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Utility Powers

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Utility Powers - Page 2 Empty Re: Utility Powers

Post  Fate Thu Jan 12, 2012 4:55 am

IMPROVED STEALTH
   Description: You’ve gotten better at sneaking around.
   Required Abilities: Stealth
   Mechanic: You gain +2 on all Magic rolls with Stealth. This ability may be gained multiple times. Its effect stacks. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 4:56 am

KNOWLEDGEABLE PAWN
   Description: Your pawns know how to utilize their various strengths, though not as good as a character can.
   Requires: Animate Pawn (Any)
   Mechanic: Your pawns may now have abilities beyond those required by their race. Every ability slot requires three character points, instead of the normal two. Gaining this ability multiple times has no further effect. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 4:56 am

LEVELED PAWN
   Description: By focusing on only one pawn, you can make it more powerful.
   Requires: Animate Pawn (Any); 3rd level
   Mechanic: You may sacrifice pawns to create a single pawn with levels. Each pawn so sacrificed grants an additional level to a single pawn. Pawns do not need to be summoned to be sacrificed for this ability. Leveled pawns gain additional character points as normal, but cannot gain new abilities. The highest level a pawn may achieve is your level minus one. Gaining this ability multiple times has no further effect. Sacrificing pawns take a single action.

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Post  Fate Thu Jan 12, 2012 4:56 am

LINGERING PAIN
   Description: An advanced spell that continually burns an opponent.
   Requires: Any Magical Attack of the Damage-Dealing subcategory; 3rd level.
   Mechanic: You gain +4 on all Magic rolls using the selected ability. When you make a successful Magic, the opponent must make a secondary Resistance roll against your original Magic roll or suffer a quarter the damage that was dealt, rounded down, for 3 cycles. This ability can not be combined with any other Magical Attacks or any Physical Attacks in the same cycle. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 4:57 am

LINKED PAWN
    Description: You share a link with your pawn, allowing you to share certain spells.
    Requires: Animate Pawn (Any); Advanced Pawn
    Mechanic: Every time you take this ability, pick an ability of any of the following categories: Supportive Power, Magical Resistance, Movement Utility, or Movement Mode that you have. Your pawns are considered to have it as well. This ability may be gained multiple times. Each time you must choose another ability that you have to be linked. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 4:57 am

Utility Powers - Page 2 Temporal   
LUCKY SPELL
   Description: You can change the most recent of pasts.
   Mechanic: You may reroll a Magic roll a number of times in combat equal to a quarter your level, rounded down, plus one. You must use the new result. Using this ability takes one action.

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Post  Fate Thu Jan 12, 2012 4:57 am

MAGICAL APTITUDE
   Description: You specialize in your chosen attack.
   Requires: Any Magical Attack
   Mechanic: You gain +4 on all Magic rolls with the selected ability. This ability can be gained multiple times. Each time this ability applies to a different Magical Attack. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 4:58 am

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

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Post  Fate Thu Jan 12, 2012 4:59 am

MAGICAL BRAND
    Description: By inscribing arcane insignias into people, you imbue them with arcane powers. Or you prepare for an attack they cannot dodge.
    Requires: Any Magical Attack or Supportive Power
    Mechanic: By spending a single action, you may inscribe a target you can touch with a single use of the Magical Attack selected for this ability. This attack may trigger upon any event of your choosing, decided upon when you inscribe the brand. It may not trigger more than once before the inscription is used. This ability uses your total modifier. If the target does not wish to be branded, they make a Resistance roll versus your Magic roll. Targets may only bear one brand at a time. The brand lasts a number of hours equal to your level or until triggered.

