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Granted Abilities

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Granted Abilities Empty Granted Abilities

Post  Fate Mon Sep 10, 2012 4:02 pm

Granted Abilities



Granted Abilities are abilities that are only gained through a Storyteller giving them to a character. Most of these abilities are preexisting abilities that the Storyteller gives a character for a thematic purpose or deed, possibly with a slight variation. There is often some kind of limitation on them such as a number of times it can be used, either in total or per day. Others (such as the ones shown below) may be a potent ability that is unique to a character or extremely difficult to master.

Granted Abilities, while resembling normal abilities, do not take up ability slots and cannot be used to meet the requirements of other abilities or ability paths. The abilities listed in this section cannot be gained by ability slots nor replicated using the abilities Brewer, Scribe, Set Trap, and Tinker. The listed Ability Categories in each entry is only for the purposes of determining what unique rules, if any, under which an ability falls. The list requirements are to help a Storyteller determine if a given character has the capability to utilize the potential Granted Ability to its thematic end fully.

Unless otherwise stated, the duration of these abilities is a number of cycles equal to your character level plus your Endurance score.

These abilities may be duplicated by creation abilities, but only if the creator has the ability. Intuitive creation abilities does not negate this requirement.

This section does not include pregenerated creation items. The full list of pregenerated creation items, and the unique rules concerning them, may be found here.


Last edited by Fate on Sun Oct 07, 2012 12:52 am; edited 5 times in total

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Post  Fate Mon Sep 10, 2012 4:03 pm



Last edited by Fate on Tue Oct 09, 2012 5:10 pm; edited 1 time in total

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Post  Specter Tue Dec 18, 2012 1:25 am

CREATE ELEOLIN (Utility Power)
   Description: You know how to create Eleolins, the organic combination of dragonish features and elemental forces that were originally created by the dragon Kaeomangkon after extensive study into the work of Eathin Jarolyn.
   Requires: Create Doll; Tinker; Tinker’s Intuition; Tinker’s Study (Any); Must have completed the Healer ability path; 20th Level
   Mechanic: By spending a number of days equal to your character level, you may make a creature of the race Eleolin. The creation is always a first level character capable of independent thinking and acting. Eleolins begin to think for themselves quickly after their awakening. Within 1d4 days after their initial awakening, they begin to show signs of reasoning beyond their basic programs and will no longer automatically follow orders that are clearly sacrificial in nature.

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Post  Specter Tue Dec 18, 2012 1:25 am

CREATE JAROLYN (Utility Power)
   Description: You know how to make Jarolyns, the crystalline orbs that were first made by the gnomish tinker Eathin Jarolyn.
   Requires: Create Doll; Lifespark; Program; Repair Item; Scribe; Suggestion; Tinker; Tinker’s Intuition; Tinker’s Study (Any); 20th Level
   Mechanic: By spending a number of days equal to your character level, you may make a creature of the race Doll. The creation is always a first level character capable of independent thinking and acting. You set the Honor Code to whatever you wish, but it cannot be changed after creation is complete. Jarolyns begin to think for themselves quickly after their creation. Within 1d4 days after their initial awakening, they begin to show signs of reasoning beyond their basic programs and will no longer automatically follow orders that are clearly sacrificial in nature unless doing so is in line with their Heartstring weakness.

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Post  Specter Tue Dec 18, 2012 1:26 am

DIM AURA (Utility Power)
   Description: You have learned to manipulate your powerful aura.
   Requires: Fate’s Shield or Fate’s Sword; Improved Fate’s Shield or Improved Fate’s Sword; 7th Level
   Mechanic: You may reduce the brightness of your aura by starting the process of canceling your ability. For every action you spend canceling the selected ability, you reduce the penalty to Invisibility and Stealth by two. If you spend three actions, the selected ability is canceled as normal. Partially canceling the selected ability does not affect its effect. This ability must be taken separately for Fate’s Shield and Fate’s Sword.

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Post  Specter Tue Dec 18, 2012 1:27 am

DIVISION’S MASTERY (Defensive Utility)
   Description: You are everywhere in the defense of your wards, and have mastered dividing your focus between your allies.
   Requires: Bodyguard; Divided Focus; Warder; 10th Level
   Mechanic: Whenever this ability is activated, you gain the ability to name an additional number of wards equal to your current maximum plus one. This ability stays active for the duration of combat. Activating this ability takes an action.

