándolo, hasta conseguirlo que no dejan de ser 6 segundos. No requiere tirada de fatiga. (se acierte o falle).
Obstáculo 2. Es un muro con cuerdas por un lado y el otro. Hay que TREPAR (subir son 4 segundos) y descender, que os lo dejo al gusto (saltar y poder haceros daño [COO] tres segundos) TREPAR (y si se falla caer. Daños, y un segundo, o acertar, y cuatro segundos) Dejaros caer (Un segundo y daños seguros). Tirada de fatiga, se llegue como se llegue.
Obstáculo 3. Son unos péndulos que bailan. Tirada de ESQUIVAR. Acertarla es 6 segundos y fallarla otros tantos, más empezar otra vez y tirada de fatiga. (si la aciertas a la primera no hay fatiga en esta prueba.
Galería Largo Alcance.
Con un arma de largo alcance hacer un disparo con dificultad 5 (o usar un arma de corto y probar que será una dificultad de 15). Se dispara hasta acertar. 4 Segundos si el disparo se acierta y 5 por cada disparo fallado.