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Sun Dec 03, 2017 11:55 pm by SgtSarros
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 Special Abilities

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SgtSarros
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Posts : 143
Join date : 2017-09-20

PostSubject: Special Abilities   Wed Nov 15, 2017 12:34 am

While some of these can be learned IC, in most cases these can only be given with GM approval.


Advanced Bullet Barrier
Cost: N/A
Uses: Psyche
Requirements: Bullet Barrier
Description: Creates a magnetic field around the mutant to stop not just bullets, but shurikens, throwing daggers, and other metal items coming towards them. Rolled in defense of any attack with a metal object thrown at them. This version can stop burst weapons as well. Cannot stop more then five attacks in the same round. On a red roll sends the attack back at the enemy, they must beat their own roll or take damage. On a botch the mutant draws the weapons in towards them for +1CS damage.


Ancient Knowledge 1
Cost: N/A
Uses: N/A
Requirements: GM Approval
Description: This being has a connection to the magical world around them. Gains 1mp per minute or round of combat.


Ancient Knowledge 2
Cost: N/A
Uses: N/A
Requirements: Ancient Knowledge 1, GM Approval
Description: This being has a deep connection to the magical world around them. Gains an additional 1mp per minute or round of combat ( for a total of 2 ).


A'Reah Weapon Bond
Cost: N/A
Uses: Psyche / None see below
Description: A'Reahn youths have a ceremony done during their teenage years that bond them to their own special weapon. Usually a dagger, short sword or other light weapon. Should they be separated from it, an A'Reah can call the weapon back into their hand if it is within a one-mile range from them, as long as the weapon is not being physically held by another. If it is, both sides roll psyche, the A'Reah must beat the holder's roll to pull the weapon from their hands back to them.


Bond with Shadow Plane
Cost: N/A
Uses: N/A
Requirements: Circle 3 Shadow Magic, Pact with being from the Shadow Plane
Description: Elorani can regain 1mp for every minute outside of combat, except in her transformed state. In addition, if her life is in danger ( Her HP is under -10 ) the shadows will attempt to pull her out of danger and either to her room or to the medical center in the Seventh Heaven, depending on her condition.


Bullet Barrier
Cost: N/A
Uses: Psyche
Description: Creates a magnetic field around the mutant to stop not just bullets, but shurikens, throwing daggers, and other metal items coming towards them. Rolled in defense of any attack with a metal object thrown at them. Only works with single-shot guns and cannot stop more then three attacks in the same round. On a red roll sends the attack back at the enemy, they must beat their own roll or take damage. On a botch the mutant draws the weapons in towards them for +1CS damage.


Charm
Cost: 5MP
Uses: Psyche
Description: Turns a humanoid to their cause Target will perform the actions she wishes them to. Opponents roll psyche or is charmed. Breaking it requires a psyche roll of the same color. Opponent can roll psyche every 2 rounds in combat, and at GM discretion out of combat. An additional psyche is needed if it is a combat action and the character is not one known for combat. Any HP damage results in another psyche roll. Any HP damage above 10% of MAX_HP breaks the charm.


Elemental Flight
Cost: 2MP / minute
Uses: Psyche ( only when something is attempting to interfere with the spell, otherwise none )
Requirements: Mistress of the Elements
Description: This character has a natural connection to air magic, and can float through the air for short distances at a time. This spell allows the character to travel at up to Typical airspeeds. They can take up to 200lb with them, but taking anything besides themselve lowers the flying speed to Poor and doubles the mana cost.
Special Considerations:
1. This Flight spell does not count towards magic school limitations.


Emotional Influence
Cost: N/A
Uses: Psyche ( when required )
Description: Vhesira's abilities are influenced by emotion. In areas of great sadness or depressive auras, her abilities are substantially reduced. In these areas she suffers a 2cs penalty to her psyche, endurance, and magic, and certain abilities are no longer available to her. A yellow roll negates the stat penalties, though her abilities are still lost until she leaves the area. ( can only be rolled once per day ).


Enhance Level 1
Cost: 5mp + 1 Elemental Shard
Uses: Reasoning or Psyche, whichever is higher.
Requirements: Weaponsmith Skill, Good reasoning
Description: Grants a bonus to weapon by adding an elemental force into the blade. Level 1 allows for a weapon to do +1CS damage to the opposite element added. ( Fire vs Water/Ice, Nature vs Necromantic, Air vs Earth, Light vs Dark/Shadow ). Only 1 element can be added to a weapon. On a botch the weapon is damaged and needs to be repaired before it can be used, and the Enhancing will have to be redone.