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Post  Fate Thu Jan 12, 2012 4:59 am

MAGICAL FOCUS
   Description: You have focused your magic to master one the elements.
   Requires: Any Magical Attack
   Mechanic: You gain an additional +2 to all Magic rolls for the selected ability. This ability may be gained multiple times, even for the same ability. If the same ability is chosen, it grants an additional +1 to all Magic rolls. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 4:59 am

Utility Powers - Page 2 Earth-Aligned    Utility Powers - Page 2 Elementally-Aligned    Utility Powers - Page 2 Fire-Aligned   
MAGMA CHOKE
   Description: Combining the elements of fire and earth, you can wrap your opponent in a shell of burning magma.
   Requires: Magical Restraints; Elementally Alignment (Earth; Magical Restraints); Elementally Alignment (Fire; Magical Restraints); Enhance Magic; Energy Duality (Earth; Fire; Magical Restraints)
   Mechanic: When you use Magical Restraints on a target, they also takes damage equal to a quarter your Magic score, rounded down, each cycle they remain bound by the attack. This ability may only be used if you are currently using Elemental Alignment (Fire) for Magical Restraints. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 5:00 am

Utility Powers - Page 2 Poison   
MIXED POISON
   Description: You've mastered the art of combining your poisons.
   Requires: Poison Attack; Poison Specialty (Any); Improved Poison Specialty; 3rd Level
   Mechanic: You take one less action to add the Attribute damage from Poison Specialty. This ability can be taken multiple times, but only every three levels [6th, 9th, 12th, etc.]. Its effect stacks. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 5:00 am

Utility Powers - Page 2 Dark   
NECROMANCY
   Description: You focus your summoning ability on the magic of Undeath.
   Requires: Animate Pawn (Zombie)
   Mechanic: You may choose either of the following minion races: skeleton or mummy. You may now summon pawns of that race with Animate Pawn. They are subject to all rules outlined in Animate Pawn and its related abilities. You may take this ability multiple times. Each time you chose a different minion race. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 5:00 am

Utility Powers - Page 2 Dark   
NEGATIVE ALIGNMENT
   Description: Your will is empowered with pure Dark energy.
   Requires: Any Magical Attack or Supportive Power ability
   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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Last edited by Fate on Mon Jan 23, 2012 2:53 am; edited 1 time in total

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Post  Fate Thu Jan 12, 2012 5:01 am

PATH OF THE MAGE
   Description: You are a spell caster.
   Requires: All the criteria for the Mage path you’re wanting
   Mechanic: You are considered to have completed the chosen Mage 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 Mage 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 7:10 pm; edited 1 time in total

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Post  Fate Thu Jan 12, 2012 5:01 am

PATH OF THE SNEAK
   Description: You are a sneaky person.
   Requires: All the criteria for the Stealth path you’re wanting
   Mechanic: You are considered to have completed the chosen Stealth 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 Stealth 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 7:10 pm; edited 1 time in total

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Post  Fate Thu Jan 12, 2012 5:02 am

PATH OF THE SUMMONER
   Description: You have mastered summoning others.
   Requires: All the criteria for the Summoner path you’re wanting
   Mechanic: You are considered to have completed the chosen Summoner 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 Summoner 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 7:11 pm; edited 1 time in total

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Post  Fate Thu Jan 12, 2012 5:02 am

Utility Powers - Page 2 Poison   
PERFECT POISON
   Description: You have learned how to make your poisons more potent.
   Requires: Any offensive ability of the Poison subcategory; Enhance Magic
   Mechanic: The effect of the selected is doubled. This could apply to the damage it deals or the length of the effect. This ability can be taken multiple times. Each time it applies to a different ability. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 5:02 am

Utility Powers - Page 2 Poison   
PERSISTENT POISON
   Description: Your poison has a knack for escaping its removal from a system.
   Requires: Any offensive ability of the Poison subcategory.
   Mechanic: Anyone attempting to use Remove Poison on someone whom you poisoned using the selected ability must make a Magic roll versus your Resistance roll in order to successfully remove the poison. Failure indicates that the person remains poisoned. This ability can be gained multiple times. Each time it grants an additional +4 to Resistance rolls. This ability can only be taken every five levels. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 5:02 am

PIERCING ATTACK
   Description: Your eldritch attack is particularly potent.
   Requires: Any Magical Attack; 10th Level
   Mechanic: You gain an additional +2 on all Magic rolls with the selected ability. Additionally, you may use the selected ability on opponents that would normally be immune to your attack, but all such opponents gain an additional +4 bonus on their Resistance roll to oppose the attack.

