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Physical Utilities

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Physical Utilities Empty Physical Utilities

Post  Fate Sat Dec 31, 2011 8:22 pm

Physical Utilities


Physical Utilities are abilities that improve a character’s capabilities with Physical Attacks, either by improving his proficiency with a weapon or granting an additional effect to the weapon. These abilities do not normally affect other characters directly and therefore do not require opposition. In the event that they do require opposition, it is by the target’s Defense roll except as noted. In order to gain Physical Utilities, a character needs two points per ability in Attack.

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Post  Fate Sat Dec 31, 2011 8:23 pm

Physical Utilities Damage-Dealing   
BLEEDING WOUND
   Description: You make wounds that continue to weaken your opponent.
   Requires: Any Physical Attack of the Damage-Dealing subcategory
   Mechanic: Whenever you have successfully dealt damage with the selected ability to a living opponent, the opponent takes an additional 1 hit point of damage each subsequent turn from excessive bleeding until a minimum of 1 hit point is healed. Using this ability requires the use of the selected physical attack, but is otherwise automatic.

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Post  Fate Sat Dec 31, 2011 8:24 pm

Physical Utilities Elementally-Aligned    Physical Utilities Lightning-Aligned   
BUG ZAPPER
   Description: You grapple enemies and shock the life out of them.
   Requires: Fists of Fury; Wrestling; Elemental Alignment (Lightning; Fists of Fury)
   Mechanic: When you successfully use the Pin subability of the Wrestling fighting style on an opponent, you deal a number of points of damage equal to your Magic score to them automatically on each cycle they are unable to escape your pin. This damage is considered Lightning-Aligned and is subject to the appropriate Energy Resistance and Immunity. This ability takes an action to activate. The Bug Zapper can only be used if you are touching your opponent.

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Post  Fate Sat Dec 31, 2011 8:24 pm

Physical Utilities Dark    Physical Utilities Light   
CALL OF NEUTRALITY
   Description: You chose to walk a fine line with the energy you channel through your weapons.
   Requires: Any Physical Attack; Evil Fury; Righteous Anger
   Mechanic: You may have both Evil Fury and Righteous Anger activated at the same time. Activating either of these abilities no longer automatically cancels the other. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:25 pm

CHARGE
   Description: With a fierce battle cry, you launch yourself across the distance separating you from your foe. Your attack is made stronger by getting up close and personal with your target.
   Requires: Speed Demon; Dexterous in two ability slots; Any Melee Physical Attack
   Mechanic: By sacrificing two actions, you run at a target. By doing so, you gain a bonus on your Attack roll equal to your bonus from Speed Demon plus the number of times you moved your base speed to hit, rounded down if necessary. You may sacrifice more than two actions for the necessary movement, provided the actions may be normally sacrificed for move actions. You may not sacrifice less than the required two though you need not move the entire distance that sacrificing two action to move actions allots. You must move a number of feet equal to your base speed to gain the bonus from this ability and must end your turn within five feet of your target. Taking this ability more than once has no further effect.

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Post  Fate Sat Dec 31, 2011 8:25 pm

Physical Utilities Elementally-Aligned   
CONDUCTIVITY
   Description: You have learned to channel elemental energy through your weapon more efficiently.
   Requires: Any Damage-Dealing Physical Attack; Elemental Alignment (Any; Same Damage-Dealing Physical Attack); 3rd Level
   Mechanic: All successful attacks with the chosen Physical Attack deal half again as much damage when you activate this ability. Activating this ability requires you to be using the Elemental Alignment chosen for this ability and an action. This ability stays activated for one use. The extra damage is considered Elementally-Aligned to the energy type chosen for the Elemental Alignment.

