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Supportive Powers

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Supportive Powers Empty Supportive Powers

Post  Fate Sat Jan 07, 2012 6:50 pm

Supportive Powers


Supportive Powers are abilities that focus on helping characters other than the user. Rarely do these abilities cause harm, but in the case that a character does not wish for the effect, it may be opposed by a Resistance roll versus the user’s Magic roll. In order to gain Supportive Powers, a character needs two points per ability in Resistance.

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Supportive Powers Empty Re: Supportive Powers

Post  Fate Sat Jan 07, 2012 6:53 pm

Supportive Powers Sound-Based    Supportive Powers Mind-Affecting   
BATTLE CRY
   Description: Your cry brings confidence to your nearby allies, causing them to be better at all that they do.
   Requires: Defensive Chant; Battle Hymn
   Mechanic: You grant +4 on all rolls to any ally within a number of feet equal to half your Magic score for as many turns as you concentrate on it and take no other action except for defensive rolls and moving. If you take a prohibited action or choose to end your concentration, Battle Cry is gone at the end of your turn.

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Post  Fate Sat Jan 07, 2012 6:54 pm

Supportive Powers Sound-Based    Supportive Powers Mind-Affecting   
BATTLE HYMN
   Description: Your music inspires bravery in the face of adversity.
   Required Abilities: Defensive Chant
   Mechanic: By sacrificing any other actions, you may perform a chant that grants all allies within a number of feet equal to half your Magic score +2 to Attack and Magic rolls. You may maintain the chant for a number of cycles equal to your Endurance score. After the time had elapsed, you must cease for a cycle before being able to start again. If you stop the chant, its effects last until the end of your turn. This ability cannot be combined with any form of attack in the same turn.

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Post  Fate Sat Jan 07, 2012 6:54 pm

Supportive Powers Sound-Based    Supportive Powers Mind-Affecting   
DEFENSIVE CHANT
   Description: You chant and others feel better able to defend themselves.
   Mechanic: By sacrificing any other actions, you may perform a chant that grants all allies within a number of feet equal to half your Magic score +2 to Defense and Resistance rolls. You may maintain the chant for a number of cycles equal to your Endurance score. After the time had elapsed, you must cease for a cycle before being able to start again. If you stop the chant, its effects last until the end of your turn. This ability cannot be combined with any form of attack in the same turn.

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Supportive Powers Empty Re: Supportive Powers

Post  Fate Sat Jan 07, 2012 6:57 pm

Supportive Powers MagicalHealing   Supportive Powers Mind-Affecting   
DEPROGRAMMER
   Description: You help victims of brainwashing return to normal.
   Mechanic: To use this ability, you must spend a number of hours equal to the target’s level multiplied the character points that would normally be garnered by the weakness severity of the Honor Code you wish to remove. These hours need not be consecutive but must take place within a day of each other and in increments no less than 2 hours. At the end of every usage duration, you make a Resistance check on the target’s behalf against the Magic of the programmer. If you succeed, any Honor Code which has been implanted in the victim via the ability Program is removed and they are returned to their original beliefs. If you fail, the target retains the Honor Code. You may only use this ability to remove implanted Honor Codes. Any Honor Codes taken at the player’s behest may only be removed through the method described in the Weakness section. Your target must be able to hear you for the duration of this ability and within ten feet. This ability may not be used during combat.

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Post  Fate Sat Jan 07, 2012 6:57 pm

Supportive Powers MagicalHealing   
EXORCISE SPIRIT
   Description: You can drive possessing entities from the bodies and minds of others.
   Mechanic: By touching a target, you may free them from the effects of abilities of the Mind-Affecting subcategory. The character that is using the Mind-Affecting ability may resist giving up control by making a Resistance roll against your Magic roll. Using this ability requires you to sacrifice two actions.

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Post  Fate Sat Jan 07, 2012 7:00 pm

Supportive Powers Cooperative   
GRANT ENHANCE ARMOR
   Description: You may endow others with supernatural agility.
   Requires: Enhance Armor
   Mechanic: By spending one action, you may grant one target the benefits of Enhance Armor for a number of turns equal to your Endurance score plus half your Magic score, rounded down. This ability may only be used on a number of targets equal to your level. You must be able to touch the target.

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Post  Fate Sat Jan 07, 2012 7:01 pm

Supportive Powers Cooperative   
GRANT ENHANCE HEALING
   Description: You may endow others with supernatural power.
   Requires: Enhance Healing
   Mechanic: By spending one action, you may grant one target the benefits of Enhance Healing for a number of turns equal to your Endurance score plus half your Magic score, rounded down. This ability may only be used on a number of targets equal to your level. You must be able to touch the target.

