А эта? Много букаф, поэтому только три стейджа - начальный, средний и сильнейший:
Transmute Pain (Duality O)
(Information on Transmute Pain may be found in the Scion
Companion, Part 4, pg. 147 with the following changes...)
A character must actually deal damage to a target
in order for this boon to function and the character
does not lose the wound penalties until after the
damage is dealt. Each source of a modifier must
be cancelled separately. If a Scion is suffering from
wound penalties, poison and disease, then the Scion
must land three separate blows to ignore them all.
However, this boon need only be activated once.
Since pain can be suppressed but never entirely
destroyed, this Boon comes with an additional
cost: the next scene, those modifiers return with an
additional -1 for each modifier ignored.
Ride the Wave (Duality OOOOO O)
Dice Pool: Endurance
Cost: None
When faced with the possibility of falling into a
Virtue Extremity, one of the Rus at this level of power
may actually take advantage of this Extremity by
giving into it and trying to ride the wave, potentially
gaining benefits. Activating this power is reflexive
and the player rolls Endurance whenever a roll
would trigger the Extremity. The difficulty is equal
to the level of the Virtue the character is about to
fall into. It is possible for the character to spend
Willpower to channel the Virtue in question for extra
dice on the roll, though doing so faces the normal
restrictions for channeling a Virtue and only the
Virtue of the Extremity in question may be rolled.
After all, if you're already guaranteed to fall into the
Virtue Extremity, you can at least get a chance to
ensure some benefit.
If the roll fails, the Extremity proceeds as normal. If
the roll is successful, then the Scion does indeed
fall into a Virtue Extremity, however, the Virtue
is automatically channeled in his favor. For the
duration of the Virtue Extremity, the Scion may
add his Virtue rating as dice to any rolls that may
potentially benefit from that Virtue without having
to spend Willpower and regardless of how many
times the Virtue has been channeled otherwise
during the story.
If the Virtue Extremity is caused by a power such as
Moon 4: Insanity, which bases the Extremities on the
Virtues of the Boon user, rather than the target, then
the Scion with Ride the Wave may also gain benefit
from falling into those Virtues. The difficulty in that
case is based on the Virtue rating of the user of the
power. Endurance may be channeled for extra dice
in the case of the Virtues a Scion may not have, and
Endurance also serves as the number of bonus dice
the character gains on appropriate rolls.
What's considered appropriate in these cases is
based on the Virtue Extremity in question, however.
A Scion in the throws of "Morbid Self-Sacrifice" may
gain his Endurance as extra dice on Dutiful tasks
such as helping those in need or upholding the laws
of their community.
(Duality OOOOO OOOOO)
Dice Pool: None
Cost: 1 Permanent Willpower + 1 Permanent Legend
This is the ultimate expression of Duality, as upon
learning this power, the character splits their
personality into two separate deities. Belobog and
Chernobog have done it. Dievas and Marzanna
have done it. Krsnik did it, splitting from Svarovich
in order to preserve his own individuality from his
father, Svarog. When this power is learned, the
character may choose during downtime to spend
a permanent Willpower and a permanent Legend
forcing his ichor to reshape, re-aligning in such a
way that there are essentially two deities sharing the
same ichor. Any powers that the character no longer
has access to thanks to this lower Legend are lost
and must be repurchased with experience points
afterwards.
The new persona is formed by transferring dots on
the sheet to the new gods. No points may be lost or
gained, but may only be moved for both sides of the
new dichotomy. Use the following steps to create
both entities:
1) With your Storyteller, decide on new concepts
to represent the new gods. The new deities should
represent some sort of opposing concept which
was represented in the original god, though the
two gods need not be entirely antithesis to each
other. Belobog and Chernobog are complete polar
opposites, light and dark, good and evil, order
and chaos. And yet, they are both known to hear
the prayers (or curses) of mortals and respond to
them, which is why they both have Epic Perception.
Dievas and Marzanna are both tied to the earth,
representing the cycle of life and death and its
passage through the earth, though Marzanna's
power thus is represented through Frost rather than
Earth, demonstrating the cold, lifeless grip upon
the earth during her reign. However, both of them
are known as powerful magicians, giving them
both power over Magic. Krsnik and Svarovich were
perhaps the closest of dual gods, with Svarovich,
like his father, representing the creative and
constructive aspects of fire and Krsnik representing
the untamed, wild and destructive aspects. Discuss
the possibilities with your Storyteller and determine
what sort of dichotomy between the gods you wish
to represent. 2) Choose two Natures for the gods. These Natures
need not be different from the original god;
however, they should be different from each other.
They should be opposites of each other, though
again, need not necessarily be opposed. The
Storyteller is the final judge of what's appropriate.
3) Total up the god's Attribute points (not counting
free dots in each Attribute) and distribute that same
number of points to the new deities. These new
distributions need not be different from the original
god, or technically even from each other.
4) Total up the god's Ability points and distribute
that same number of points to Abilities for the new
gods. Again, these need not be different from the
original god, or from each other, but may be.
5) One of the new gods has the same Virtues as
the original with no changes. The other god has
the same Virtues with a single exception: Courage
and Valor are inverted. Endurance and Expression
remains the same, though they are often viewed
through a different lens. One new god tends to be
the opposite of the other in terms of acts of Courage
and acts of Valor, preferring the opposite to what his
other half prefers.
6) For each god, the player may choose a number
of Epic Attribute points equal to the characters'
Endurance rating to transfer into another Epic
Attribute based on the stats of the original god.
Each Epic Attribute that's chosen transfers fully
into another Epic Attribute (except for the Epic
Physicals and Epic Appearance as one dot in each
is permanent and does not transfer). These Epic
Attributes still can't exceed the appropriate Legend
rating or the mundane Attribute levels and any
excess points are lost. New Knacks are chosen for
the new levels of Epic Attributes as appropriate
and extra Knacks purchased with experience points
or bonus points may transfer into new Knacks
along with the lost points. Each new god makes
opposite choices and their choices should coincide
with each other. If one god moves the original's
Epic Intelligence points into Epic Strength points,
then the other god has to move the original's Epic
Strength into Epic Intelligence. The choices of
opposites may not always be obvious, however.
Belobog has Epic Charisma while Chernobog has
Epic Manipulation, though Epic Charisma may
also be opposite to Epic Intelligence as one side
becomes a socialite and the other a bookworm. Epic
Attributes that are not chosen remain the same as
the original god's and thus are the same on both
new gods.
7) For each god, the player may choose a number of
Purviews equal to the characters' Endurance rating
to transfer into another Purview based on the stats
of the original god. Each Purview that's chosen
transfers fully into another Purview of the character's
choice that the original had access to. The Purview
must transfer fully and each boon transferred
provides a number of points for purchasing new
boons in the new Purview. If the character is
unable to spend all his points in the Purview in this
way, excess points are lost. Each new god makes
opposite choices and their choices should coincide
with each other. If one god transfers the original's
Fire boons into points for his Water boons then his
opposite must transfer the original's Water boons
into his Fire boons. The choices of opposites may
not always be obvious, however. One god may
specialize in Darkness and Sun may be the obvious
choice for the other god, though Illusion may also
work as it represents the manipulation of vision and
therefore light. Water and Fire may be the obvious
opposites, though Sky and Earth may also be
appropriate opposites for Fire as wind and rain may
also snuff out fire or earth may smother it. Purviews
that are not chosen remain the same as the original
god's and thus are the same on both new gods.