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Racial Abilities Empty Racial Abilities

Post  Fate Wed Jan 18, 2012 12:46 am

Racial Abilities


Racial abilities are abilities that the only way to gain them is through a racial package. These abilities run the gauntlet of the different ability categories and are individually marked as to what they are. Racial abilities tend to be more powerful than other abilities of the same category. All racial abilities are marked as to what ability category they belong and require an ability slot of the Attribute to which that ability category is assigned. These abilities cannot be duplicated by creation abilities.

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Last edited by Fate on Wed Jan 18, 2012 2:02 am; edited 1 time in total

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Post  Fate Wed Jan 18, 2012 12:47 am



Last edited by Fate on Fri Dec 21, 2012 9:14 pm; edited 3 times in total

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Post  Fate Wed Jan 18, 2012 1:02 am

Racial Abilities MagicalHealing   
BESTIAL MENDING (Defensive Utility)
   Description: Some creatures naturally heal at a much faster rate than others. Their flesh knits itself in moments rather than days.
   Mechanic: You heal one hit point at the beginning of your turn. Using this ability is automatic.

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Last edited by Fate on Sat Sep 08, 2012 11:59 pm; edited 1 time in total

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Post  Fate Wed Jan 18, 2012 1:02 am

Breath Weapon (Utility Power)
   Description: This creature exhales a mighty blast of energy at a group of targets.
   Mechanic: You may use a single Damage-Dealing Magical Attack on all targets in an area in front of you that is ten feet wide and goes out for a number of feet equal to your modifier with the Damage-Dealing Magical Attack multiplied by five. All targets roll Resistance against the same Magic roll. You must spend all your actions in a cycle to attack in this fashion.

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Post  Fate Wed Jan 18, 2012 1:02 am

FAIRY BLESSING (Magical Resistance)
   Description: You know how to combine your will so that it is both protective and offensive at the same time.
   Mechanic: Whenever you activate this ability, your Magic and Resistance scores are added together. In effect you gain a bonus to Magic equal to your Resistance score and a bonus to Resistance equal to your Magic score. These bonuses, while affecting the scores themselves, do not grant ability slots. This effect lasts a number of cycles equal to your Endurance score. Activating this ability takes an action.

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Post  Fate Wed Jan 18, 2012 1:02 am

FAIRY CIRCLE (Supportive Power)
   Description: You generate an aura of power that affects all who would call you “friend”.
   Mechanic: Whenever you activate this ability, all allies within a number of feet equal to your Magic score multiplied by five gain +4 on all rolls. This effect lasts a number of cycles equal to your Endurance score plus half your Magic score. Activating this ability takes two actions.

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Post  Fate Wed Jan 18, 2012 1:03 am

FAIRY RING (Supportive Power)
   Description: You are protective of your space and your magic knows who is friend and who is foe.
   Mechanic: You gain +6 on Magic rolls with this ability. Whenever you activate this ability, only allies may approach within a number of feet equal to your Magic score multiplied by five. All enemies seeking to approach must succeed on a Resistance roll versus your Magic roll or be unable to approach you. This effect lasts a number of cycles equal to your Endurance score plus half your Magic score. Activating this ability takes two actions.

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Post  Fate Wed Jan 18, 2012 1:03 am

PHOTOSYNTHESIS (Defensive Utility)
   Description: The sunlight strengthens you.
   Mechanic: When in natural sunlight, you gain +2 to Attack, Defense, Endurance, and Swiftness. These extra Attribute points do not grant ability slots, but do affect your base speed and hit point total. Should you cease to be exposed to sunlight, this bonus fades after a number of cycles equal to half your original Endurance score. Using this ability is automatic.

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Post  Fate Wed Jan 18, 2012 1:04 am

Strength of the Beast (Physical Utility)
   Description: You transform into a mighty creature resembling a cross between an animal and a man, gaining that form's many advantages.
   Mechanic: Whenever you activate this ability, you gain +4 to Attack, Defense, Endurance, and Swiftness. These extra Attribute points do not grant ability slots, but do affect you base speed and hit point total. This effect lasts a number of hours equal to your improved Endurance score plus your level, after which you fall unconscious for a number of hours equal to half your unaltered Endurance score plus one. Activating this ability takes an action. This ability cannot be canceled.

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Post  Fate Mon Feb 27, 2012 12:45 am

ADAPTABILITY (Defensive Utility)
   Description: You adapt easily to changes in situation and shifts of power. This gives a little boost over time.
   Mechanic: Every other level, starting the next time you level, you gain an additional character point to be spent wherever you wish. These points function as normal. Using this ability is automatic.

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Post  Fate Mon Feb 27, 2012 12:48 am

Racial Abilities Damage-Dealing    Racial Abilities Melee   
DRAIN LIFE (Magical Attack)
   Description: You steal strength from your enemies to build yourself up. It’s a crippling attack that definitely works to your advantage.
   Mechanic: You gain +0 on all Magic rolls with this ability. The target must succeed at a Resistance roll versus your Magic roll or take Attribute damage to the Attribute specified at the time of the attack equal to a quarter your Endurance score. You gain said Attribute points for a number of hours equal to your level plus one. Attribute points gained in this fashion do not grant ability slots, but in all other ways functions as normal. A target of this ability must be touched in order to be affected. This ability may not be combined with any other Magical Attack or any Weapon-Based Physical Attack in the same turn, even through the ability Contingency. Using this ability takes an action.

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Post  Fate Mon Feb 27, 2012 12:49 am

GIFTED SHIFTER (Utility Power)
   Description: You have a natural knack for changing your shape. This allows you to combine things that normally cannot be linked. Race is just a matter of thought.
   Requires: Shapeshift
   Mechanic: You may now gain the racial package of the creature you are turning into in addition to your racial package or racial packages. You are not limited in total character points from racial weaknesses any more. This applies to gaining secondary races as well as using the ability Shapeshift. Additional racial packages may be added through additional uses of Shapeshift. Using this ability is automatic.

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Post  Fate Fri Dec 21, 2012 9:09 pm

GREATER ADAPTABILITY (Defensive Utility)
   Description: Your ability to adapt and learn is great.
   Requires: Adaptability; Improved Adaptability
   Mechanic: Every time you would gain the benefit of Adaptability, starting the second time you gain the benefit, you gain an additional character point. This point functions as normal. This ability stacks with the rest of its ability chain. Using this ability is automatic.

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Post  Fate Fri Dec 21, 2012 9:09 pm

IMPROVED ADAPTABILITY (Defensive Utility)
   Description: You are adept at adaptability.
   Requires: Adaptability
   Mechanic: Every other time you would gain the benefit of Adaptability, starting the second time you gain the benefit, you gain an additional character point. This point functions as normal. This ability stacks with the rest of its ability chain. Using this ability is automatic.

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Post  Fate Fri Dec 21, 2012 9:09 pm

PHOENIX-BLOODED (Defensive Utility)
   Description: You are reborn after your death, against all odds.
   Requires: Second Wind
   Mechanic: Any time that you are dropped to -10 or below, you are returned to 0 hit points after 1d20 cycles. If your body had been destroyed, this ability takes an additional number of cycles equal to your Endurance score plus your character level to take effect. Using this ability is automatic.

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