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Post  Fate Thu Jan 12, 2012 5:03 am

Utility Powers - Page 2 Poison   
POISON SPECIALITY
   Description: Developed by sadistic mages to get back at their fellows, this poison attacks a target from a different angle than normal poison.
   Requires: Poison Attack
   Mechanic: Choose an Attribute when taking this ability. If you spend an additional action to use Poison Attack, then your attack does a point of damage to that Attribute in addition to the hit point damage that it would normally do. This ability may be gained multiple times. Each time a different Attribute may be chosen. Using this ability requires Poison Attack to utilize an additional action per Attribute that you wish to damage.

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Post  Fate Thu Jan 12, 2012 5:03 am

Utility Powers - Page 2 Light   
POSITIVE ALIGNMENT
   Description: Your will is empowered with pure Light energy.
   Requires: Any Magical Attack or Supportive Power ability
   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 Thu Jan 12, 2012 5:03 am

POWER 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 Magic for the duration the pawn remains in existence. These Attribute points do not grant ability slots. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 5:04 am

POWER OF THE UNDERDOG
   Description: At the moment of your doom, you find a hidden wellspring of energy.
   Mechanic: Any time you have no chance of succeeding at a Magic 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 score. 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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Post  Fate Thu Jan 12, 2012 5:04 am

PROJECTION
   Description: You can extend your magical effect.
   Requires: Any Magical Attack or Supportive Magic ability
   Mechanic: The range of the above-selected ability is increased by one range category as outlined in the chart below. If that ability’s range is already Extra Long, you add an additional number of feet equal to your total score with the chosen ability multiplied by five to its range. This ability may be gained multiple times, even for the same ability. Its effect, if taken for the same ability, stacks. Each ability’s range is tracked separately. Using this ability is automatic.
Range Category
Measurement
Touch
User must come into physical contact with the target in order to use the ability on them.
Melee
User must be within five feet of the target in order to use the ability on them.
Short
The user must be within a number of feet equal to half his total score with the chosen ability multiplied by five in order to effect a target with the ability.
Medium
The user must be within a number of feet equal to his total score with the chosen ability multiplied by five in order to effect a target with the ability.
Long
The user must be within a number of feet equal to twice his total score with the chosen ability multiplied by five in order to effect a target with the ability.
Extra Long
The user must be within a number of feet equal to trice his total score with the chosen ability multiplied by five in order to effect a target with the ability.

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Post  Fate Thu Jan 12, 2012 5:04 am

Utility Powers - Page 2 Technology   
REPAIR ITEM
   Description: You can repair devices--even constructed creatures.
   Mechanic: This ability grants use of the following subabilities:
      Tinker’s Passion: You may give an item created by the ability Tinker additional uses up to your Magic score, even if you do not have the ability that the item was made to mimic. If you have the ability Expert Tinker, those uses count towards the maximum uses you may give an item. You must spend a number of actions giving an item uses equal to the number of uses that you would grant.
      Mechanic’s Dream: You may repair any item of the Technology subcategory. The restored item’s bonus is equal to the number of actions that you spent repairing it, up to its previous total.
      Builder’s Love: You may now target creatures of the racial type Construct with Heal Attribute, Heal Hit Points Alpha, and Restoration. Otherwise those abilities function as normal.

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Post  Fate Thu Jan 12, 2012 5:05 am

Utility Powers - Page 2 Rhythm   
RHYTHMIC MAGIC
   Description: The more you use your magic, the stronger it gets.
   Mechanic: You gain a cumulative +1 (starting with 0) on Magic rolls for every Magic 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 Thu Jan 12, 2012 5:05 am

SACRIFICIAL PAWN
   Description: You have no heart. Your pawns are merely a tool for power.
   Requires: Animate Pawn (Any) or Mind Control
   Mechanic: You may sacrifice a pawn in order to gain a +1 on the damage dealing ability of your choice. This bonus lasts until it is used or the end of combat. Pawns must currently exist in order to be sacrificed. If the pawn does not wish to be sacrificed, it may make a resistance roll against your Magic score. Success means the pawn is not sacrificed. You may not order a pawn to fail this roll. The process of sacrificing a pawn takes one full cycle.