Faster Then A Speeding Bullet I
Cost: N/A
Uses: N/A
Description: If the character is attacked while she is running at high speed, any white attack automatically misses. If she starts running in combat this takes effect at the start of the next round ( She can be hit normally until that round begins ). This will only work if there is sufficient room to maneuver ( a long narrow hallway will not suffice ).


Faster Then A Speeding Bullet II
Cost: N/A
Uses: N/A
Description: If the character is attacked while she is running at high speed, any melee attack green or lower automatically misses. In addition, any white ranged attack automatically misses. If she starts running in combat this takes effect at the start of the next round ( She can be hit normally until that round begins ). This will only work if there is sufficient room to maneuver ( a long narrow hallway will not suffice ).


Flurry Strike
Cost: N/A
Uses: N/A
Description: If the character is running at high speed she gets +2 to offensive Fighting rolls. Any successful hit she gets to roll 1d2 to determine how many hits she does. This only applies to melee attacks.


Heavy Armor Training
Uses: N/A
Cost: N/A
Requirements: A'Reah
Description: This character has done substantial training in the usage, combat, and flight in heavy armor, and the penalty for flight speed is reduced to the swimming penalty.


Heavy Armor Proficiency
Cost: N/A
Uses: N/A
Requirements: Heavy Armor Training
Description: This character has completed advanced training in the usage, combat, and flight in heavy armor, and the penalty for flight speed is reduced to normal movement penalties. This does not, however, remove the A'Reah agility penalty.


Hurricane
Cost: N/A
Uses: Run Speed
Description: Simca starts trekking along the walls, quickly picking up speed to her maximum speed of 100 miles per hour, generating a miniature hurricane inside the room. This causes everything not nailed down to start flying around the room striking at all targets in the room besides herself, both friend and foe.
Special Conditions:
1. This skill takes 1 full round to prepare at which point she is vulnerable, if she gets struck by any attack she has to start over. During round 1 her defense rolls are normal, but round 2 and beyond she rolls Run Speed instead.
2. Once round two starts she rolls run speed to attack, everyone in combat rolls agility to avoid. Damage is Excellent on round two, Remarkable on rounds 3 and beyond.
3. If while this skill is active she gets struck by a yellow attack or by a white defense, the attack is disrupted and she has to start over.
4. This attack only works indoors.


Imbue Level 1
Cost: 5mp + Elemental Shard
Uses: Reasoning or Psyche, whichever is higher
Requirements: Armorsmith skill, Good reasoning
Description: Grants a bonus to armor by adding an elemental protection to the armor. Level 1 allows for poor protection from said element ( 4 less damage from the element added to the armor ). Only one element can be added. Mind magic protection cannot be imbued. On a botch the armor is damaged. It will need to be repaired before the Imbuing can be redone.


Imbue Level 2
Cost: 10mp + 2 Elemental Shards
Uses: Reasoning or Psyche, whichever is higher.
Requirements: Armorsmith skill, Excellent reasoning
Description: Grants a bonus to armor by adding an elemental protection to the armor. Level 2 allows for poor protection from said element, typical on a yellow or higher ( 4 or 6 less damage from the element added to the armor ) Up to 2 elements can be added. Mind magic protection cannot be imbued. On a botch the armor is damaged and all other Imbues on the armor are lost. It will need to be repaired before the Imbuing can be redone.


Lifestream Resistance
Cost: N/A
Uses: Psyche ( only in extreme situations )
Requirements: At least Circle 2 Earth or Nature magic
Description: The Lifestream is where all the souls of the world go after they pass on, and also where the life energy of the planet is. Direct contact to this energy is very dangerous and acts as a corrupting poison that can quickly kill someone without magical treatment. Anyone with this ability is resistant up to a certain point, then will need to roll to continue to be unaffected.


Master / Mistress of the Elements
Cost: N/A
Uses: Psyche
Requirements: Connection to Weather
Description: This character has been trained in the forces of the elements and has a connection to their guardians. As such, They can learn magic in the schools of fire, water, earth, and wind up to second circle and not have them count towards their magic learning limit. In addition, they can learn in their favored school up to third circle, also with no penalty.


Magical Curse
Cost: N/A
Uses: N/A
Description: The characters healing spells cannot target themselves.


Medium Armor Training
Cost: N/A
Uses: N/A
Requirements: A'Reah
Description: This character has done substantial training in the usage, combat, and flight in medium armor, and the penalty for flight speed is reduced to the swimming penalty.


