Klem/prep
This code is designed to make prepping for a PRP easier. I will give the generic code line .. and then my samples. to activate the line once you have it prepped - type +prep <ST name> and everything will go into pages that can.
&CMD_PREP me=$+prep*:page %0=%rPrepping the following Gifts/Rites/Fetishes for this adventure:%r{name and data of gift}%r{name and data of gift}%r{name and data of gift};+roll/page %0={stat+stat vs #};+roll/page %0={stat+stat vs #};+lose gnosis;+lose gnosis;+lose rage;+lose rage
&CMD_PREP me=$+prep*:page %0=%r Prepping the following Gifts/Rites/Fetishes for this adventure: %rMaster of Fire (Level One) — System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expenditure of a Gnosis point, the effects last for a scene. %rRazor Claws (Level One) — System: The player spends one Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attacks do an additional die of damage. %rResist Toxin (Level One) -- The player rolls Stamina + Survival. Success nullifies the effects of most conventional poisons, and adds three dice to the Garou's Stamina for purposes of resisting Wyrm-enhanced poisons. The effects last for the scene. %rInspiration (Level One) — System: The player spends one Gnosis point. All comrades (but not the Gift's user) receive one automatic success on any Willpower rolls made during the scene. %rLuna's Armor (Level Two) -- The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou's soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou's Stamina is 4 and the player rolls three successes, the Garou has seven dice to soak non-silver damage and three to soak silver. %rCombat Healing (Level Three) -- By spending two Rage points, the Ahroun no longer needs to pause or roll stamina to heal during combat, and automatically regenerates one non-aggravated health level every round.;+lose gnosis;+lose gnosis;+lose gnosis;+lose rage;+lose rage;+lose rage;+roll/page %0=stamina + survival vs 6;+roll/page %0=stamina + survival vs 7
+prep Belle
How it looks to the ST:
Klem pages:
Prepping the following Gifts/Rites/Fetishes for this adventure:
Master of Fire (Level One) — System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expenditure of a Gnosis point, the effects last for a scene.
Razor Claws (Level One) — System: The player spends one Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attacks do an additional die of damage.
Resist Toxin (Level One) -- The player rolls Stamina + Survival. Success nullifies the effects of most conventional poisons, and adds three dice to the Garou's Stamina for purposes of resisting Wyrm-enhanced poisons. The effects last for the scene.
Inspiration (Level One) — System: The player spends one Gnosis point. All comrades (but not the Gift's user) receive one automatic success on any Willpower rolls made during the scene.
Luna's Armor (Level Two) -- The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou's soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou's Stamina is 4 and the player rolls three successes, the Garou has seven dice to soak non-silver damage and three to soak silver.
Combat Healing (Level Three) -- By spending two Rage points, the Ahroun no longer needs to pause or roll stamina to heal during combat, and automatically regenerates one non-aggravated health level every round.
Klem loses one Magical Essence
Klem loses one Magical Essence
Klem loses one Magical Essence
Klem loses one Magical Essence
Klem loses one Magical Essence
Klem loses one Magical Essence
<---======##====================[ Dice Roll ]=====================##======--->
Klem rolls Stamina(8) + Survival(5) (13 dice) vs 6 for 5 successes.
1 3 4 5 5 5 5 +7 +8 +8 +9 +10 10
<-------------=============++++++++++++++++++++++++=============------------->
Sent to: Klem and Belle
<---======##====================[ Dice Roll ]=====================##======--->
Klem rolls Stamina(8) + Survival(5) (13 dice) vs 7 for 4 successes.
1 1 3 4 4 4 5 +7 +8 +8 +9 9 10
<-------------=============++++++++++++++++++++++++=============------------->
Sent to: Klem and Belle