Physical Utilities
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Re: Physical Utilities
RAIN OF PAIN
Description: You can rig your firearm to spray bullets over an area.
Requires: Any ability of the Ranged subcategory; Double Shot; Deadly Focus; 3rd Level
Mechanic: You may target multiple targets with your attack actions. Additionally, your cumulative penalty for multiple Attack rolls in the same cycle is reduced to a cumulative -1, instead of a cumulative -2. Gaining this ability multiple times has no further effect. Using this ability is automatic.
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Description: You can rig your firearm to spray bullets over an area.
Requires: Any ability of the Ranged subcategory; Double Shot; Deadly Focus; 3rd Level
Mechanic: You may target multiple targets with your attack actions. Additionally, your cumulative penalty for multiple Attack rolls in the same cycle is reduced to a cumulative -1, instead of a cumulative -2. Gaining this ability multiple times has no further effect. Using this ability is automatic.
Re: Physical Utilities
RAPID RELOAD
Description: You have improved your ability to reload your weapon, making you better able to fight.
Requires: Crossbow, Handgun, Rail Gun, or Rifle
Mechanic: You have to spend one less action to prepare your weapon for use. This ability may be gained multiple times, even for the same ability. Its effect stacks. Each ability is tracked separately. This ability cannot reduce the number of actions necessary to use the selected ability. Using this ability is automatic.
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Description: You have improved your ability to reload your weapon, making you better able to fight.
Requires: Crossbow, Handgun, Rail Gun, or Rifle
Mechanic: You have to spend one less action to prepare your weapon for use. This ability may be gained multiple times, even for the same ability. Its effect stacks. Each ability is tracked separately. This ability cannot reduce the number of actions necessary to use the selected ability. Using this ability is automatic.
Re: Physical Utilities
RAZOR’S EDGE
Description: Your weapon has a particularly sharp edge.
Requires: Any Physical Attack of the Melee subcategory
Mechanic: You gain +2 on all Attack rolls with the chosen Physical Attack. This ability may be gained multiple times. Each time you may chose a different Weapon-Based Physical Attack. If the same ability is chosen, this ability grants an additional +1. Using this ability is automatic.
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Description: Your weapon has a particularly sharp edge.
Requires: Any Physical Attack of the Melee subcategory
Mechanic: You gain +2 on all Attack rolls with the chosen Physical Attack. This ability may be gained multiple times. Each time you may chose a different Weapon-Based Physical Attack. If the same ability is chosen, this ability grants an additional +1. Using this ability is automatic.
Re: Physical Utilities
RETURNING WEAPON
Description: Your weapon magically returns like a boomerang.
Requires: Any Weapon-Based Physical Attack; Throwing Arm; (or Any Weapon-Based Physical Attack of the Ranged subcategory)
Mechanic: When you throw your weapon, it returns to you on the beginning of your next turn. This ability may only be use a number of times equal to your level per combat. This ability may be gained multiple times. Each time it applies to a different Weapon-Based Physical Attack. Using this ability is automatic.
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Description: Your weapon magically returns like a boomerang.
Requires: Any Weapon-Based Physical Attack; Throwing Arm; (or Any Weapon-Based Physical Attack of the Ranged subcategory)
Mechanic: When you throw your weapon, it returns to you on the beginning of your next turn. This ability may only be use a number of times equal to your level per combat. This ability may be gained multiple times. Each time it applies to a different Weapon-Based Physical Attack. Using this ability is automatic.
Re: Physical Utilities
RIGHTEOUS ANGER
Description: You draw strength from the power of good itself.
Requires: Any Physical Attack
Mechanic: You gain +4 on all Attack rolls with the chosen Physical Attack while defending any Angel, Fey, or character with the weakness Creature of Light or while opposing any Demon, Undead, or character with the weakness Creature of Darkness. Activating this ability takes one action. Activating this ability automatically cancels Evil Fury.
Re: Physical Utilities
SET TRAP
Description: You can set mechanical traps to catch your enemies.
