Difference between revisions of "Blood Tempering"

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This power, which hails from long before the advent of Damascene steel, has seen a great deal of use in the nights of the Crusades.  blood Tempering originated as a means by which Assamites of the warrior caste reinforced bronze and iron weapons and armor to withstand prolonged combat.  Instead of envenoming her blades, the Assamite imparts a small amount of her own resilience unto them by means of her blood.  Some viziers use this power to preserve their most ancient relics, and the clay tablets that bear the clan's earliest history have benefited from repeated Blood Tempering.
 
This power, which hails from long before the advent of Damascene steel, has seen a great deal of use in the nights of the Crusades.  blood Tempering originated as a means by which Assamites of the warrior caste reinforced bronze and iron weapons and armor to withstand prolonged combat.  Instead of envenoming her blades, the Assamite imparts a small amount of her own resilience unto them by means of her blood.  Some viziers use this power to preserve their most ancient relics, and the clay tablets that bear the clan's earliest history have benefited from repeated Blood Tempering.
  
'''System''':  The player spends a Willpower point, and the character coats the item to be reinforced with her blood.  The amount of blood used depends on the size of the item: one blood point per foot of length.  Thus, the average sword requires three blood points, while a lance may need as many as 15.  Armor requires three blood points per extra soak die it provides.  A weapon's base damage rating is increased by one die, and it is rendered unbreakable by any means short of a supernatural power with a rating greater than that of the character's fortitude or a truly massive amount of mundane trauma (such as a landslide).  Armor gains one extra soak die and is likewise impervious ot most harm (though the individual within it may still be wounded by force that is transmitted through it).  This power may be applied to solid objects other than weapons and armor at the Storyteller's discretion.  It cannot reinforce flexible items such as whips, leather armor or silk robes.
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'''System''':  The player spends a Willpower point, and the character coats the item to be reinforced with her blood.  The amount of blood used depends on the size of the item: one blood point per foot of length.  Thus, the average sword requires three blood points, while a lance may need as many as 15.  Armor requires three blood points per extra soak die it provides.  A weapon's base damage rating is increased by one die, and it is rendered unbreakable by any means short of a supernatural power with a rating greater than that of the character's fortitude or a truly massive amount of mundane trauma (such as a landslide).  Armor gains one extra soak die and is likewise impervious to most harm (though the individual within it may still be wounded by force that is transmitted through it).  This power may be applied to solid objects other than weapons and armor at the Storyteller's discretion.  It cannot reinforce flexible items such as whips, leather armor or silk robes.
  
 
'''Experience Cost''':  28
 
'''Experience Cost''':  28

Latest revision as of 08:42, 27 April 2014

Discipline Techniques

Fortitude 2, Quietus 4

This power, which hails from long before the advent of Damascene steel, has seen a great deal of use in the nights of the Crusades. blood Tempering originated as a means by which Assamites of the warrior caste reinforced bronze and iron weapons and armor to withstand prolonged combat. Instead of envenoming her blades, the Assamite imparts a small amount of her own resilience unto them by means of her blood. Some viziers use this power to preserve their most ancient relics, and the clay tablets that bear the clan's earliest history have benefited from repeated Blood Tempering.

System: The player spends a Willpower point, and the character coats the item to be reinforced with her blood. The amount of blood used depends on the size of the item: one blood point per foot of length. Thus, the average sword requires three blood points, while a lance may need as many as 15. Armor requires three blood points per extra soak die it provides. A weapon's base damage rating is increased by one die, and it is rendered unbreakable by any means short of a supernatural power with a rating greater than that of the character's fortitude or a truly massive amount of mundane trauma (such as a landslide). Armor gains one extra soak die and is likewise impervious to most harm (though the individual within it may still be wounded by force that is transmitted through it). This power may be applied to solid objects other than weapons and armor at the Storyteller's discretion. It cannot reinforce flexible items such as whips, leather armor or silk robes.

Experience Cost: 28