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Post  Fate Thu Jan 12, 2012 5:05 am

SHADOW ANIMATION
   Description: You have learned how to manipulate the shadows that you summoned into copies of yourself.
   Requires: Animate Pawn (Shade); Advanced Pawn; Knowledgeable pawn; 3rd level
   Mechanic: You may use Animate Pawn to summon duplicates of yourself at first level. These duplicates function in all ways as if they were pawns and are subject to all abilities that affect pawns. Gaining this ability multiple times has no further effect. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 5:06 am

SHAPESHIFT
    Description: You can alter your form, transforming into another creature.
    Mechanic: If you take no other actions for an entire cycle, you transform into another creature, gaining its racial package in place of your own. You maintain all abilities that you have taken unless they are ones gained through your racial package. You maintain all weaknesses unless they are ones gained by your racial package. If there is conflict between one of your weaknesses and the racial package you are trying to adopt, the attempt fails. Also you must make a Resistance roll against your Magic score or take damage equal to difference if an attempt fails.

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Post  Fate Thu Jan 12, 2012 5:10 am

SNEAK ATTACK
   Description: You have learned how to make an already deadly poison more so.
   Requires: Must have completed any Stealth ability path; 3rd Level
   Mechanic: You gain an additional +6 to use all abilities while under the effects of both Silence and Stealth. To gain this bonus, you need only have one successful roll with both abilities, heedless of whether it is the same target. This ability is automatic.

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Post  Fate Thu Jan 12, 2012 5:10 am

STILLING AURA
   Description: You can shake the ground, destroying everything near.
   Requires: Magical Restraints or Immobilization; Enhance Magic; 7th level.
   Mechanic: You gain an additional +10 on all Magic rolls with the selected ability. You automatically target all targets within a number of feet equal to half your Magic score, rounded down, multiplied by five. Everyone within five feet of you gain +4 on their Resistance roll. You cannot be targeted by your own aura. You cannot use any other Magical Attacks or any Physical Attacks in the same cycle that you use Magical Restraints in this manner. In all other ways, the effect of Magical Restraints is unchanged.

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Post  Fate Thu Jan 12, 2012 5:12 am

STRENGTH OF AGES
    Description: Undead you create are tougher than normal.
    Requires: Animate Pawn (Any); Advanced Pawn
    Mechanic: Any pawn you create gain an additional two hit points more than their normal total. This ability may be taken multiple times. Its effect stacks. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 5:12 am

Utility Powers - Page 2 Cooperative   
TEAM EFFORT
   Description: In your group, teamwork overcomes all obstacles.
   Mechanic: You gain a +1 bonus on all Magic rolls for each ally that is within a number of feet equal to your base speed. This bonus is cumulative. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 5:13 am

TELEKINESIS
    Description: You have gained the ability to temporarily use abilities at a greater range.
    Mechanic: You can use any Physical Attack, Magical Attack, or Supportive Power ability on a target a number of feet away equal to five times your Magic score. You can only use this ability a number of times equal to a quarter your level, rounded down, per combat. Activating this ability takes one action.

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Utility Powers - Page 2 Empty Re: Utility Powers

Post  Fate Thu Jan 12, 2012 5:13 am

Utility Powers - Page 2 Mind-Affecting   
TELEPATHY
    Description: You can communicate with others by thought alone.
    Mechanic: You may communicate by thought with any willing creature you have previously met that is within a number of feet equal to your Magic score times ten. Unwilling creatures may make a Resistance roll against your Magic to resist. Success means that that creature does not hear your thought. Additionally, any ability normally requiring you to speak or otherwise communicate using your senses can now be done by thought. Using this ability requires an action.

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Post  Fate Thu Jan 12, 2012 5:13 am

Utility Powers - Page 2 Temporal   
TEMPORAL OFFERING
   Description: You can change the recent past.
   Mechanic: You may go back in time a number of cycles equal to half your Endurance score. You take the place of your previous self but with all the knowledge of what happened in the following cycles. Previous rolls other than your own remain the same unless your actions cause new actions to be taken. Using this ability requires you to sacrifice all other actions in a cycle and takes an entire cycle to complete. Only you are sent back in time.