Mechanic: You can create a mechanical trap that duplicates any Damage-Dealing ability for which you have spent an ability slot. To set the trap, you must spend a number of actions working on the trap equal to the replicated ability's normal bonus (minimum one cycle). Hastily made traps only grant a bonus equal to the number of actions spent working on them, regardless of the original ability's bonus. Traps are considered to have 5 in all Attributes. You cannot exceed the bonus granted by the original ability by spending extra actions preparing the trap. The trap stays set until it has been triggered or a number of days equal to your level have passed. After the initial duration, the trap will deactivate of its own. To reset a trap, you need only speed half the number of initially spent actions to achieve the same effect.
Last edited by Fate on Fri Dec 21, 2012 9:48 pm; edited 1 time in total
Re: Physical Utilities
SHIELD BASH
Description: You have learned how to turn a defensive item into a weapon.
Requires: Any ability of the Shield subcategory
Mechanic: You may attack using the ability required for this ability. You gain a bonus on the Attack roll equal to the bonus that the chosen ability grants to Defense. You do not gain that bonus to Defense in any cycle that you attack with the chosen ability. The ability chosen for this ability is now considered to be of the Damage-Dealing, Melee, and Weapon-Based subcategories for the purposes of abilities and ability paths. The target of your attack must be within five feet. Your attack does damage equal to the difference between your Attack roll and the target’s Defense roll. Attacking takes an action.
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Description: You have learned how to turn a defensive item into a weapon.
Requires: Any ability of the Shield subcategory
Mechanic: You may attack using the ability required for this ability. You gain a bonus on the Attack roll equal to the bonus that the chosen ability grants to Defense. You do not gain that bonus to Defense in any cycle that you attack with the chosen ability. The ability chosen for this ability is now considered to be of the Damage-Dealing, Melee, and Weapon-Based subcategories for the purposes of abilities and ability paths. The target of your attack must be within five feet. Your attack does damage equal to the difference between your Attack roll and the target’s Defense roll. Attacking takes an action.
Re: Physical Utilities
SHIFTING WEAPON
Description: By concentrating, you can change your weapon to a different metal.
Requires: Any Weapon-Based Physical Attack; Metal Weapon (Any)
Mechanic: You make take Metal Weapon for the same weapon. Only one metal can be used at any given time. You may sacrifice an action to shift between the different metals for which you have taken Metal Weapon.
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Description: By concentrating, you can change your weapon to a different metal.
Requires: Any Weapon-Based Physical Attack; Metal Weapon (Any)
Mechanic: You make take Metal Weapon for the same weapon. Only one metal can be used at any given time. You may sacrifice an action to shift between the different metals for which you have taken Metal Weapon.
Re: Physical Utilities
SNIPER‘S EYE
Description: You have excellent aim.
Requires: Any Physical Attack of the Ranged subcategory
Mechanic: The distance of your range with the selected ability is increased by one category as shown on the table below. If it is already Extra Long, it is increased by another multiple. This ability may be gained multiple times. Each time you may chose a different Ranged Physical Attack. If the same ability is chosen, its range increases by one category. Using this ability is automatic.
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Description: You have excellent aim.
Requires: Any Physical Attack of the Ranged subcategory
Mechanic: The distance of your range with the selected ability is increased by one category as shown on the table below. If it is already Extra Long, it is increased by another multiple. This ability may be gained multiple times. Each time you may chose a different Ranged Physical Attack. If the same ability is chosen, its range increases by one category. Using this ability is automatic.
The user must be within a number of feet equal to half his total modifier with the chosen ability multiplied by five in order to effect a target with the ability. | |
The user must be within a number of feet equal to his total modifier with the chosen ability multiplied by five in order to effect a target with the ability. | |
The user must be within a number of feet equal to twice his total modifier with the chosen ability multiplied by five in order to effect a target with the ability. | |
The user must be within a number of feet equal to trice his total modifier with the chosen ability multiplied by five in order to effect a target with the ability. |
Re: Physical Utilities
STRENGTH OF DARKNESS
Description: Through your study of the Darkness that you surround yourself with you gain power.
Requires: Animate Pawn (Shade)
Mechanic: For every pawn that is a Shade that you have summoned, you gain +1 to Attack for the duration the pawn remains in existence. These Attribute points do not grant ability slots. Using this ability is automatic.
Re: Physical Utilities
STRENGTH OF THE UNDERDOG
Description: You are the pebble that slays giants.
Mechanic: Any time you have no chance of succeeding at a Attack roll or your opponent is at least five levels above you, you may roll two d20s instead of one. You add both results to you modifier. Taking this ability multiple times has no effect. Using this ability requires one of its conditions to be met, but is otherwise automatic.