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Post  Fate Sat Dec 31, 2011 8:26 pm

Physical Utilities Critical   
CRITICAL BLOW
   Description: Everyone gets a lucky hit. Yours just seem to hurt more.
   Requires: Any ability of the Damage-Dealing subcategory; 5th Level
   Mechanic: On successful roll and a die result of 20 with the selected ability, you deal an additional d4 points of damage to the target. This ability may be gained multiple times, even for the same ability. If the same ability is chosen, you deal an additional d4 points of damage. Abilities are tracked separately. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:26 pm

Physical Utilities Critical   
CRITICAL SUCCESS
   Description: You have trained so that when you get that lucky hit, it really counts!
   Requires: Any ability of the Damage-Dealing subcategory; 5th Level
   Mechanic: On a die result of 20 with the selected ability, you roll an additional d20. You add both results to your modifier with the selected ability. This ability may be gained multiple times, but not for the same ability. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:26 pm

DAMAGING EXPLOSION
   Description: Explosions hurt sometimes.
   Requires: Any ability of the Damage-Dealing subcategory; Exploding Attack; 5th Level
   Mechanic: Whenever someone would be knocked back by Exploding Attack, you deal an additional d4 points of damage to the target. This ability may be gained multiple times, even for the same ability. If the same ability is chosen, you deal an additional d4 points of damage. Abilities are tracked separately. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:27 pm

Physical Utilities Rhythm   
DANCING BLADE
   Description: All they see of your assault is flashes as you strike harder and harder and faster.
   Mechanic: You gain a cumulative +1 (starting with 0) on Attack rolls for every Attack roll you make in a row. Making a roll based off a different Attribute breaks your pattern and causes you to have to begin again at 0. Taking this ability multiple times has no effect. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:27 pm

DEADLY EDGE
   Description: You have learned to wield your weapons with deadly efficiency.
   Requires: Any Physical Attack of the Damage-Dealing subcategory; 3rd level
   Mechanic: You deal additional damage with the chosen Physical Attack equal to a quarter your Attack score. This ability may be gained multiple times. Each time it applies to a different Physical Attack. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:28 pm

DEADLY FOCUS
   Description: You are deadly accurate even from a distance.
   Requires: Any ability of the Ranged subcategory
   Mechanic: You gain +2 on all offensive rolls with the chosen ability. This ability may be gained multiple times. Each time you may chose a different ability. If the same ability is chosen, this ability grants an additional +1 to all Attack rolls with that Physical Attack. Using this ability is automatic.

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Last edited by Fate on Sat Sep 08, 2012 11:28 pm; edited 2 times in total

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Post  Fate Sat Dec 31, 2011 8:29 pm

Physical Utilities Critical   
DEADLY SCYTHE
   Description: You are an expert at cutting through opponents with your scythe's edge.
   Requires: Scythe; Strong Attack; 3rd Level
   Mechanic: You now do half again as much damage on a die result of 18 or greater. The secondary Defense roll is no longer required. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:29 pm

DEFENSIVE RAGE
   Description: Your skill at whipping yourself into a frenzy has improved, allowing you to do so with seemingly little notice.
   Requires: Must have completed the Savage ability path
   Mechanic: Activating Rage no longer requires an action. You may only activate Rage once per cycle. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:30 pm

DOUBLE SHOT
   Description: You know how to fire two arrows at the same time.
   Requires: Any ability of the Ranged subcategory
   Mechanic: You gain an additional attack with the ability chosen for this ability as if you had another action. Both attacks must be used against the same opponent. This ability may be gained multiple times. Each time, you gain an additional attack action with the Ranged ability chosen for this ability. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:30 pm

DUAL WIELDER
   Description: You have learned how to wield two of the same weapon at the same time.
   Requires: Any two abilities of the Melee subcategory
   Mechanic: You may now use both selected ability in the same cycle, effectively giving you an additional attack action with the chosen abilities. This is effective even if the abilities cannot normally be combined. This ability may be gained multiple times. Each time, it grants an additional attack with one of the two abilities chosen for this ability. Using this ability is automatic.

