Ritual:
Rituals were a special magic ritual that combined with precise measurement and research to create a huge amount of magic power. [] The use of sacrificial rites was not as extensive as that of Taoist sects, and the effects were less varied. However, it was more suitable for special situations.
There were three levels in the ritual of the mysterious technique, from level 1 to 3. Learning each level required mastering the corresponding power level and the ability related to the ritual. Unless specifically stated, a ritual usually required 1 minute per level, and the duration was the highest level of the corresponding ability x 10 minutes. Using the Ritual required Intelligence Mysticism Ritual Level Judgement. Only one success rate was needed to make the Ritual effective. However, some Ritual required more success rates to achieve or achieve better effects.
? Dramatic mistake? If the ritual failed, there would be some bad effects that would rebound on the caster.
? Failed? The ritual failed, but there was no danger.
? Success? The ritual was a success.
? Successful exceptions? The ritual was a success. Different rituals might have different additional effects.
Dice number adjustment
4 Spend double the time to prepare and cast
- -
-1 to 3 The character is disturbed, such as being in battle or being chased. Will Dice can be used to offset the influence points.
Sacrificial ceremonies sometimes required special ingredients and reagents-these were mentioned in every ritual. They were usually herbs, animal bones, ritual props, feathers, salamander eyes, toad tongues, and so on. The magic materials needed for the ritual could be purchased from the Main God's Office for 1-10 points.
After the character has mastered at least one level higher than the level of the ritual to be studied, and the occult skill is at least level 3, he can start to study the ritual. This requires finding an NPC in some magical world to teach him, or from scrolls, ancient books (such as the Book of the Undead, which records the ritual of the undead), and other documents. Creating a new ritual might take a few nights (Level 1 ritual), weeks (Level 2 ritual), or even months (Level 3 ritual).
Character needs to spend 3x Ritual level experience to learn each level of Ritual (all Ritual levels can be mastered). The use of the ritual had a lot of restrictions. Before using the ritual, the character had to prepare the materials to be used. Because the mysterious power contained in the ritual had an effect on the character's mind, the total number of rituals that the character could perform in each story could not exceed the character's mysticism skill level. In addition, unless allowed by the st, the same ritual could only be performed once in the story.
Author: Zhen Xiaoren User Type: Ordinary 2009-3- 19 17:12:00 Replies
[comment] provides strengthening options for authors, constantly updating
This ritual requires the support of the Blood Clan bloodline.
Author: Zhen Xiaoren User Type: Ordinary 2009-3- 19 17:12:54 Replied
15 reply: [comment] provides strengthening options for authors, constantly updates
[Basic abilities: The following three abilities can be learned and used by all vampires.]
bull's strength
Through this ability, the vampires had supernatural strength. The Brute Force Potent could allow the vampires to jump over a long distance, lift heavy weights, and use strange strength to smash their opponents. The lowest level of brute force was enough to give the Blood Breed extraordinary strength, and the higher level of brute force was enough to make the Blood Breed jump like flying, throw a small car like throwing a coke can, or find a solid concrete wall like punching through a piece of paper. During melee judgment, the brute force ability could also provide additional damage dice.
Rules:
This is a swift action (but no other abilities can be activated in this round). By spending the corresponding amount of health, the character can temporarily increase his strength attribute for 10 minutes per ability level (does not affect the automatic success rate of his strength attribute) and an additional success rate reward. At the same time, the character's jump (size strength movement) will be rewarded with a strength attribute additional automatic success rate increase. For example, if a Blood Breed with Strength 3 uses a Level 3 Giant Strength Skill, his Strength will be considered 9 for the next 30 minutes (there will be no automatic success). At the same time, there will be an additional 2 automatic success dice on the strength-related judgment. At the same time, the character's jump will be size Strength 11 Movement.
Level: 12345
Attributes increased by 1,361,015
Automatic Success-1246
hastening spell
Sucking gave some Blood Breeds astonishing speed and reaction. They could rely on Hastening to move at an astonishing speed many times. Compared to the slow movements of mortals or Blood Breeds without this ability, the Blood Breeds under the effect of the Hastening Spell were as fast as the wind.
