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Realm of Divine Magic.pdf - le verrah rubicon - Free

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Warhammer Fanrasy Ro<strong>le</strong> Play<br />

<strong>Realm</strong> Of <strong>Divine</strong> <strong>Magic</strong><br />

Retreat (Cool)<br />

The c<strong>le</strong>ric retreats into personal prayer and devotions in a shrine or on other sacred<br />

ground for 24 hours. At the end <strong>of</strong> this time the c<strong>le</strong>ric is refreshed and renewed in spirit,<br />

and he regains all expended MP up to his full BMP score. Test vs. Cool. If successful,<br />

also receive a cult b<strong>le</strong>ssing (a one-time-use +10 bonus with any skill test favored by the<br />

cult).<br />

Background: When isolated from worldly distractions and concentrating so<strong>le</strong>ly on the<br />

power and glory <strong>of</strong> his divine patron, the c<strong>le</strong>ric's spiritual reservoirs are quickly<br />

rep<strong>le</strong>nished with divine energy.<br />

GM Guidelines: If the c<strong>le</strong>ric is interrupted or distracted in any way during his 24-hour<br />

retreat, he regains only the sing<strong>le</strong> MP normally regained each day.<br />

Bind Wound (Intelligence)<br />

This is a first aid skill for emergency treatment <strong>of</strong> victims <strong>of</strong> accidents, natural<br />

disasters, and batt<strong>le</strong>field wounds, including stopping b<strong>le</strong>eding, bandaging open-wounds,<br />

and immobilizing broken bones. Successful use <strong>of</strong> this skill stops continuing wound<br />

losses resulting from Critical Hit Tab<strong>le</strong> results and stabilizes the victim's condition.<br />

Specifically stops terminal b<strong>le</strong>eding. Does not restore wounds, does not repair injuries or<br />

remove penalties resulting from injuries.<br />

Background: Modern medical procedures as represented by heal wounds and surgery<br />

are fairly technical and are not well-known among the peop<strong>le</strong>. Through the teaching <strong>of</strong><br />

the bind wounds skill to laymen, Shallya hopes to spread know<strong>le</strong>dge <strong>of</strong> simp<strong>le</strong><br />

emergency medical practices among the <strong>le</strong>ss-educated <strong>of</strong> the peasant and midd<strong>le</strong> classes<br />

and especially in guard and military units.<br />

GM Guidelines: Unskil<strong>le</strong>d use <strong>of</strong> tourniquets and splints and amateur setting <strong>of</strong> broken<br />

bones may result in loss <strong>of</strong> limbs or life. Emergency treatment provided by this skill may<br />

not help, and may even hinder the normal healing <strong>of</strong> injuries un<strong>le</strong>ss proper treatment<br />

through heal wounds, surgery, or magical healing is made availab<strong>le</strong> within a short time<br />

(15 minutes to an hour, depending on the injury).<br />

True Sight (WP)<br />

At the cost <strong>of</strong> one MP, a character is warned <strong>of</strong> impending Danger, Betrayal,<br />

Friendship, and Good Fortune. The use <strong>of</strong> the skill may be triggered voluntarily when a<br />

character uses the divination skill, or it may be triggered involuntarily at the GM's<br />

discretion as a sign <strong>of</strong> the divine patron's will.<br />

Test vs. the character's WP. If the test is successful, the character receives a specific<br />

image <strong>of</strong> an impending event. If the test is fai<strong>le</strong>d, the character receives vague<br />

premonitions <strong>of</strong> portentous events ahead.<br />

Background: A character wise enough to sense a critical moment in time may seek<br />

foreknow<strong>le</strong>dge through the divination skill. Sometimes, though, a divine patron desires to<br />

warn a follower <strong>of</strong> imminent danger or opportunity through the involuntary use <strong>of</strong> true<br />

sight.<br />

GM Guidelines: The nature <strong>of</strong> predictions produced by the successful use <strong>of</strong> this skill<br />

are very specific and related to events in the immediate future, unlike predictions<br />

produced by divination, which is vague, oracular, and usually speaks <strong>of</strong> patterns <strong>of</strong> the<br />

more distant future, not <strong>of</strong> events in the immediate future <strong>of</strong> the present.<br />

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