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Supportive Powers Empty Re: Supportive Powers

Post  Fate Sat Jan 07, 2012 7:02 pm

Supportive Powers Cooperative   
GRANT ENHANCE MAGIC
   Description: You may endow others with supernatural power.
   Requires: Enhance Magic
   Mechanic: By spending one action, you may grant one target the benefits of Enhance Magic for a number of turns equal to your Endurance score plus half your Magic score, rounded down. This ability may only be used on a number of targets equal to your level. You must be able to touch the target.

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Post  Fate Sat Jan 07, 2012 7:06 pm

Supportive Powers Cooperative   
GRANT ENHANCE RESISTANCE
   Description: You may endow others with supernatural resilience.
   Requires: Enhance Resistance
   Mechanic: By spending one action, you may grant one target the benefits of Enhance Resistance for a number of turns equal to your Endurance score plus half your Magic score, rounded down. This ability may only be used on a number of targets equal to your level. You must be able to touch the target.

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Post  Fate Sat Jan 07, 2012 7:07 pm

Supportive Powers Cooperative   
GRANT ENHANCE WEAPONS
   Description: You may endow others with supernatural strength.

   Requires: Enhance Weapons
   Mechanic: By spending one action, you may grant one target the benefits of Enhance Weapons for a number of turns equal to your Endurance score plus half your Magic score, rounded down. This ability may only be used on a number of targets equal to your level. You must be able to touch the target.

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Post  Fate Sat Jan 07, 2012 7:09 pm

Supportive Powers MagicalHealing   
HEAL ATTRIBUTE
   Description: You can heal Attribute damage just as you would hit points.
   Mechanic: You can heal a number of Attribute points equal to your Magic score. This ability cannot increase an Attribute beyond what it would be before damage. You must be able to touch a target in order to use this ability. You may only target one Attribute to be healed at a time. Using this ability takes one action. Creatures of the racial type Construct may not be targeted by this ability.

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Post  Fate Sat Jan 07, 2012 7:10 pm

Supportive Powers MagicalHealing   
HEAL HIT POINTS ALPHA
   Description: You can restore lost hit points to yourself and others.
   Mechanic: You can restore a number of hit points to yourself or another creature equal to half your Magic score, rounded down. You must be able to touch your target. Use of this ability can never bring a character's total hit points to a higher number than they had before combat began. This ability cannot be combined with any form of attack in the same turn. Creatures of the racial type Construct may not be targeted by this ability.

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Post  Fate Sat Jan 07, 2012 7:12 pm

Supportive Powers MagicalHealing   
HEAL HIT POINTS BETA
   Description: A more powerful healing spell which takes longer to cast.
   Requires: Heal Hit Points Alpha; 5th Level
   Mechanic: You restore a number of hit points equal to four times your Magic score to yourself or another. Using this ability takes two cycles. You must be able to touch your target. This ability cannot be combined with any physical or magic attacks in the same turns.

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Post  Fate Sat Jan 07, 2012 7:15 pm

Supportive Powers MagicalHealing   
HEAL HIT POINTS GAMMA
   Description: A more powerful healing spell which takes longer to cast.
   Requires: Heal Hit Points Alpha; Heal Hit Points Beta; 7th Level
   Mechanic: You restore a number of hit points equal to six times your Magic score to yourself or another. Using this ability takes two cycles. You must be able to touch your target. This ability cannot be combined with any physical or magic attacks in the same turns.

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Post  Fate Sat Jan 07, 2012 7:15 pm

Supportive Powers MagicalHealing   
HEAL HIT POINTS DELTA
   Description: A more powerful healing spell which takes longer to cast.
   Requires: Heal Hit Points Alpha; Heal Hit Points Beta; Heal Hit Points Gamma; 10th Level
   Mechanic: You restore a number of hit points equal to eight times your Magic score to yourself or another. Using this ability takes two cycles. You must be able to touch your target. This ability cannot be combined with any physical or magic attacks in the same turns.

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Post  Fate Sat Jan 07, 2012 7:18 pm

Supportive Powers MagicalHealing   
LIFESPARK
   Description: You know how to restore a construct’s life spark, the animus that gives it life.
   Requires: Repair Item; Resurrection
   Mechanic: By spending a number of actions equal to the construct’s level, you can return a slain doll to life. This ability cannot be combined with any physical or magical attack in the same turn. You must be able to touch a target.