Rules:
This is a swift action (but no other abilities can be activated in this round). By spending the corresponding amount of health, the character can temporarily increase his agility attribute (does not affect the automatic success rate of his agility attribute) and an additional number of successful dice. At the same time, the character's speed (size strength agility) will be rewarded with an additional increase in agility attribute additional automatic success rate. For example, if a Blood Breed with Agility 3 used the Level 3 Hastening Spell, his Agility would be counted as 9 in the next 15 rounds (there would be no automatic success per se). At the same time, he would gain 2 additional automatic success dice on Agility related checks. At the same time, the character's speed would be 11 for size strength agility.
Level: 12345
Attributes increased by 1,361,015
Automatic Success-1246
Endurance
All vampires had supernatural physiques to resist many kinds of damage. The Endurance spell could allow the vampires to resist stronger damage and protect them from damage that even vampires were afraid of, such as sunlight and fire (the vampire model in Infinite Terror was immune to sunlight damage).
Rules:
This is a quick action (but no other abilities can be activated in this round). By spending the corresponding amount of health, the character can temporarily increase his endurance attribute (does not affect the automatic success rate of his endurance attribute) and an additional number of successful dice. At the same time, the character's health level (body type endurance) will receive the bonus endurance attribute additional automatic success rate. For example, if a vampire with Endurance 3 uses Endurance 3, his Endurance will be 9 for the next 12 hours.(No automatic success per se) At the same time, it increases the number of additional automatic success dice on Endurance-related checks (can absorb vicious damage that cannot be absorbed by Endurance attributes, such as sunlight, fire, silver weapons, werewolf claws, etc.). For example, a character with 3 Endurance levels can absorb up to 2 levels of vicious damage. At the same time, the character's health level is Body Type Endurance 11.
Level: 12345
Attributes increased by 1,361,015
Automatic Success-1246
Author: Zhen Xiaoren User Type: Ordinary 2009-3- 19 17:13:23 Replied
16 reply: [comment] provides strengthening options for authors, constantly updating
The following abilities and rituals are limited to the Blood Clan.
Author: Zhen Xiaoren User Type: Ordinary 2009-3- 19 17:14:33 Replied
17 reply: [comment] provides strengthening options for authors, constantly updating
Sensing Spell
This ability gives the Blood Breed a bizarre sensing ability. In the beginning, the senses of the Blood Breeds were significantly enhanced. With the improvement of their abilities, the vampires began to sense the spiritual aura projected by the creatures around them. They could even project their opinions into the minds of others. In addition, the Sensing Spell could also see through the disguise of creatures that used the Invisibility Spell, which was described in detail in the " Discovering Invisible Creatures " below.
With this sensing ability, the vampires had a clear advantage over mortals and even many other unnatural creatures. Whether they wanted to observe a remote port, understand the prince's mood, or collect information from the enemy's blood servants, sensing was a powerful tool.
Still, vampires had to be careful not to be disturbed by their keen senses, such as being annoyed by beautiful things, disturbed by noise, or overwhelmed by unpleasant smells (there were disadvantages to having a nose as sensitive as a dog's). The character using the sensing spell may be distracted by some unexpected events, unless he passes a Will check (at least 1 success count) to block them. The stronger the interference source, the more successful dice required. If the check fails, the interference will drown the target's senses, causing them to forget their surroundings for a moment. This will last for one or two rounds.
The higher the Perception attribute, the more powerful the Sensing Spell. The better the result of the check, the more sensory information the character could understand.
[Level 1: Increase perception, esp, and defeat the enemy first.]
[Level 2: Soul Aura, Listen to the Heart, Soul Guidance]
[Level 3: Soul Touch, Eye of Foreseeing]
[Level 4: Telepathy, Remote Vision]
[Level 5: Mind Projection]
Increase Awareness
This ability made all the senses of the Blood Breeds sharper, doubling the range and clarity of their vision, hearing, and smell. Although the range of taste and touch had not changed, they had become much sharper than before. The vampires could taste the alcohol in the blood of the victims, or find hidden holes in the floor from the elasticity of the wood. The vampires could expand their senses at will and always maintain a high level of concentration. For the storyteller, this might make hunting easier.