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Last edited by Fate on Sat Sep 08, 2012 11:30 pm; edited 3 times in total

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Post  Fate Sat Dec 31, 2011 8:30 pm

ENHANCE WEAPON
    Description: You can make your weapons more powerful than normal for a short time.
    Mechanic: Whenever you activate this ability, you gain a +4 on all bonuses related to Physical Attack abilities. This ability may only be combined with one such ability per cycle. Activating this ability cancels the bonuses from Enhance Healing, Enhance Magic, Enhance Armor, and Enhance Resistance and cannot be used in the same turn as them. Activating this ability does not take an action. Once activated this ability stays that way until the end of combat or until canceled.

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Post  Fate Sat Dec 31, 2011 8:32 pm

Physical Utilities Dark   
EVIL FURY
   Description: You draw strength from the power of evil itself.
   Requires: Any Physical Attack
   Mechanic: You gain +4 on all Attack rolls with the chosen Physical Attack while defending any Demon, Undead, or character with the weakness Creature of Darkness or while opposing any Angel, Fey, or character with the weakness Creature of Light. Activating this ability takes one action. Activating this ability automatically cancels Righteous Anger.

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Post  Fate Sat Dec 31, 2011 8:33 pm

Physical Utilities Critical   
EXPLODING ATTACK
   Description: KA-BOOM!
   Requires: Any ability of the Damage-Dealing subcategory; 3rd Level
   Mechanic: On a die result of 20 with the selected ability, you create an explosion at the target. Everyone within a number of feet equal to the Attribute score tied to the ability of the target must succeed at a defensive roll against your original offensive roll or be knocked back a number of feet equal the difference between the two rolls. This ability may not be countered by Blast Struggle, Dodge, or Parry Attack, even if the original attack could. This ability may be gained multiple times, but not for the same ability. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:34 pm

FLASH DRAW
   Description: You have learned the speed of style that may turn the tide of war.
   Requires: Dagger, Katana, Long Sword, or Short Sword
   Mechanic: Upon drawing your weapon in combat, the target must succeed at a secondary Defense roll against your original Attack roll or be caught off-guard, losing their next turn. This only works on the turn in which you initially draw your weapon and only on the first attack in a cycle. When using this ability, your weapon always gains the bonuses of taking your opponent by surprise. Sheathing your weapon takes an action.

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Post  Fate Sat Dec 31, 2011 8:35 pm

FRENZY
   Description: You may become a frothing mess.
   Requires: Rage; Limitless Rage; 3rd level
   Mechanic: You no longer have to wait out a usage of Rage before activating the next one. The effects of Rage stack with itself. The duration starts over every time Rage is activated. You may only activate Rage a number of times per cycle equal to your level plus one. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:35 pm

FUSION
   Description: You have fused yourself with your weapon, making it impossible to remove from you.
   Requires: Any ability of the Weapon-Based subcategory
   Mechanic:You gain +2 on all Attack rolls with the chosen Physical Attack. Additionally, the chosen Physical Attack now counts as an ability of the Unarmed subcategory for the purposes abilities and ability paths in addition to its other subcategories. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:35 pm

Physical Utilities Cooperative   
GROUP ATTACK
   Description: Your group attacks as a single, unstoppable force.
   Mechanic: You gain a +1 bonus on all Attack rolls for each ally within a number of feet equal to your base speed. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:36 pm

IMPROVED CHARGE
   Description: You waste no motion and gain the benefit of doing so.
   Requires: Speed Demon; Dexterous in two ability slots; Any Melee Physical Attack; Charge; 7th level
   Mechanic: You only have to move five feet in order to receive the bonus from Charge which now grants a bonus equal to that of Speed Demon and the number of actions you sacrificed to move actions. Taking this ability multiple times has no further effect. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:36 pm

Physical Utilities Elementally-Aligned   
IMPROVED CONDUCTIVITY
   Description: You have learned to better channel energy through your attack.
   Requires: Any Weapon-Based Physical Attack; Elemental Alignment (Any; Same Weapon-Based Physical Attack); Conductivity; 5th Level
   Mechanic: Whenever you activate Conductivity, each successful attack with the chosen Physical Attack deals twice as much damage instead of half again. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:36 pm