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Description: You are the pebble that slays giants.
Mechanic: Any time you have no chance of succeeding at a Attack roll or your opponent is at least five levels above you, you may roll two d20s instead of one. You add both results to you modifier. Taking this ability multiple times has no effect. Using this ability requires one of its conditions to be met, but is otherwise automatic.
Re: Physical Utilities
STRONG ATTACK
Description: You really put your all into an attack, throwing caution to the wind.
Mechanic: You can subtract a number from your Defense up to your current score and add it as a bonus to your Attack rolls for a single cycle. Each cycle you do this, your Defense remains lowered until the beginning of your next offensive turn. Using this ability does not require an action.
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Description: You really put your all into an attack, throwing caution to the wind.
Mechanic: You can subtract a number from your Defense up to your current score and add it as a bonus to your Attack rolls for a single cycle. Each cycle you do this, your Defense remains lowered until the beginning of your next offensive turn. Using this ability does not require an action.
Re: Physical Utilities
SWIFT STRIKE
Description: Your quick blows makes them both harder to avoid and hurt more.
Mechanic: You gain a bonus to your Attack rolls equal to a third your Swiftness score. Using this ability is automatic.
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Description: Your quick blows makes them both harder to avoid and hurt more.
Mechanic: You gain a bonus to your Attack rolls equal to a third your Swiftness score. Using this ability is automatic.
Re: Physical Utilities
TACKLE
Description: Using the weight of your body to knock an target over.
Mechanic: You gain +2 on all Attack rolls made to knock someone prone. (When prone, a character suffers -4 on all defensive rolls.) The target of this ability must be within your ability to touch. This ability may not be combined with any other Physical Attacks in the same turn. This ability does not do damage to the target. Using this ability takes an action.
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Description: Using the weight of your body to knock an target over.
Mechanic: You gain +2 on all Attack rolls made to knock someone prone. (When prone, a character suffers -4 on all defensive rolls.) The target of this ability must be within your ability to touch. This ability may not be combined with any other Physical Attacks in the same turn. This ability does not do damage to the target. Using this ability takes an action.
Re: Physical Utilities
THROWING ARM
Description: This is an improvisation style of fighting, allowing you to throw most given styles of weapons that can be used with one hand.
Requires: Any Physical Attack of the Melee and Weapon-Based subcategories
Mechanic: You may use the chosen Physical attack on a target a additional number of feet away equal to five times the ability’s bonus, minimum five, by throwing it at a target. The thrown weapon takes a -2 on Attack rolls when used at range. Once the weapon is thrown, it must be picked up again in order to be used again.
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Description: This is an improvisation style of fighting, allowing you to throw most given styles of weapons that can be used with one hand.
Requires: Any Physical Attack of the Melee and Weapon-Based subcategories
Mechanic: You may use the chosen Physical attack on a target a additional number of feet away equal to five times the ability’s bonus, minimum five, by throwing it at a target. The thrown weapon takes a -2 on Attack rolls when used at range. Once the weapon is thrown, it must be picked up again in order to be used again.
Re: Physical Utilities
THROWING ARM PROFICIENCY
Description: Being proficient with grasping random weapons, you can throw them better.
Requires: Any Physical Attack of the Melee and Weapon-Based subcategories; Throwing Arm
Mechanic: This penalty of using the chosen Physical Attack at range is removed. For purposes of determination of requirements, the chosen Melee Weapon-Based Physical Attack is considered to a part of the Ranged subcategory in addition to its other subcategories. Using this ability is automatic.
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Description: Being proficient with grasping random weapons, you can throw them better.
Requires: Any Physical Attack of the Melee and Weapon-Based subcategories; Throwing Arm
Mechanic: This penalty of using the chosen Physical Attack at range is removed. For purposes of determination of requirements, the chosen Melee Weapon-Based Physical Attack is considered to a part of the Ranged subcategory in addition to its other subcategories. Using this ability is automatic.
Re: Physical Utilities
TRIP ATTACK
Description: Your attack knocks your target off their feet.
Requires: Any Physical Attack
Mechanic: The target of the chosen Physical Attack must make a second Defense roll against your original Attack roll, or fall prone. (When prone, a character suffers -4 on all defensive rolls.) Using this ability is automatic.
