Clarence/Notable Stats

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Merit: Mastery of Fire
You are considerably more resistant to damage from fire than most people, and you receive three extra dice to all Stamina rolls to resist damage caused by fire. You can soak fire damage normally. In addition, you also receive a one-point bonus on all magic rolls to create, destroy or manipulate fire.
Merit: Sphere Natural (Forces)
You only pay three-quarters of the normal cost (rounded down) when buying levels, rituals and similar improvements for magic of that Sphere alone. The favored Sphere must be declared at character creation, and it may be purchased only once.

Flaw: Addiction 2: Cigarettes
If, for whatever reason, you are denied access to the drug, you lose the number of dice equal to the level of your addiction until you receive your "fix." If you are deprived of the drugs for an extended length of time, you will be forced to make a Willpower check (difficulty of 4 for the first day, + 1 for each additional day). If you fail, you will forgo everything and forcibly go seeking the drug.
Flaw: Psychic Vampire
Plants and insect life wither or die in your presence as you feed on their energies, and any person you touch for more than an hour will suffer one non-aggravated Health Level as you siphon away his life. Those already injured (including those whose Bruised Health Level has been sucked away) will not heal while in your presence. You can still be in the same building without harming someone, but sharing a bed is not possible unless you want the other person to slowly die. If you do not feed the emptiness within yourself at least once a day, you will begin to die. The rate at which you take wounds follows the progression for natural healing in reverse: you take a Health Level after one day, a second in three days, a third in a week, a fourth in a month, and, finally, one wound every three months.