Sometimes, this ability would provide an insight beyond the senses and even beyond understanding. These brief, blurry glances could be strange omens, fleeting thoughts, or uneasy premonitions. The vampires could not control this feeling, but they could try to explain it through practice.
There was a price to pay for the expansion of feelings. When vampires used this ability, strong light, loud noises, and strong smells would bring danger. In addition, very sudden stimulations such as spotlights or the roar of thunder would make the vampires blind or deaf for several hours.
Rules:
[Cost: 1 HP, Duration: 1 scenario]
[Attributes: Perception][Skills: [Perception related; Competition: Control Disguise Phantom]
When rolling dice for all skills related to Perception, each level of Perception can increase the number of automatic successful dice by 1. In some cases, using this ability requires a Perception check, such as detecting the target of the illusion spell or detecting a threat (the storyteller secretly checks the character's Perception level and determines the difficulty that he thinks is most suitable for this situation). For example, the difficulty of sensing a pistol pointing at one's back from afar might require 1 success die, while suddenly sensing that the opponent in the negotiation was planning to assassinate one might require 4 success die.
The increase in perception did not allow the character to see in the dark like the Beast Eye ability, but it could reduce the penalty for moving in the dark from-4 to-2. If the vampire could use hearing, smell, or other methods to detect the enemy, they could launch long-range attacks.
In battle, increasing Perception could increase one's ability to sense danger. Although it could not increase one's actual defense, it could increase the number of automatic success dice brought about by high Perception.
[Discovered Invisibility, Spirit Body: Both sides will roll dice.] The Blood Breed cast Perception Investigation Sensing, while the other cast Control Concealment Phantom. The party with the most success rate won.
[Discern Phantom: The user of Sense must actively attempt to expose the illusion, and then compare the level of the user of Sense with that of the user of Phantom, just like the Invisibility spell above.] This process was similar to the detection of invisibility.
Author: Zhen Xiaoren User Type: Ordinary 2009-3- 19 17:15:07 Replied
18 replies: [comment] provides strengthening options for authors, constantly updates
Supersensory
The vampires were born to be in harmony with the structure of the material world, so they were more sensitive to energy and changes than mortals. Players can perform Perception Mysticism checks on vampires to obtain a sense of the supernatural in a specific area. A ward might exude the feeling of sickness and death. This was the brand left behind by the struggle and sacrifice of the doctors and patients inside the walls. And an inconspicuous basement might have the smell of an evil ritual from a few days ago. In addition, a vigilant vampire could also sense the supernatural energy around him. When divine power was used, the structure of the material world would be distorted in an instant, and the vampires would sense the fluctuations caused by this temporary disturbance. A highly sensitive person could obtain detailed information from these fluctuations and sense the location of the supernatural event.
Rules:
[Cost: 1 HP, Duration: 1 scenario]
[Attributes: Perception][Skills: Mysterious;
The Blood Breed could sense the supernatural energy moving within a certain area. The radius was measured in kilometers, which was equal to his Will (therefore, a Blood Breed with 5 points of Will could sense the supernatural energy within a radius of 5 kilometers). If a character wished to detect supernatural energy within their perception range, they would need to undergo a test. If the check is successful, your character will be able to detect the instantaneous disturbance caused by this energy. The more successful he was, the more details he would get.
One success: The character will know that something has happened (or is happening) nearby and roughly understand its intensity.
Two successes: The character will have a rough impression of the direction of the disturbance.
Three successes: The character would be able to understand the exact direction of the disturbance and have a rough impression of the distance.
Four or more successes: The character will accurately understand the distance of the disturbance. If he knew the area, he would know exactly where the accident happened.
Although the vampires could sense the location of the accident, they could not accurately identify the type of magic power, although the number of successful dice (more than four) allowed vague hints such as "Gaia type" or "blood magic". If they wanted to know more, they would have to go there personally or send their subordinates to investigate.
