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Enhancement


The art of mastering your own body. A common schtick among ascetic sorcerers, such as fakirs and yoga masters.

This schticks is related to Heal, and you can invoke any Heal effect on yourself if you know it. You can only use Enchantment on yourself, unless you know the Healing schtick as well as this one. If you know both Enhancement and Healing, you can use Enhancement effects on others with a touch.

Backlash with Enhancement destabilizes you body, giving -1 Constitution for the rest of the session.

The normal difficulty of Enhancement effects the target's Constitution. You generally cannot affect unwilling targets with this schtick.

Enhancement Effects

This is but a sample, as this schtick is well-suited to ingenious stunts by creative sorcerers.

Adaptation

Become immune to extremes of temperature, disease, poison, lack of food water or air and other discomforting environmental conditions. Against such things, you have an effective Constitution equal to your Sorcery Acting Value. It is possible to survive under very adverse conditions, such as underwater, in vacuum, under intense radiation et al. Multiply the time you can survive under such conditions by your Sorcery Action Result. This is active at all times. When used to benefit somebody else, you must know what you are protecting them against, and the effect lasts one hour per point of Outcome. A Magic point can give this resistance to all effects, while another extends the duration to days.

Boost

You can temporarily boost attributes greatly. The target's Mind, Body or Reflex attribute can be replaced with your Magic Attribute Value for the rest of the Sequence. When used out of combat, it lasts for a single task, which can be quite lengthy. An example would be increasing Move and Constitution for hours upon hours of long-distance running. It is possible to replace Strength for damage determination, Toughness to resist damage, Constitution to make Death Tests and Speed for Initiative tests (count next Sequence's initiative roll as part of the current Sequence for this purpose).

Using this effect costs a Magic point.

Contortions

Use Sorcery instead of Intrusion to escape from bonds, climb, balance, wiggle through tiny spaces or to do other slow body maneuvers.

Cosmetic Change

You can alter you skin and hair coloration, change the position of muscle and body fat or grow your hair at fantastic speeds, thus changing your appearance. Use Sorcery as Deceit for disguise, and you can do quite drastic changes.

Hibernation

You can hibernate for long periods, avoiding aging and perhaps maintaining magic powers over a long time. You can maintain a continuos action while hibernating. You are almost impossible to find using mystic means, add your Sorcery Action Value to the usual difficulty. You appear to be dead unless examined closely and a healing check exceeds your Sorcery Action Value.

Magnify Senses

Concentrate on a narrowly defined sense, amplifying it to superhuman levels. Use Sorcery instead of Perception when scanning for some specific phenomena, but you will not sense anything but that which you scan for. Magnify Senses can also provide limited night vision, sonar, heat sense and similar capabilities as a sustained action.

Mind Over Body

You can ignore the effects of pain, debilitating wounds and other physical disabilities through sheer willpower. You thus ignore many variants of the Blast Effect Hindrance and Drain, as well as wound impairments and the effects of specific debilitating shots and powers. This costs a point of Magic, and remains in power for the rest of the fight.

Mind Shield

Use your Sorcery Action Value instead of Willpower with a Defensive Action. A Magic point sets up a continuos shield for a scene.

Rejuvenation

You can overcome the effects of fatigue. A few minutes of meditation has the rejuvenating effects of hours of sleep.

Self-Healing

You can use effects from the Healing schtick on yourself, and only yourself.


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