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blood charms
Posted: Sun Jan 01, 2012 8:15 pm
by earcaraxe
rechargeable blood charm like desperate blow can be recharged by first healing the damage caused by the charm. the rule is very clear to me in case there is no other damage on the character. however, what happens if the user has other damage as well?
A) i keep track of the origin of the damage points, and when making a recovery I choose which ones to heal first, or
B) have to heal all the damage points in order to proceed with the recharging?
Re: blood charms
Posted: Sun Jan 01, 2012 8:17 pm
by galafrone
i asked the same question in the old forums and arma's answer was that isnt really needed to "know" wich damage was due to the blood charm and wich not, any healing that heals "x" blod point (3 in case of the desperate blow) are actually recharging the blood charm
so isnt neither A or B, is just
- any heal that heals 3 points recharges the charm
Re: blood charms
Posted: Mon Jan 02, 2012 11:44 am
by Mataxes
Any recovery test that heals at least 3 points (after wound penalties, etc) allows the item to be recharged.
One way to look at it: When you have the charm bonded (and before you use it) you have 3 "blood magic" damage. Using the charm changes the damage from "blood magic" damage to (more traditional) "current" damage, which can be healed as normal. Once you heal at least 3 "current" damage, you can take another 3 "blood magic" damage to rebond the charm.
Re: blood charms
Posted: Mon Jan 02, 2012 12:34 pm
by earcaraxe
thanks to u both!
Re: blood charms
Posted: Wed Mar 12, 2014 8:07 pm
by kosmit
I have a question concerning Initiative Booster. Can it be used every round (provided that it is fueled by Strain)?
Re: blood charms
Posted: Wed Mar 12, 2014 9:00 pm
by Anunnaki
Re: blood charms
Posted: Thu Mar 13, 2014 10:17 am
by kosmit
So if the character got 1 DR and he uses it, he makes a test and roll 1 he fails it? (with rule of one in play)
Re: blood charms
Posted: Thu Mar 13, 2014 11:40 am
by Anunnaki