Physical Utilities Critical   
IMPROVED CRITICAL SUCCESS
   Description: Your ability to make those lucky hits count has improved. This has made you luckier.
   Requires: Any ability of the Damage-Dealing subcategory; Critical Success; 5th Level
   Mechanic: You may roll the extra d20 granted by Critical Success on a die result of 19 or better. This ability may be taken for any ability for which you have Critical Success. This ability may be gained multiple times, even for the same ability. If the same ability is chosen, the necessary die result is lowered by one. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:37 pm

IMPROVED PIN
   Description: You are an expert at restraining others.
   Requires: Fists of Fury; Wrestling
   Mechanic: When you make an Attack roll to use the Pin sub-ability of the Wrestling fighting style, your opponent may not apply any bonus from armor-related or shield-based abilities to their Defense against you. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:37 pm

IMPROVED RAGE
   Description: You reach a greater depth of frenzy than you could have before and gain greater benefits because of it.
   Requires: Rage; 5th level
   Mechanic: Whenever you execute Rage, you now gain a +8 on Attack and Endurance for a number of cycles equal to your (newly modified) Endurance score as your adrenaline increases your power and stamina, but also take a -4 penalty on Defense as you become more careless, leaving yourself open. You now gain hit points for the duration of Rage equal to what a character of equal level and (now higher) Endurance would have in addition to the eight extra hit points gained from Rage. Except as noted these bonuses and penalties are instead of those from Rage, not in addition to those of Rage. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:37 pm

IMPROVED STRENGTH OF THE UNDERDOG
   Description: You can control the unpredictable.
   Requires: Strength of the Underdog; 4th level
   Mechanic: You may set the result of one of the dice granted by Strength of the Underdog. Taking this ability multiple times does not change the effect of this ability. To use this ability you must declare the dice result before rolling dice, but otherwise the ability is considered automatic.

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Post  Fate Sat Dec 31, 2011 8:37 pm

IMPROVED STRONG ATTACK
   Description: You have learned how to squeeze all the power you can into your attacks.
   Requires: Strong Attack in two ability slots; 5th level
   Mechanic: Whenever you make use of Strong Attack in conjunction with an attack, you add half again the penalty to Defense to Attack (-2 Defense becomes +3 Attack.)

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Post  Fate Sat Dec 31, 2011 8:38 pm

IMPROVED SWIFT STRIKE
   Description: Your quick blows can be devastating.
   Requires: Swift Strike; 5th level
   Mechanic: You gain a bonus to your Attack rolls equal to half your Swiftness score. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:38 pm

IMPROVED UNARMED ATTACK
   Description: Your consistent training in hand-to-hand combat has made your unarmed strikes a deadly weapon.
   Requires: Any ability of the Unarmed subcategory; 5th level
   Mechanic: You gain a bonus on all Attack rolls with the Unarmed attack selected equal to a quarter your Attack score plus one. This ability may be gained multiple times. Each time a different qualifying Physical Attack must be chosen. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:39 pm

IMPROVED VITAL BLOW
   Description: Your eye for spotting weak points has improved.
   Requires: Any Physical Attack of the Damage-Dealing subcategory; Vital Blow; 5th Level
   Mechanic: Any time you use the selected Physical Attack while under the effects of any of the following abilities: Silence, Stealth, Invisibility, or Set Trap, for the purposes of damage dealt, your Attack roll is considered 1d20 higher. This ability may be gained multiple times, but never on consecutive levels. Each time, your Attack roll is considered an additional 1d20 higher for the purposes of dealing damage. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:39 pm

IMPROVISED WEAPON
   Description: You grab the frying pan and wield it like a sword. It just happened to be the first thing you grabbed, but you know how to use it to the best effect. Who knew?
   Requires: Any Physical Attack; 3rd Level
   Mechanic: You can make a weapon out of anything and still benefit from all abilities that affect abilities of the Weapon-Based subcategory as if that item was your normal weapon. Taking this ability multiple times has no further effect. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:39 pm