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Post  Fate Sat Jan 07, 2012 7:21 pm

Supportive Powers MagicalHealing   
REMOVE DISEASE
   Description: You can heal yourself and others of deadly diseases.
   Mechanic: Abilities of the Disease subcategory are completely removed from the target, even if the target is not currently being affected by the disease. If a target of the disease does not want to be healed, the target can make a Resistance roll against your Magic roll to negate this ability. You must be able to touch your target. Using this ability takes one cycle.

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Post  Fate Sat Jan 07, 2012 7:21 pm

Supportive Powers MagicalHealing   
REMOVE POISON
   Description: You can remove the hazardous effects of poisons from yourself and others.
   Mechanic: You negate the effects of abilities of the Poison subcategory. Once negated, the ability no longer continues to drain hit points from the target, but hit points already lost remain so until the Heal Hit Points ability is applied to the afflicted target. This ability cannot be combined with any form of attack in the same turn. You must be able to touch your target. Using this ability takes one cycle.

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Post  Fate Sat Jan 07, 2012 7:21 pm

Supportive Powers MagicalHealing   
RESTORATION
   Description: Sometimes injures aren’t a matter of live or die, but destruction of body parts. You have mastered recreating these missing parts.
   Requires: Must have completed the Healer ability path; Must have completed the Medic ability path
   Mechanic: You may regrow a character’s missing body part. Doing so takes a number of hours equal to the character’s level. This ability cannot be used in combat. You must be able to touch your target for the duration of this ability.

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Post  Fate Sat Jan 07, 2012 7:26 pm

Supportive Powers MagicalHealing   
SEAL BLOOD
   Description: You use your will to protect people from poisons and toxins.
   Requires: Seal Soul; Poison Resistance; Remove Poison
   Mechanic: By spending two actions, you channel energy that makes the target immune to abilities with the Poison subcategory as if they had the ability Poison Immunity. This effect lasts a number of hours equal to your level. You must be able to touch your target in order to affect them.

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Post  Fate Sat Jan 07, 2012 7:28 pm

Supportive Powers MagicalHealing   
RESURRECTION
   Description: You can return the dead to life.
   Mechanic: By spending two actions, you can return a slain creature that you touch to life. Doing so causes you to suffer damage equal to half your Endurance score. That person is healed of all damage. Creatures who do not wish to be resurrected from the dead automatically resist this ability with success. Creatures whose bodies have been destroyed cannot be returned to life by this ability. This ability cannot be used on creatures of the racial type Construct. This ability cannot be combined with any offensive roll in the same cycle.

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Post  Fate Sat Jan 07, 2012 7:36 pm

Supportive Powers MagicalHealing   
SEAL BODY
   Description: You use your will to protect people from illnesses.
   Requires: Seal Soul; Resistant; Remove Disease
   Mechanic: By spending two actions, you channel energy that makes the target immune to abilities with the Disease subcategory as if they had the abilities Perfect Health and Carrier. This effect lasts a number of hours equal to your level. You must be able to touch your target in order to affect them.

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Post  Fate Sat Jan 07, 2012 7:37 pm

Supportive Powers MagicalHealing   
SEAL LIFE
   Description: You use your will to protect people from the sudden onset of death.
   Requires: Seal Soul; Instant Death Protection; Resurrection
   Mechanic: By spending two actions, you channel energy that makes the target immune to abilities with the Instant Death subcategory as if they had the ability Death Attack Immunity. This effect lasts a number of hours equal to your level. You must be able to touch your target in order to affect them.

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Post  Fate Sat Jan 07, 2012 7:38 pm

Supportive Powers MagicalHealing   
SEAL MIND
   Description: You use your will to protect the minds of people.
   Requires: Seal Soul, Mental Barrier, Exorcise Spirit
   Mechanic: By spending two actions, you channel energy that makes the target immune to abilities with the Mind-Affecting subcategory as if they had the ability Clear Head. This effect lasts a number of hours equal to your level. You must be able to touch your target in order to affect them.