Although the supernatural senses usually only came into play when the character actively searched for signs or disturbances, the storyteller could also make the decision to check for the player's character when there was a strong supernatural reaction nearby.
In battle, Supersense could help the character resist the effects of supernatural abilities. When attacked, the character's immunity would be automatically rewarded with 1 point for each level of Supersense.
take the initiative to defeat the enemy
This spell allowed the vampire to use his intuition to accurately estimate all the moments of the event, giving him a chance to act at the right time to obtain the best effect. If he wanted to do a punch, he knew where and how to strike, with the greatest possible (mundane) precision and power. Or rather, if he wanted to persuade someone about something, he knew the best time to say it.
Rules:
[Cost: 1 HP, Duration: 1 scenario]
[Attributes: Perception][Skills: Understanding;
The character had to focus an entire round of energy to use it. In the next scenario, for every success, the next time the character needs to (or wants to) roll an attack or social die, the number of dice will increase by 1. This did not include the spell check roll.
Author: Zhen Xiaoren User Type: Ordinary 2009-3- 19 17:15:32 Replied
[comment] provides strengthening options for authors, constantly updates
Soul Halo
Through this ability, the vampires could sense the aura of the soul emitted by the surrounding mortals or other supernatural creatures. These halos contained a series of ever-changing colors that could be clearly distinguished through hard work. Even the simplest individual's aura contained many different tones; Strong emotions dominated, and those momentary thoughts and secrets of the heart often flashed across the stripes and vortices of color.
The color of the halo changed in sync with the emotional state of the subject. They danced continuously, mixing to form new tones. The stronger the emotion, the stronger the color. Experienced vampires could get a lot of information from the subtle differences in the color and light flowing on the target's soul halo.
In addition to sensing emotional activity, the vampires could also use detection Reiki to detect superpowers or supernatural creatures. Although the color of the Blood Breed's Soul Halo was very strong, it was pale white. The magician's halo often shone and burst outward as if it were crackling because of suppressed power; Transformed animals had eye-catching and even somewhat frenzied lights; The ghost's halo flickered intermittently like a dying flame; Fairies were filled with rainbow-like colors. The fallen demons were constantly surrounded by the terrifying black hellfire.
Rules:
[Cost: 3 HP, Duration: Focus 3 rounds]
[Attributes: Perception][Skills: Understanding; Confrontation: Calm; Competition: Calm Intelligence
This ability affects all creatures within a radius of the character's Will. The character used this to determine the mental and emotional state of the target. Supernatural creatures that become its target (and are aware of its use) can fight it with calmness. In a lie detector situation, the character can take competitive actions to resist the calmness intelligence of the suspected liar. Storyteller might be willing to roll the dice secretly to prevent players from knowing whether their check result was good or bad.
Before starting a battle with the opponent, if you have used this ability to detect the opponent for at least one round, it can be counted as having a higher active value than the opponent by the number of successful dice.
? Dramatic mistake? He had completely misjudged the target's halo.
? Failed? He couldn't deduce any information.
? Success? The color of the read dice was equal to the number of successful dice.
? Successful exceptions? The color read is equivalent to the number of successful dice 1.
Dice number adjustment
2 Target is related by blood
Look at the shape, not the color
-1 Look at the shape and main color
-2 Look at the combination of colors
-3 Watch the subtle changes in color combinations
The halo color chart showed some common colors and the emotions they reflected. The additional success rate also allowed the character to detect the aura of the will through obstacles. In other words, the character could detect the hidden person. Seeing through doors and walls requires one additional success (two success counts), seeing through solid brick walls requires two additional success counts, and seeing through thick metal walls or vault doors may require three or more additional success counts. This special vision would continue to take effect as long as the user maintained their focus. If the user stopped focusing, it would continue for three rounds.
At the same time, the character could only observe a specific target once, regardless of the degree. If he failed, the character would easily imagine what he wanted to see when he tried to judge the intentions of others. At least after one night, the character can try to detect Reiki again without any punishment.
It was possible to detect the psychic aura of an invisible creature, but it was very difficult.
