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You are the incarnation of excellence
This directive uses the power of the organic force of the Phlegethon and the fiery energy of the Acheron spun together in such a way that it enhances their physical abilities.
Directive
CLAUSES
Any Clause activates Temporary Specialty: Body Training
Fortitude
Clause
With a strength or fortitude rolls
it strengths your muscular mass for you to do hit harder.
Adds #Strongman
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Will:1
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Difficulty level: Normal
Throwing
Regulation
Grants #HammerThrower
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Let you take any object that doubles your mass and weak enemies and throw them in a throwing roll against a group of enemies in close range with each other.
The damage of the roll can be distributed among the affected targets and they are Knocked Down for a turn.
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+1 Dif. Level
+ 1 Will
Meteor
Regulation
You can throw any object or body not bigger than you were so high it won't land on the targeted area for a turn.
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When it falls everyone in that area will suffer 2d10 added damage.
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+1 Dif. Level
+1 Will
Titan
Regulation
Break a piece of architecture or take a big furniture piece
and wield it as a weapon.
While doing it you'll be granted #HeavyStaff and #ImprovisedShield
and enjoy its advantages :
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Eg:
2 dices on melee attack.
1 die on defense and able to block bullets.
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but also its cons:
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Eg: Stealth, evasion, and movement rolls -1 die.
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+1 Will
Impact
Regulation
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Any impact made by this Clause will be extended 1 Range level.
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+1Will
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PowerhauseClause
With fortitude or dexterity rolls it invokes the regulatory weapon. a construct made flesh from your body.
The mutant weapon can acquire the shape of any regular weapon you need (including a shield).
Just once for Round.
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Will:1
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Difficulty Level: Normal
Upgrade
Regulation
You can extremely mutate your weapon by adding a level to any perk of your weapon (+ 10 ammo, +10 damage, +1 level radius, +1 level range, +1 turn Condition)
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+1 Will for each perk augmented.
Epic
Regulation:
Mjolnir
Adds #HeavyWeapon and #ThrowingWeapon
Your regulatory weapon turns into an electric hammer like in the nordic myth.
You can use it on melee or throwing attacks and it always returns to you.
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Applies Shocked Condition.
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Its arcs of electricity allow you to distribute the damage between the target and another character in a medium range.
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+1 Will
+1 Difficulty Level
Incompatible with other Epic Regulations.
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Epic
Regulation:
Excalibur
Adds #FencingWeapon
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Your regulatory weapon turns into a legendary fire sword. Good for attack and defense.
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It applies Burned condition to anyone you attack successfully or tries to attack you.
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+1 Will
+1 Difficulty Level
Incompatible with other Epic Regulations.
Epic
Regulation:
Pashupatastra
Your regulatory weapon becomes the legendary crystal bow Pashupatatstra.
Grants #Sharpshooter
has infinite ammo.
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It applies Frozen Condition.
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If you are at a very far range and use only one die in your attack roll and you succeed you'll make a headshot and instantly kill an enemy.
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+1 Will
+1 Difficulty Level
Incompatible with other Epic Regulations.
Potence
Clause
with strength, agility, or power rolls it fortifies your tendons and focuses your body energy in your cinematic movement.
You'll become fast than regular
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Adds #Exhalation
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Will:1
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Difficulty Level: Normal
Cannon ball Regulation
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You derive energy to the parts of your body that impacts against a target you tackle
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That target will receive the difference of the tackle roll +10 for each range level you move before the tackle.
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The target will be knocked down and thrown back at a range level.
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+ 1 Will
Doble jump
Regulation
You use the physical energy to jump.
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Adds #Jumper.
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The difference between the jump roll will be the meters you jump.
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(2 meters= 1 Range level)
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If you land on anybody you do damage= meters.
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+1 Dif. Level
+1 Will
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Speed
Regulation
If you succeed on a movement dice roll you will run on a speed = 10 km/h x difference of the movement roll.
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You can move to any level of range in combat.
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+1 Dif. Level
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+1 Will
Tornado
Regulation
Speed around yourself and move like a spinning top until the end of your next turn.
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You can deflect projectiles, and block any melee attack causing that attacker the damage of your spinning dice roll.
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You can move around and if you cross anyone you'll deal that same damage.
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+2 Dif. Level
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