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Utility Powers - Page 2 Empty Re: Utility Powers

Post  Fate Thu Jan 12, 2012 5:13 am

Utility Powers - Page 2 Technology   
TINKER
   Description: You have a knack for inventing things.
   Mechanic: You can spend a number of cycles equal to your Magic score engineering a magical item. This item can replicate any single ability from the categories Magical Attacks, Supportive Powers, Supportive Utilities, or Utility Powers that you have for a number of times equal to the amount of cycles you spent making it. You may only have a number of magical items in your possession equal to your level plus one at any time. Using magical items take an action. Magical items are considered to be abilities of the Technology subcategory for the purposes of abilities, ability paths, and weaknesses.

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Last edited by Fate on Fri Dec 21, 2012 7:12 pm; edited 1 time in total

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Utility Powers - Page 2 Empty Re: Utility Powers

Post  Fate Thu Jan 12, 2012 5:14 am

Utility Powers - Page 2 Technology   
TINKER’S INTUITION
   Description: You have a knack for inventing things.
   Requires: Tinker; Tinker’s Study (Any); 5th level
   Mechanic: You may now make magical items that replicate abilities that you have not spent ability slots to gain. Doing so adds the item's creation time again to the total time needed. Using this ability is automatic.

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Last edited by Fate on Thu Jan 12, 2012 5:16 am; edited 2 times in total

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Post  Fate Thu Jan 12, 2012 5:14 am

Utility Powers - Page 2 Technology   
TINKER’S KNACK
   Description: You have a knack for inventing things.
   Requires: Tinker; Tinker’s Study (Any); 5th level
   Mechanic: You may now make magical items that replicate two abilities at the same time. Doing so adds the item's creation time again to the total time needed. The abilities to be combined must normally be able to do so. Using this ability is automatic.

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Last edited by Fate on Fri Dec 21, 2012 7:12 pm; edited 2 times in total

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Post  Fate Thu Jan 12, 2012 5:14 am

Utility Powers - Page 2 Technology   
TINKER’S STUDY
   Description: You have a knack for inventing things.
   Requires: Tinker; 3rd level
   Mechanic: You may now make magical items that replicate abilities from one of the following categories: Defensive Utilities, Movement Modes, Movement Utilities, or Physical Utilities. You still need to have ability to be replicated. This ability may be gained multiple times. Each time you chose another ability category. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 5:17 am

VERSATILE PAWN
   Description: Most pawns crated by the same master look and act exactly the same. Your golems are specialists.
   Requires: Animate Pawn (Any); Advance Pawn
   Mechanic: The points you gain from Advance Pawn can be tracked separately for specific pawns. Similarly, you can choose to apply or not apply any ability that would improve your pawn as you see fit. Although you may choose how to spend the point totals for each pawn from character points gained by taking Advance Pawn, the point totals for all your pawns remain universal. Using this ability is automatic.

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Post  Fate Thu Jan 12, 2012 5:17 am

Utility Powers - Page 2 Technology   
WEAPON-MAKER
   Description: You have a knack for inventing things.
   Requires: Tinker; Tinker’s Study (Any); Tinker’s Intuition; 5th level
   Mechanic: You may now make items that replicate abilities from the ability category Physical Attacks. Weapons created by this ability count towards the inherent possession limit on creation items unless of the user of the item has spent an ability slot on the Defensive Equipment replicated, in which case the first one does not count. Weapons must be created by this ability in order to be modified by creation item abilities. Creation items created by this ability cannot be considered abilities of the Unarmed Subcategory, even if the replicated Physical Attack is normally considered such. Any item that replicates a Physical Attack aside from Pick Pocket are not considered to be abilities of the Technology subcategory unless they are normally a part of that subcategory.

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Last edited by Fate on Fri Dec 21, 2012 7:13 pm; edited 1 time in total

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Utility Powers - Page 2 Empty Re: Utility Powers

Post  Fate Mon Feb 27, 2012 1:20 am

Utility Powers - Page 2 Technology   
HOARDER
   Description: You can have more items with you at a given time.
   Mechanic: You may have an additional number of magical items in your possession equal to your level. This ability may be gained multiple times. Its effect stacks. Using this ability is automatic.

