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