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Post  Fate Sat Jan 07, 2012 7:38 pm

Supportive Powers Mind-Affecting    Supportive Powers Sound-Based   
SEANCE
   Description: You can call forth the spirits of the dead to learn information.
   Mechanic: To activate this ability, you must spend one cycle for every level of the spirit to be contacted taking no other actions. At the end of this time, the spirit must make a Resistance roll against your Magic or appear within five feet of you. The spirit answers a number of questions equal to a quarter your Magic score, rounded down, to the best of its ability and willingness. A target of this ability need not be dead to be summoned in this manner. Living targets leave their bodies behind for the duration of this ability’s effect and returns to it afterwards. A spirit cannot be targeted by abilities while summoned with this ability. The spirit stays for a number of minutes equal to a quarter your Magic score, rounded down, or until all questions have been answered, whichever comes first.

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Post  Fate Sat Jan 07, 2012 7:39 pm

Supportive Powers Cooperative   
WARDER
   Description: Your will extends to protect your ward.
   Requires: Bodyguard
   Mechanic: Whenever your ward is attacked, you may make a Resistance roll against the attacker's original Magic roll. If successful, the attack is negated. This ability must be combined with Bodyguard, but otherwise works automatically.

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Post  Fate Sat Jan 07, 2012 8:08 pm

Supportive Powers Cooperative   
GRANT INVISIBILITY
   Description: After mastering the ability to disappear, you learned to make others do so as well.
   Requires: Invisibility
   Mechanic: By spending one action, you may grant another the benefits of Invisibility for a number of turns equal to your Endurance score plus half your Magic score, rounded down. This ability may only be used on a number of targets equal to your level. You must be able to touch the target. If you have Improved Invisibility, the target benefits from it as well.

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Post  Fate Sun Mar 04, 2012 12:42 am

Supportive Powers MagicalHealing   
SEAL SOUL
   Description: You can ward a person's soul to prevent them from transforming into an undead creature when they die.
   Mechanic: By spending two actions, you can perform a ritual upon a target. For a number of cycles equal to your Endurance score plus half your Magic score, that target cannot become a creature of the racial type Undead. If the target is killed by an Undead creature, their body is similarly warded during the ability's duration. If this ability is used upon a character of the Undead racial type or unwilling creature, that creature takes damage as if from a +0 Magical Attack of the Light subcategory. You must be able within five feet of your target.


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Post  Weaver Mon Sep 10, 2012 1:11 pm

AUGMENT ATTACK
   Description: You can make a person stronger.
   Mechanic: You grant a temporary +4 to a target’s Attack score. This bonus does not give additional ability slots, but in all other ways acts as if it were Attribute points. This bonus does not count as healing lost Attribute points. This effect lasts a number of cycles equal to a quarter your Magic score, rounded down. A target must be touched in order to be affected and can only be affected once by this ability. Using this ability takes an action.

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Post  Weaver Mon Sep 10, 2012 1:12 pm

AUGMENT DEFENSE
   Description: You can make a person stronger.
   Mechanic: You grant a temporary +4 to a target’s Defense score. This bonus does not give additional ability slots, but in all other ways acts as if it were Attribute points. This bonus does not count as healing lost Attribute points. This effect lasts a number of cycles equal to a quarter your Magic score, rounded down. A target must be touched in order to be affected and can only be affected once by this ability. Using this ability takes an action.

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Post  Weaver Mon Sep 10, 2012 1:14 pm

AUGMENT MAGIC
   Description: You make a person more willful.
   Mechanic: You grant a temporary +4 to a target’s Magic score. This bonus does not give additional ability slots, but in all other ways acts as if it were Attribute points. This bonus does not count as healing lost Attribute points. This effect lasts a number of cycles equal to a quarter your Magic score, rounded down. A target must be touched in order to be affected and can only be affected once by this ability. Using this ability takes an action.

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Post  Weaver Mon Sep 10, 2012 1:22 pm

AUGMENT RESISTANCE
   Description: You make a person more willful.
   Mechanic: You grant a temporary +4 to a target’s Resistance score. This bonus does not give additional ability slots, but in all other ways acts as if it were Attribute points. This bonus does not count as healing lost Attribute points. This effect lasts a number of cycles equal to a quarter your Magic score, rounded down. A target must be touched in order to be affected and can only be affected once by this ability. Using this ability takes an action.

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Post  Weaver Mon Sep 10, 2012 1:23 pm

AUGMENT SWIFTNESS
   Description: You make a person faster.
   Mechanic: You grant a temporary +4 to a target’s Swiftness score. This bonus does not give additional ability slots, but in all other ways acts as if it were Attribute points. This bonus does not count as healing lost Attribute points. This effect lasts a number of cycles equal to a quarter your Magic score, rounded down. A target must be touched in order to be affected and can only be affected once by this ability. Using this ability takes an action.

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