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SgtSarros
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Special Abilities Empty
PostSubject: Special Abilities   Special Abilities EmptyWed 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
To Learn: 4 XP
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
To learn: 3 XP
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
To Learn: 6 XP
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
To Learn: 2 XP
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
To Learn: 4 XP
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.


Brawler
Cost: N/A
Uses: Fighting
Requirements: At least 2 Martial Arts skills
To Learn: 1 XP
Description: The fighter on attacks gets one extra attack at -1 fighting in combo attacks ( So fighting combos go -1, -1, -2, -3, -4...)


Bullet Barrier
Cost: N/A
Uses: Psyche
To Learn: 2 XP
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
To Learn: 3 XP ( to match the spell version )
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
To Learn: 4 XP ( to make the spell version )
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 air speeds. They can take up to 200lb with them, but taking anything besides themselves 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 1
Cost: 5mp + 1 Elemental Shard
Uses: Reasoning or Psyche, whichever is higher.
Requirements: Weaponsmith Skill, Good reasoning
To Learn: 2 XP
Description: Grants a bonus to weapon by adding an elemental force into the blade. Level 1 allows for a weapon to do Poor bonus 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.


Enhance 2
Cost: 10mp + 1 Elemental Shard
Uses: Reasoning or Psyche, whichever is higher.
Requirements: Weaponsmith Skill, Good reasoning
To Learn: 4 XP
Description: Grants a bonus to weapon by adding an elemental force into the blade. Level 1 allows for a weapon to do Typical bonus 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.


Enhance 3
Cost: 15mp + 1 Elemental Shard
Uses: Reasoning or Psyche, whichever is higher.
Requirements: Weaponsmith Skill, Good reasoning
To Learn: 6 XP
Description: Grants a bonus to weapon by adding an elemental force into the blade. Level 1 allows for a weapon to do Good bonus damage to the opposite element added. ( Fire vs Water/Ice, Nature vs Necromantic, Air vs Earth, Light vs Dark/Shadow ). OR if the weapon currently has a Poor bonus to one element, a second element can be added at Poor ( but not to the opposite element of the first ) Up to 2 elements can be added to a weapon. On a botch the weapon is damaged and needs to be repaired before it can be used, and all Enhancing will have to be redone.


Faster Than A Speeding Bullet 1
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 Than A Speeding Bullet 2
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.


Heartseeker 1
Cost: 5 SP
Uses: Passive ability
To Learn: 3 XP
Description: Whenever you fire an arrow at an opponent, if the attack is a critical hit, OR the corresponding defense roll is a botch, the attack is an automatic KO.


Heartseeker 2
Cost: 5 SP
Uses: Passive ability
To Learn: 6 XP
Description: Whenever you fire an arrow at an opponent, if her attack is a critical hit, OR the corresponding defense roll is a botch, OR you roll within 10 of a critical hit AND the corresponding defense roll is a white, the attack is an automatic KO.


Heartseeker 3
Cost: 5 MP per shot
Uses: Passive ability
To Learn: 9 XP
Description: Whenever you fire an arrow at an opponent, if her attack is a critical hit, OR the corresponding defense roll is a botch, OR you roll within 10 of a critical hit AND the corresponding defense roll is a white, the attack is an automatic KO. This version works with multi-attacks.


Heavy Armor Training
Uses: N/A
Cost: N/A
Requirements: A'Reah, Mithra
To Learn: 4 XP
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
To Learn: 8 XP
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
Prerequisite: Trek User
Description: The character 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 Very Good on round two, Excellent on rounds 3 and beyond.
3. If while this skill is active she gets struck by a yellow attack, 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
To Learn: 3 XP
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
To Learn: 6 XP
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.


Imbue 3
Cost: 15mp + 3 Elemental Shards
Uses: Reasoning or Psyche, whichever is higher.
Requirements: Armorsmith skill, Excellent reasoning
To Learn: 9 XP
Description: Grants a bonus to armor by adding an elemental protection to the armor. Level 3 allows for Poor protection from said element, Typical on a yellow ,or Good on a red ( 4 / 6 / 10 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
To Learn: 2 XP
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.


Limbo Teleport ( Greater )
Cost: 20 MP +5 Per person, up to the highest circle of magic they know in any school.
Uses: None unless asked for, then Psyche
Requirements: 6 XP
Description: Allows the user to teleport between Limbo and a world they have been to before. The location in Limbo will be the entrance of their Seat of Power, though their location on the world they are going to is any place they have been to before.