JITTE PRONG
   Description: Your weapon has a prong coming off one side that you have trained to be able to use in combat.
   Requires: Any Weapon-Based Physical Attack or Pick Pocket
   Mechanic: You may forgo dealing damage with the ability chosen for this ability in order to attempt to disarm a target. You gain +2 on all Attack rolls to do so. This ability may be gained multiple times. Each time grants an additional +2 bonus to Attack rolls made to disarm someone. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:40 pm

KI BLAST
   Description: You channel your inner chi into a ranged attack against a target.
   Requires: Any Physical Attack of the Unarmed Subcategory; Telekinesis; 5th level
   Mechanic: You gain a +4 on all Attack rolls with the Physical Attack chosen for this ability when it is combined with Telekinesis. Additionally, you may now use the Physical Attack at the range mentioned in Telekinesis freely without the restriction of times inherent in Telekinesis. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:40 pm

KI FOCUS
   Description: You are truly one with your weapon of choice.
   Requires: Must have completed the Martial Artist ability path
   Mechanic: For the purposes of determination of requirements, the Weapon-Based Physical Attack chosen to complete the Martial Artist ability path is considered to be the ability Fists of Fury. Additionally, any ability you have that affects Fists of Fury may be applied to the chosen Weapon-Based Physical Attack as well. This ability may be gained multiple times. Each time you must have completed the Martial Artist ability path for a different Weapon-Based Physical Attack. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:40 pm

KNOCKOUT BLOW
   Description; You cold clock your opponents, knocking them out instead of killing them.
   Requires: Club, Fists of Fury, Nunchaku , Staff, or War Hammer
   Mechanic: When you make a successful attack with the ability chosen for this ability, your target must make a second Defense roll against your original Attack roll or immediately fall unconscious. The target stays this way until a minimum of one hit point is healed or until a number of hours have passed equal to your Attack score minus the target’s Endurance score. This ability may be gained multiple times. Each time a different ability must be chosen. Using this ability is automatic.

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Last edited by Fate on Mon Jan 16, 2012 12:28 am; edited 1 time in total

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Post  Fate Sat Dec 31, 2011 8:40 pm

LASTING TRAP
   Description: Your traps are long lasting.
   Requires: Set Trap; 3rd level
   Mechanic: Your traps last an additional week before deactivating. This ability may be gained multiple times. Its effect stacks. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:41 pm

LIMITLESS RAGE
   Description: You have learned that you can be calm between periods of anger.
   Requires: Rage; 3rd level
   Mechanic: You may now activate Rage a number of times per combat equal to a quarter your Endurance score plus one. The bonuses to Attack and Endurance granted by Rage increase by a cumulative +2 and the number of hit points granted by Rage increase by cumulative +4 for every additional activation of Rage in a single combat. Using this ability is automatic.

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Physical Utilities Empty Re: Physical Utilities

Post  Fate Sat Dec 31, 2011 8:41 pm

MAGICAL WEAPON
   Description: Your weapon is magically enhanced.
   Requires: Enhance Weapon; Any ability of the Physical Attack category
   Mechanic: Any time you activate the ability Enhance Weapon, the bonus it grants is added again. You may take this ability multiple times. Each time, the bonus from Enhance Weapon is added an additional time to your modifier. This ability cannot be used with Magical Armor, Magical Attack, or Magical Resistance in the same turn. Using this ability requires Enhance Weapon to be activated but is otherwise automatic.