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Post  Specter Tue Dec 18, 2012 1:27 am

DRUIDIC SECRET (Supportive Utility)
   Description: Your knowledge of both healing and your element grants you greatness.
   Requires: Elemental Alignment (Any; Heal Attribute); Elemental Alignment (Any; Heal Hit Points Alpha); Must have completed the ability path Druid; 7th level
   Mechanic: You heal an additional eight points when using Heal Attribute and Heal Hit Points Alpha when they are affected by the selected Elemental Alignment. Targets with Energy Vulnerabilities to the selected energy type take the amount that would be healed in damage to the targeted total. Using this ability is automatic.

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Post  Specter Tue Dec 18, 2012 1:27 am

FAIRY BOND (Supportive Utility)
   Description: You are so close to the fey magic that runs through your veins that your aura is affected.
   Requires: Fairy Circle
   Mechanic: You may sacrifice additional actions to activate Fairy Circle. Doing so causes the bonus that it grants to be added again to all affected rolls. You cannot take more actions than your character level to activate Fairy Circle.

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Post  Specter Tue Dec 18, 2012 1:28 am

FATE’S POWER (Supportive Utility)
   Description: You have learned how to manipulate the touch of Fate.
   Requires: Fate’s Shield; 3rd Level
   Mechanic: By spending an action, you may sacrifice the bonus granted by Fate’s Shield to one of the categories listed. Doing so causes that bonus to be split evenly among the other categories, rounded down as necessary. You can sacrifice the bonus to any number of categories as you wish, but all sacrificing must be done within two cycles of activating Fate’s Shield. The bonus boost caused by this ability is determined after you have stopped spending actions. This effect lasts for the duration of Fate’s Shield.

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Post  Specter Tue Dec 18, 2012 1:30 am

FATE’S SHARP EDGE (Physical Utility)
   Description: You have learned how to manipulate the touch of Fate.
   Requires: Fate’s Sword; 3rd Level
   Mechanic: By spending an action, you may sacrifice the bonus granted by Fate’s Sword to Magical Attacks. Doing so causes the bonus to Physical Attacks to gain that bonus, effectively doubling it. This effect lasts for the duration of Fate’s Sword.

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Post  Specter Tue Dec 18, 2012 1:31 am

FATE’S SHIELD (Supportive Utility)
   Description: You have been touched by Fate, chosen as a shield for the innocent.
   Mechanic: You gain a +4 bonus with all Defensive Equipment, Defensive Utilities, Magical Resistances, and Supportive Powers. This bonus is used in the most effective manner for the ability. Due to the fact that this ability affects multiple abilities, the bonus of this ability may be added multiple times to a defensive roll. The effect of this ability lasts a number of hours equal your character level plus half your Endurance score, rounded down. While this ability is active, your eyes noticeably glow with a bluish-white light, causing you to take -4 on all Magic rolls for Invisibility and Stealth for the duration. This ability must be activated to be used. Activating this ability takes an action. Canceling this ability takes three actions.

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Post  Specter Tue Dec 18, 2012 1:32 am

FATE’S STRENGTH (Utility Power)
   Description: You have learned how to manipulate the touch of Fate.
   Requires: Fate’s Sword; 3rd Level
   Mechanic: By spending an action, you may sacrifice the bonus granted by Fate’s Sword to Physical Attacks. Doing so causes the bonus to Magical Attacks to gain that bonus, effectively doubling it. This effect lasts for the duration of Fate’s Sword.

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Post  Specter Tue Dec 18, 2012 1:32 am

FATE’S SWORD (Physical Utility)
   Description: You have been touched by Fate, chosen as a warrior.
   Mechanic: You gain a +4 bonus with Magical Attacks and Physical Attacks. This bonus is used in the most effective manner for the ability. The effect of this ability lasts a number of hours equal your character level plus half your Endurance score, rounded down. While this ability is active, your eyes noticeably glow with a reddish-orange light, causing you to take -4 on all Magic rolls for Invisibility and Stealth for the duration. This ability must be activated to be used. Activating this ability takes an action. Canceling this ability takes three actions.

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Post  Specter Tue Dec 18, 2012 1:32 am

IMPROVED FATE’S SHIELD (Supportive Utility)
   Description: You are becoming a shield worthy of the wiles of Fate.
   Requires: Fate’s Shield; 5th Level
   Mechanic: You gain an additional bonus to the ability categories listed in Fate’s Shield equal to your character level whenever Fate’s Shield is activated. While Fate’s Shield is active, you have a glowing aura of reddish-orange, causing you to take an additional -2 on all Magic rolls for Invisibility and Stealth. Using this ability is automatic.