Limbo Teleport ( Lesser )
Cost: 10 MP +5 if taking someone with you
Uses: None unless asked for, then Psyche
Requirements: 3 XP
Description: Allows the user to teleport between Limbo and a world they have been to before. The location in Limbo will be the entrance of their Seat of Power, and the location on the world will be the Arrival Place on that world ( the train station in Twilight Town, the north beach on Fantasy Island, etc )


Master / Mistress of the Elements
Cost: N/A
Uses: Psyche
Requirements: Connection to Weather
To Learn: 8 XP
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 in the first 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
To Learn: 2 XP
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
To Learn: 4 XP
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 1
Cost: N/A
Uses: Varies
To Learn: 2 XP
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.


Protector 2
Cost: N/A
Uses: Varies
Requires: Protector 1, A shield
To Learn: 3 XP
Description: You have one free action per round to defend someone. This defense does not reduce your actions by -1. 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 not use this free attack if you have already attacked this round and the required stat ( Fighting or Agility ) would be at typical or below


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.


Shadow-Bonded Pet 1
Cost: Special
Uses: N/A, but requires Excellent Psyche to learn
To Learn: 4 XP
Description: Create a shadow pet that can be controlled by the creator. It will listen to the creator or anyone the creator has told it that it may listen to. It requires a sheet to be attached to the character's sheet, with normal land/swim speeds. It has the following stats:
FASE Distrobution: 40 maximum
RIP: -1 CS of caster
Attacks plus: 1 skill that uses MP instead of SP
MP regen: 1 / round or minute
Caster loses: 1 hp for every 2hp damage pet takes. If the pet is destroyed in any fashion ( except inhibitor field ), take another 10hp
Speed bonus: 1 point that can be used to give a CS boost to Land, Swim, or Give Flight ( Typical )


Shadow-Bonded Pet 2
Cost: Special
Uses: N/A, but requires Remarkable Psyche to learn
To Learn: 8 XP
Description: Create a shadow pet that can be controlled by the creator. It will listen or the creator to anyone the creator has told it that it may listen to. It requires a sheet to be attached to the character's sheet, with normal land/swim speeds. It has the following stats:
FASE Distrobution: 60 maximum
RIP: Same as caster
Attacks plus: 2 skills that uses MP instead of SP
MP regen: 1 / round or minute
Caster loses: 1 hp for every 4hp damage pet takes. If the pet is destroyed in any fashion ( except inhibitor field ), take another 20hp
Speed bonus: 2 points that can be used to give a CS boost to Land, Swim, or Flight ( 1 point = Typical then +1 CS per point after )


Shadow-Bonded Pet 3
Cost: Special
Uses: N/A, but requires Incredible Psyche to learn
To Learn: 12 XP
Description: Create a shadow pet that can be controlled by the creator. It will listen to the creator or anyone the creator has told it that it may listen to. It requires a sheet to be attached to the character's sheet, with normal land/swim speeds. It has the following stats:
FASE Distrobution: 80 maximum
RIP: +1 CS of Caster
Attacks plus: 3 skills that uses MP instead of SP
MP regen: 2 / round or minute
Caster loses: 1 hp for every 6hp damage pet takes. If the pet is destroyed in any fashion ( except inhibitor field ), take another 30hp
Speed bonus: 3 points that can be used to give a CS boost to Land, Swim, or Flight ( 1 point = Typical then +1 CS per point after )


Steelmind
Cost: N/A
Uses: Psyche
To Learn: 4 XP
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
To Learn: 2 XP
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 1
Cost: 10mp
Uses: None
To Learn: 3 XP
Description: Valkyries have the ability to alter the course of battle. Once per day, per side ( so once for allies, once for enemies ), they can either alter one attack or defense roll of an ally by 2CS, OR make them re-roll a roll, with the more advantageous of the two counting. The altered roll can NOT be a a botch for an ally, or crit for an enemy. If one is rolled it must be re-rolled.


Victory Manipulation 2
Cost: 20mp
Uses: None
To Learn: 6 XP
Description: Valkyries have the ability to alter the course of battle. Once per character, they can either increase one attack or defense roll of an ally by 2CS, OR make them re-roll a roll, with the more advantageous of the two counting. The altered roll can NOT be a botch, if one is rolled it must be re-rolled.


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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