Aura's status and color
Status Color Status Color Status Color
Anger, red, happiness, vermilion, confusion, worry, a jumble of changing colors
Fear, orange, sympathetic, pink, daydreaming, flashing colors
Focus on yellow, lecherous crimson, crazy, uncontrollable, undulate, ripple colors
A rose-red psychopath who bewitches the green generosity, or a hypnotic vortex that appears in Reiki under mind control.
In love, blue, excited, violet, devil, devil, fallen angel, black flame-like veins in the aura
Intrusive purple, distrust, light green, pale blood, misty aura
Hate black, jealous of dark green magic users, sparks keep flashing in the aura
Innocent white calm light blue shapeshifting animal (like werewolf) eye-catching and constantly vibrating aura
Depressed, gray, suspicious, dark blue, ghost, faint, intermittent aura
Energy-rich golden remorse brownish goblins faint, unending aura
Sad Silver Pain Brown Superpowered Human (Like a Hunter) Flame-like Spirit Qi
Author: Zhen Xiaoren User Type: Ordinary 2009-3- 19 17:15:59 Replied
20 replies: [comment] provides strengthening options for authors, constantly updating
Listen to your heart
Through this ability, the vampires could understand the masses and listen to their voices. They could understand the situation around them and also let their subordinates get what they wanted.
Rules:
[Cost: 3 HP, Duration: Immediately]
[Attributes: Perception][Skills: Understanding;
It was similar to the Spirit Halo, but it did not require concentration and could be immediately learned. Its radius was equivalent to the radius of the character's will. Success meant that the character was aware of what was most commonly seen, such as attacks, mediation, cruel or merciful punishments. The more successful the dice were, the more the character could understand the wishes of others. Even those who had buried their wishes deep in their hearts could not escape a glimpse. Note that this talent does not reveal the wisest or most rational conclusion, but the most common one.
heart tells
The caster can accurately predict the outcome of a person's actions through psychic divination. He could quickly scan the near future and decide whether his next move would go well or not, and he could make adjustments to increase his chances of success. The vampires could effectively observe the situation of their actions in the near future and then decide how to do it better.
Rules:
[Cost: 3 HP, Duration: 1 round]
[Attributes: Perception][Skills: Investigation;
The Blood Breeds knew that in a battle, a single wrong strike or an inaccurate shot could turn a certain success into a serious failure. He could not tolerate this weakness of his. Each successful die of the ability allows the character to roll two dice for a single roll he will make in the next round, with the better result (i.e., 3 successful dice will be rolled three more times in the next round), but it cannot be used to cast the ability. This ability can be used as a reaction action and can be used on an action in the same round as the ability.
Soul Touch
Every time someone touched an item, he would leave his spiritual mark on it. Blood Breeds who had reached this level of sensing could " read " these traces and learn the nature of the item, including its basic properties, abilities, and " real name ". They could even sense who had touched the item, when they had touched it, and what it was used for.
The illusions were rarely clear and detailed. They were more like a 'mental snapshot'. However, the vampires could still understand a lot from this brief glance. Although most of the afterimages were related to the person who held the item last, the person who held the item for a long time would leave a stronger trace than the temporary holder.
The vampire held the item and entered a shallow trance to collect information from the spiritual remnants on it. When using Soul Touch, she could only be aware of the situation around her, but loud noises or physical sensations would immediately interrupt her trance.
Rules:
[Cost: 5 HP, Duration: Focus, no more than 1 minute/Willpower]
[Attributes: Perception][Skills: Investigation;
The number of successful dice to determine the item's characteristics depended on one's understanding and familiarity with the item.
Similarly, the number of successful dice required by the user of Perception depended on the time left behind by the trace and the mental strength of the person or event who left the trace.
The deeper the holder's feelings for the item, the stronger the traces left on it-the more information the vampires could collect. Similarly, events involving strong emotions (gifts, torture, long family history) will leave a stronger mark than accidental contact. Assuming that each success could obtain a fragment.
Author: Zhen Xiaoren User Type: Ordinary 2009-3- 19 17:26:21 Replied
——
This book comes from:m.funovel.com。