Medium Armor Proficiency
Cost: N/A
Uses: N/A
Requirements: Medium Armor Training
Description: This character has completed advanced training in the usage, combat, and flight in medium armor, and the penalty for flight speed is reduced to normal movement penalties. In additional the extra A'Reah agility penalty is also eliminated.


Not Equipped With Air Bags
Cost: N/A
Uses: N/A
Description: Botches are very bad when running at high speed. A botched offensive roll will cause her to collide with something, ending her run and she will take 10 damage. Any botched defense roll will cause her to take an additional +1CS damage ( for a total of +2CS ) in addition to knockdown. Lastly, any successful Red attack against her automatically applies knockdown.


Protector
Cost: N/A
Uses: Varies
Description: Use one of your actions to defend a player from an attack. Roll as you would normally roll to defend. If attacker wins you take damage. If your roll is more then 30 below the attack the protect fails and the original target must roll.
Special Conditions:
1. You may change people who you are defending for as many actions as your Fighting roll would allow you to attack. ( Excellent fighting allows 2 attacks so 2 defenses ) without penalty. If the next defense would push you to poor or feeble, the attack automatically hits you. You cannot protect someone again if you are at feeble.
2. This skill can be used in conjunction with attacking. For example, you have Incredible fighting. You defend once, then can attack twice on your turn for Excellent, Good ( normal -1 per action taken ), then defend again afterwards without exhaustion.


Regeneration ( Minor )
Cost: N/A
Uses: N/A
Description: The character heals 1hp at the end of every round in combat, or after 1 minute outside of combat.


Regeneration ( Light )
Cost: N/A
Uses: N/A
Description: The character heals 2hp at the end of every round in combat, or after 1 minute outside of combat.


Regeneration ( Moderate )
Cost: N/A
Uses: N/A
Description: The character heals 3hp at the end of every round in combat, or after 1 minute outside of combat.


Regeneration ( Superior )
Cost: N/A
Uses: N/A
Description: The character heals 4hp at the end of every round in combat, or after 1 minute outside of combat.


Regeneration ( Supreme )
Cost: N/A
Uses: N/A
Description: The character heals 5hp at the end of every round of combat, or after 1 minute outside of combat.


Self Perseverance
Cost: 100 Energy
Uses: Psyche
Description: Can be used to heal Shayla. On a red or yellow roll, heals her to full. On a green or white, heals half her max HP. On a botch this attempt is lost. Can only be used once a day.


Steelmind
Cost: N/A
Uses: Psyche
Description: This character has either been trained against terrifying sights, or has just been through such evils nothing anyone can do to them can frighten them. They are virtually immune to the Fear effect, taking 1 level less effect from any fear ability. ( Example: If a spell is to fear them round one, then results in -2 to rolls round two, then -1 to rolls round three, they skip the fear and only suffer a -2 to rolls in round one, then -1 to rolls in round two. )
Special Conditions:
1. A fear roll of 100 or a player roll of 1 negates this ability.


Summon Animals
Cost: N/A
Uses: N/A
Description: When their life is in serious danger ( health under 25% or in a potential situation where they may die ) the user can summon animals from around the area to come to their defense. The animals summoned depends on the location they are in and is up to GM Discretion ( player simply has to invoke this ability ). This ability is usable once a day.


Transformation
Cost: 1MP per minute
Uses: N/A
Description: During one part of Elorani's torturous life ( the exact time is not known ) a shadow being merged with her to help her retain her sanity and boost her powers. This merger is more or less permanent. When Elorani lets this shadow being take over, her form changes to the pictures shown above. Her Fighting increases to Good and her Psyche to Amazing. She also can control shadow minions one circle higher then her current training. Her MP is also set to full once a day as she changes, but regardless of what it was before when the transformation ends her MP is set to 0. If she is knocked unconscious the transformation ends.


Victory Manipulation ( Level 1 )
Cost: 20mp
Uses: None
Description: Valkyries have the ability to alter the course of battle. Once per day, they can either increase one attack or defense roll of an ally by 2CS, OR make them reroll a roll, with the higher of the two counting. The altered roll can NOT be a botch, if one is rolled it must be rerolled.


Wind Blade
MP: 5
Uses: Agility
Requirements: Must be wielding a weapon. ( Gloves or martial arts do not count )
Description: By focusing on her connection to wind, Niraana slashes ahead of her quickly with her sword, sending a strong gust of wind at her opponent. Does Excellent blunt damage, following standard color bonuses and penalties. On a red the damage type changes to slashing. Completely ineffective against anyone wearing heavy armor ( Banded and above ).
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