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blesses [2023/04/19 12:13] arco [Fire] |
blesses [2023/06/14 10:56] zonk |
A bless is a set of enhancements and bonuses that apply to a nation's [[sacred]] [[commander|commanders]] and units. The effects of a bless can include bonuses to [[units-attributes|units' attributes]], [[unit-abilities|special abilities]], [[physical-resistance|physical]] and [[elemental-resistance|elemental]] damage resistances, and enhancements to weapons. Most bless effects are activated in combat by blessing a unit, but some apply continually. | A bless is a set of enhancements and bonuses that apply to a nation's [[sacred]] [[commander|commanders]] and units. The effects of a bless can include bonuses to [[units-attributes|units' attributes]], [[unit-abilities|special abilities]], [[physical-resistance|physical]] and [[elemental-resistance|elemental]] damage resistances, and enhancements to weapons. Most bless effects are activated in combat by blessing a unit, but some apply continually. |
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When creating a [[pretender|pretender]], a number of options are available for bless effects. The choice of effects is tied to a prentender's [[magic#magic-paths|magic paths]], and are an important part of pretender design. Each magic path on the pretender above 4 confers a number of bless points equal to the corresponding path level. Having 3 in all elemental or sorcery paths also enables bless points for those paths. Bless points can then be spent on the effects listed below. Some effects require certain [[scales|scale]] choices in addition to magic paths. Some options can be taken multiple times, which causes their effects to stack. | When creating a [[pretender|pretender]], a number of options are available for bless effects. The choice of effects is tied to a pretender's [[magic#magic-paths|magic paths]] and is an important part of pretender design. Each magic path above 3 on the pretender grants a number of bless points equal to the corresponding level. Having 3 in all elemental or sorcery paths also enables bless points for those paths. Bless points can then be spent on the effects listed below. Some effects require certain [[scales|scale]] choices in addition to magic paths. Some options can be taken multiple times, which causes their effects to stack. |
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Additionally, the more powerful effects are //incarnate// only, activating only when the pretender god is present on the tactical map. These effects will be inactive both before the pretender awakens, and while the pretender is dead. | Additionally, the more powerful effects are //incarnate// only, activating only when the pretender god is present on the tactical map. These effects will be inactive both before the pretender awakens, and while the pretender is dead. |
==Blood Vengeance== | ==Blood Vengeance== |
Blood Vengeance damage is untyped and tagged as internal, meaning many special types of reduction such as twist fate or mistform don't apply to it. Blood Vengeance gets its own +DRN -DRN roll. | Blood Vengeance damage is untyped and tagged as internal, meaning many special types of reduction such as twist fate or mistform don't apply to it. Blood Vengeance gets its own +DRN -DRN roll. |
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| == National bonuses == |
| Some nations have bonus bless points, but they require the pretender to have bless points of that type in the first place (so relevant path at 4+ or all paths of that type at 3+). |
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| [[pythium-la|LA Pythium]]'s bless has a free +10 poison resist which can stack with the regular blesses. |
==== Common Bless Templates ==== | ==== Common Bless Templates ==== |
This section lists general bless templates that my be useful for a variety of nations. It is intended as a general starting point, not as a specific guide. See also [[pretenders]]. | This section lists general bless templates that my be useful for a variety of nations. It is intended as a general starting point, not as a specific guide. See also [[pretenders]]. |