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Description: Your attack knocks your target off their feet.
Requires: Any Physical Attack
Mechanic: The target of the chosen Physical Attack must make a second Defense roll against your original Attack roll, or fall prone. (When prone, a character suffers -4 on all defensive rolls.) Using this ability is automatic.
Re: Physical Utilities
TWO HANDED STRIKE
Description: You wield your weapon with both hands. You hit harder with it, but can’t multitask during combat.
Requires: Any Physical Attack of both the Weapon-Based and Melee subcategories
Mechanic: You gain a +4 bonus to Attack rolls with the chosen Physical Attack whenever you chose to activate this ability. Whenever this ability is activated, you may not use additional actions to activate abilities other than those from any Attack Category and cannot use abilities of the Shield subcategory. Activating this ability does not require an action, but whenever this ability is activated, it remains so until the beginning of your next turn. This ability may be taken multiple times. Each time you take it, the ability applies to a different weapon.
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Description: You wield your weapon with both hands. You hit harder with it, but can’t multitask during combat.
Requires: Any Physical Attack of both the Weapon-Based and Melee subcategories
Mechanic: You gain a +4 bonus to Attack rolls with the chosen Physical Attack whenever you chose to activate this ability. Whenever this ability is activated, you may not use additional actions to activate abilities other than those from any Attack Category and cannot use abilities of the Shield subcategory. Activating this ability does not require an action, but whenever this ability is activated, it remains so until the beginning of your next turn. This ability may be taken multiple times. Each time you take it, the ability applies to a different weapon.
Re: Physical Utilities
VITAL BLOW
Description: You know how to hit them where it hurts the most.
Requires: Any Physical Attack
Mechanic: You gain +4 on all attacks with the selected Physical Attack. You also gain an additional +4 with the selected Physical Attack when using it to deliver an attack while using any of the following abilities: Silence, Stealth, Invisibility, or Set Trap. This ability may be gained multiple times. Each time it applies to a different Physical Attack that you have gained. Using this ability is automatic.
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Description: You know how to hit them where it hurts the most.
Requires: Any Physical Attack
Mechanic: You gain +4 on all attacks with the selected Physical Attack. You also gain an additional +4 with the selected Physical Attack when using it to deliver an attack while using any of the following abilities: Silence, Stealth, Invisibility, or Set Trap. This ability may be gained multiple times. Each time it applies to a different Physical Attack that you have gained. Using this ability is automatic.
Re: Physical Utilities
IMPROVED FISTS OF FURY
Description: You are quick and vicious when you are without a weapon. Perhaps that is the wrong phraseology. You are the weapon.
Requires: Fists of Fury; 5th Level
Mechanic: You gain a number of additional attack actions with Fists of Fury equal to a quarter your Attack score, rounded down. Additionally, you may sacrifice attack actions for a bonus equal to the number of attack actions sacrificed to Fists of Fury. This bonus must be used the same cycle that the attack actions are sacrificed in and may only be applied to Fists of Fury. Gaining this ability multiple times has no further effect. Sacrificing attack actions does not take an action. Using this ability is automatic.
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Description: You are quick and vicious when you are without a weapon. Perhaps that is the wrong phraseology. You are the weapon.
Requires: Fists of Fury; 5th Level
Mechanic: You gain a number of additional attack actions with Fists of Fury equal to a quarter your Attack score, rounded down. Additionally, you may sacrifice attack actions for a bonus equal to the number of attack actions sacrificed to Fists of Fury. This bonus must be used the same cycle that the attack actions are sacrificed in and may only be applied to Fists of Fury. Gaining this ability multiple times has no further effect. Sacrificing attack actions does not take an action. Using this ability is automatic.
Re: Physical Utilities
BATTERING ATTACK
Description: You make sport of attacking wards.
Requires: Bodyguard; any Physical Attack
Mechanic: You gain +4 on all Attack rolls with the selected ability against targets who have been declared a ward. You cannot target your own ward. This ability may be gained multiple times. Each time, you gain an additional +2 on Attack rolls with the selected ability against targets are wards, or may select another Physical Attack of the Melee subcategory. Using this ability does not require an action.
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Description: You make sport of attacking wards.