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Last edited by Fate on Mon Sep 10, 2012 4:15 pm; edited 1 time in total

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Post  Fate Mon Feb 27, 2012 1:21 am

Utility Powers - Page 2 Technology   
IMPROVED TINKER’S POWER
   Description: Your items recharge faster.
   Requires: Tinker; Repair Item; Tinker’s Power; 3rd Level
   Mechanic: Any item that you give the ability to recharge its uses, does so at the rate of two uses per day. Giving the magical item the ability to recharge an additional use per day makes it to where the maximum number of uses that you can give an item is reduced by two. This ability may be gained multiple times. Each time, items recharge an additional use per day, but the number of maximum uses is reduced by another two.

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Post  Fate Mon Feb 27, 2012 1:22 am

Utility Powers - Page 2 Technology   
TINKER’S POWER
   Description: Your items can have the ability to recharge uses on their own, an ability you add for additional profits of course.
   Requires: Tinker; Repair Item
   Mechanic: Whenever you make a magical item or add uses to an existing item, you may instead give the item the ability to recharge its uses automatically at the rate of one use per day. Items cannot exceed its maximum number of uses by recharging. An item’s maximum number of uses is equal to the number of cycles you spent adding uses when you gave the item the ability to automatically recharge up to the maximum number of uses that you can give an item. Charges are gained at the time specified when adding the ability to recharge. Examples of acceptable times are sunrise, sunset, noon, moonrise, moonset, or any set hour of the day.

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Post  Fate Mon Feb 27, 2012 4:56 am

Utility Powers - Page 2 Technology   
TINKER’S SENSE
   Description: You know your items and can identify the magic that is an innate part of them. By spending time attuning with an item, you can learn all its secrets.
   Requires: Tinker
   Mechanic: If you spend time observing an item, taking no other actions and not moving more than five feet per cycle, you glean information about it as follows:
      1st Cycle: You learn if the item is a magical item or not.
      2nd Cycle: You learn how many uses the magical item has left, if any.
      3rd Cycle: You learn if the magical item has the ability to recharge on its own and what time of day it recharges, if it does. You also learn its maximum number of uses.
      4th Cycle: You learn what the magical item does primarily. This does not include any secondary abilities that the item has, only its primary ability.
      5th Cycle: You learn all secondary abilities, if any, that the item has or uses.

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Post  Weaver Mon Sep 10, 2012 12:59 pm

Utility Powers - Page 2 Technology   
LOCKED POWER
   Description: The items that you make cannot be changed. They cannot be weakened through use, but neither can they be strengthened.
   Requires: Tinker; Repair Item; Tinker’s Power; 5th Level
   Mechanic: Whenever you make a magical item or add uses to an item, you may instead spend an additional number of hours equal to your level plus one to make the item’s effect permanent. No further uses may be added to the item nor may any other abilities be added after this point. For mechanical purposes, this item is always considered to have uses and no longer requires an action to use. The user of any item affected by this ability is considered to always be under the effect of the item’s ability.

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Post  Weaver Mon Sep 10, 2012 1:01 pm

Utility Powers - Page 2 Mind-Affecting   
MASS ILLUSION
   Description: Army? What army?
   Requires: Glamour; Must have completed the Illusionist ability path; 5th level
   Mechanic: You may use the abilities Glamour, Invisibility, Stealth, and World of Illusion on a number of targets equal to a quarter your Magic modifier with that ability. In the case of Invisibility and Stealth, the targets gain the benefits of said ability as if you had granted it to them. Any required Resistance rolls are made against your Magic roll. Using the listed abilities in this fashion causes them to take an additional action.

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Post  Weaver Mon Sep 10, 2012 1:02 pm

UNLOCKED POTENTIAL
   Description: You always knew the information. The gifted power just showed you the way.
   Requires: 3rd Level
   Mechanic: Every time that you are subjected to an Augment ability, you gain an ability slot per four points given. This ability may be gained multiple times. Each time, it lowers the cost of the granted ability slot by one point. You cannot lower the granted ability slot cost lower than the standard cost for your race. These abilities cannot be used to fulfill the requirements of abilities and ability paths. Using this ability is automatic.

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