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Post  Fate Sat Dec 31, 2011 8:43 pm

METAL PLATING
   Description: You have added metal in some way to your natural weapons, giving them the advantage of being more easily used as a weapon while maintaining the benefit of being attached.
   Requires: Any ability of the Unarmed subcategory
   Mechanic: You gain +2 on all Attack rolls with the chosen Physical Attack. Additionally, the chosen Physical Attack now counts as an ability of the Weapon-Based subcategory for the purposes taking abilities and ability paths in addition to its other subcategories. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:44 pm

METAL WEAPON
   Description: Your weapon is made of a special metal which is especially harmful to certain creatures.
   Requires: Any Weapon-Based Physical Attack
   Mechanic: You gain 2 on all attacks with the selected weapon and must choose a metal from the table below. You gain an additional + 10 against creatures of that metals listed racial type. Your weapon may only be made of one metal. This ability may be gained multiple times, each time it applies to a different weapon that you have. Using this ability is automatic.

Metal
Enemy Racial Type
Adamantine
Elemental
Copper
Outsider
Gold
Undead
Iron
Fey
Mithril
Dragon-Kind
Silver
Shapeshifter

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Post  Fate Sat Dec 31, 2011 8:45 pm

Physical Utilities Dark   
NEGATIVE WEAPON
   Description: Your weapon is empowered with pure Dark energy.
   Requires: Any Physical Attack
   Mechanic: You gain +4 with the chosen ability. Additionally, the chosen ability is now considered to be a part of the Dark subcategory along with whatever other subcategories it has. If used on a character with the weakness Creature of Light or of the racial types Fey or Angel, it acts as a magical attack even if it would otherwise do no damage. If it would normally do no damage, it does damage equal to your Magic score upon a failed Resistance roll against your Magic roll. You may take this ability multiple times. Each time, you chose another ability to align. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:45 pm

PATH OF THE WARRIOR
   Description: You are a warrior.
   Requires: All the criteria for the Warrior path you’re wanting
   Mechanic: You are considered to have completed the chosen Warrior path as if you had all the criteria in the right order. If you have already completed the ability path in question, you gain its completion bonus again and its effect stacks. You gain this ability multiple times. Any time you pick up this ability, you may apply it to any Warrior path for which you have all the criteria. You may only gain the completion bonus of a specific ability path once through this ability. This ability may not be replicated by the Creation ability series. Using this ability is automatic.

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Last edited by Fate on Fri Dec 21, 2012 9:49 pm; edited 1 time in total

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Physical Utilities Empty Re: Physical Utilities

Post  Fate Sat Dec 31, 2011 8:45 pm

PHYSICAL APTITUDE
   Description: You are gifted when it comes to your weapon.
   Requires: Any Physical Attack ability
   Mechanic: You gain +4 on all Attack rolls with the selected ability. This ability can be gained multiple times. Each time it applies to a different Physical Attack. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:46 pm

Physical Utilities Poison   
POISONED WEAPON
   Description: You lace your weapon with poison.
   Requires: Any Weapon-Based Physical Attack
   Mechanic: The ability chosen for Poisoned Weapon is considered to be a part of the Poison subcategory in addition to its other subcategories. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:46 pm

Physical Utilities Light   
POSITIVE WEAPON
   Description: Your weapon is empowered with pure Light energy.
   Requires: Any Physical Attack
   Mechanic: You gain +4 with the chosen ability. Additionally, the chosen ability is now considered to be a part of the Light subcategory along with whatever other subcategories it has. If used on a character with the weakness Creature of Darkness or of the racial types Undead or Demon, it acts as a magical attack even if it would otherwise do no damage. If it would normally do no damage, it does damage equal to your Magic score upon a failed Resistance roll against your Magic roll. You may take this ability multiple times. Each time, you chose another ability to align. Using this ability is automatic.

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Post  Fate Sat Dec 31, 2011 8:47 pm

RAGE
   Description: You can work yourself into a frenzy, gaining strength and toughness beyond your normal limits.
   Mechanic: When you execute this ability, you gain a +4 on Attack and Endurance for a number of cycles equal to your (newly modified) Endurance score as your adrenaline increases your power and stamina, but also take a -2 penalty on defensive rolls as you become more careless, leaving yourself open. This ability only gives you 8 additional hit points for the duration of the ability. Activating this ability takes an action. This ability cannot be combined with any physical attack in the same cycle it is activated. This ability can be activated once per combat.

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