Requires: Bodyguard; any Physical Attack
Mechanic: You gain +4 on all Attack rolls with the selected ability against targets who have been declared a ward. You cannot target your own ward. This ability may be gained multiple times. Each time, you gain an additional +2 on Attack rolls with the selected ability against targets are wards, or may select another Physical Attack of the Melee subcategory. Using this ability does not require an action.
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Re: Physical Utilities
BODYGUARD’S BANE
Description: Not only do you attack wards, but you have trained to take down their protector at the same time.
Requires: Battering Attack; Bodyguard; any Physical Attack
Mechanic: Whenever you attack a ward and their bodyguard has a successful Defense roll, you do a quarter damage to the ward and a half damage to the bodyguard. The damage from your weapon in this case is equal to your Attack score. Using this ability is automatic.
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Description: Not only do you attack wards, but you have trained to take down their protector at the same time.
Requires: Battering Attack; Bodyguard; any Physical Attack
Mechanic: Whenever you attack a ward and their bodyguard has a successful Defense roll, you do a quarter damage to the ward and a half damage to the bodyguard. The damage from your weapon in this case is equal to your Attack score. Using this ability is automatic.
Weaver- Admin
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Join date : 2011-03-27
Location : Her Loom
Re: Physical Utilities
CREATE TRAP
Description: You like planning ahead.
Requires: Set Trap
Mechanic: You may make your traps ahead of time. The duration does not start until you have set them. Setting a pregenerated trap takes an action. You may only have a number of these pregenerated traps equal to your character level plus one. Using this ability is automatic.
Re: Physical Utilities
DISGUISE TRAP
Description: You hide your traps.
Requires: Set Trap
Mechanic: You may spend an additional action to better hide your trap, granting an additional +4 to the difficulty goal to locate it. You may only spend an additional number of actions equal to your character level per trap.
Re: Physical Utilities
IMPROVED DISGUISE TRAP
Description: You have skill at hiding your traps.
Requires: Disguise Trap; Set Trap; 3rd Level
Mechanic: You may spend a number of additional actions to disguise your traps equal your character level. These are in addition to the maximum number that you can already spend doing so. This ability may only be gained on odd levels. This ability may be gained multiple times. Its effects stack.
Re: Physical Utilities
QUICK TRAP
Description: You know how to work well when rushed.
Requires: Improved Set Trap; Set Trap
Mechanic: You take four less actions to gain the same effect. This ability may be taken multiple times. Each time, you take an additional two less actions. You cannot lower the necessary amount of actions to set a trap past the minimum of one action. Using this ability is automatic.
Re: Physical Utilities
RESETTING TRAP
Description: Your traps have a way of resetting themselves.
Requires: Lasting Trap; Set Trap; 5th Level
Mechanic: You may take an additional number of actions equal to the bonus of the Damage-Dealing ability chosen for your trap to make it to where it resets to the initial effect. Gaining this ability multiple times has no further effect.
Re: Physical Utilities
SKILLED TRAPPER
Description: You may combine helpful side items to your traps.
Requires: Improved Set Trap; Set Trap; 3rd Level
Mechanic: Choose one of the following Ability Categories: Physical Utilities or Utility Powers. You may apply one ability of that category to traps you set. Doing so adds two actions to the amount necessary for the trap’s creation. This ability may be gained multiple times. Each time, you choose another Ability Category.
Re: Physical Utilities
STRONG TRAP
Description: Your traps are stronger in all ways.
Requires: Improved Set Trap; Set Trap; 3rd Level
Mechanic: Your traps are considered to have an additional 5 points per Attribute. This ability may be gained multiple times. Its effects stack. Using this ability is automatic.
Re: Physical Utilities
TRAPPER’S INTUITION
Description: You are inventive with your traps.
Requires: Improved Set Trap; Set Trap; 3rd Level
Mechanic: You may now create traps for Damage-Dealing abilities that you have not spent ability slots to gain. Whenever you do so, roll a d% (d100). On a die result of 50 or below, you trigger the trap, targeting yourself. This roll is made for each cycle you must spend creating the trap.
Re: Physical Utilities
IMPROVED SET TRAP
Description: Your traps are just a little bit nastier than normal.
Requires: Set Trap
Mechanic: Any traps that you set gain +4 on the offensive roll. This ability may be gained multiple times. Each additional time, you gain +2 on the offensive roll. Using this ability takes an additional action per +4 bonus gained.
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