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Post  Specter Tue Dec 18, 2012 1:32 am

IMPROVED FATE’S SWORD (Physical Utility)
   Description: You are becoming a sword worthy of the wiles of Fate.
   Requires: Fate’s Sword; 5th Level
   Mechanic: You gain an additional bonus to the ability categories listed in Fate’s Sword equal to your character level whenever Fate’s Sword is activated. While Fate’s Sword is active, you have a glowing aura of reddish-orange, causing you to take an additional -2 on all Magic rolls for Invisibility and Stealth. Using this ability is automatic.

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Post  Specter Tue Dec 18, 2012 1:42 am

IMPROVED WILLING PUPPET (Utility Power)
   Description: You don’t give up your will. You combine it.
   Requires: Willing Puppet
   Mechanic: You now add a bonus to all Magical Attacks made through you using the ability Puppeteer. This bonus is equal to a quarter your Magic score plus a quarter your character level, rounded down. Using this ability is automatic.

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Post  Specter Tue Dec 18, 2012 1:42 am

QUICKEN (Physical Utility)
   Description: You have learned speed.
   Requires: Any ability that requires all actions in a cycle to be sacrificed; 7th Level
   Mechanic: Your use of the selected ability takes only a single action rather than all your actions. For the purposes of Fighting Styles, a single subability counts as an ability. Using this ability is automatic.

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Post  Specter Tue Dec 18, 2012 1:43 am

PSYCHIC FOCUS (Utility Power)
   Description: You focus your mind in such a way as to temporary overcome what has always been a failing of yours.
   Requires: Weakness: Dissociative Identity Disorder, Flashbacks, Philia, or Phobia; 3rd level
   Mechanic: Upon activating this ability, you cannot be affected by the selected weakness for a number of cycles equal to your Magic score. This ability may be gained multiple times. Each time another weakness is chosen. This ability may only be activated a number of times per day equal to a third your character level, rounded down. Activating this ability takes an action.

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Post  Specter Tue Dec 18, 2012 1:44 am

PUPPETEER (Utility Power)
   Description: By entering a trance, you take control of a pawn to a new level, using his body like a puppet on strings.
   Requires: Must have completed the Puppetmaster and Willbender ability paths; 7th level
   Mechanic: By spending a turn concentrating, you can synchronize with one of your pawns, allowing you to channel Magical Attacks through him. For the purposes of determining range, you use the pawn’s location rather than your own. Any attacks against the pawn use the pawn’s defensive rolls. Any damage from such attacks do not damage your hit point total, though if the pawn dies while you are synchronized, you take damage equal to a quarter your Magic score against both your hit point total and your Magic score. While synchronized in this manner, you suffer -4 on defensive rolls made against your body. You may only be synchronized with one pawn at a time. Activating this ability takes a full cycle. Canceling this ability takes an action. Pawn must be on the same plane as you.

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Post  Specter Tue Dec 18, 2012 1:44 am

RACIAL CREATOR (Utility Power)
   Description: You have learned how replicate items of a more personal nature. Some might label your ability traitorous to your people, but your customers seem thankful.
   Requires: Brewer, Scribe, or Tinker; Brewer’s Study (Any), Scribe’s Study (Any), or Tinker’s Study (Any); 10th level
   Mechanic: You may now make creation items of the selected type for Racial Abilities that you have gained through your racial package. Doing so causes the creation time of the item to increase by a quarter of an hour. Such items can only ever replicate one ability at a time. Use of such an item must always take an action, and cannot be affected by the ability Locked Power.

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Post  Specter Tue Dec 18, 2012 1:44 am

VIROANI SECRET (Utility Power)
   Description: You can infuse a protective will into your creations.
   Requires: Tinker; Tinker’s Intuition; Tinker’s Study (Defensive Utilities); Must have the race Dwarf; 10th level
   Mechanic: You may now make knickknacks replicating abilities of the Magical Resistances category. Doing so adds a quarter of an hour per level of the ability to the creation time. These knickknacks cannot replicate more than one ability, even of the same kind.

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Post  Specter Tue Dec 18, 2012 1:45 am

WILLING PUPPET (Utility Power)
   Description: Some pawns resist their master’s control. You relish his control, freely offering what power you have to him. This makes both of you stronger.
   Mechanic: You gain +4 on all defensive rolls and +4 to Endurance while synchronized with a master via the ability Puppeteer. Additionally, synchronizing with you only takes two actions, rather than a full cycle. Using this ability is automatic.

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