Arm Block (0 FP/5 Uses/1 FP After)(5 Minutes/1 Turn)(1 STR/5 STR)(Physical/1 Range/Touch): +1 defense on success. -1 EP
per use until EP is gone or recovered by rest or other means. If wearing armor or other shielding on the arm, EP wears down on it first. Prerequisites: None.
Kick (0 FP/5 Uses/1 FP After)(5 Minutes/1 Turn)(1 STR/5 STR)(Physical/1 Range/Touch): 1 damage on success. Prerequisites: Character or Creature must have Legs.
Punch (0 FP/5 Uses/1 FP After)(5 Minutes/1 Turn)(1 STR/5 STR)(Physical/1 Range/Touch): 1 damage on success. Prerequisites: Character or Creature must have Arms.
Trip (0 FP/5 Uses/1 FP After)(5 Minutes/1 Turn)(1 STR/5 STR)(Physical/1 Range/Touch): An attempt to cause another character to stumble. A character being tripped can have a reaction check to avoid falling. Prerequisites: Target must have 2-4 Legs and be moving on the ground.
Charge Weapon (1 FP/5 Uses/1 FP After)(5 Minutes/1 Turn)(1 STR/5 STR)(Physical, Any Magic Source/1 Range/Touch): +1 Damage for Combat Match if using a weapon (does not
stack). Prerequisites: Requires a Weapon.
Hide (1 FP/5 Uses/1 FP After)(5 Minutes/1 Turn)(1 WIS/5 WIS)(Physical/1 Range/Touch): An attempt to conceal a character or item. The character hiding themselves, someone or something else will use their ranking in this ability plus half their Wisdom score rounding up for the check value to a searching check done by another using Search. Prerequisites: None.
Repair Mundane Item (2 FP/3 Uses/2 FP After)(5 Minutes/1 Turn)(1 WIS, 1 INT/5 WIS, 5 INT)(Physical/1 Range/Touch): After an observation check one may use focus for finding and repairing damage to an item with the knowledge a character has of it. For every point of EP missing from the item's maximum, -1 from the observation check to see if the item is damaged. For each item damaged, a player must know enough about the item to repair it. Prerequisites: A potentially damaged item, Knowledge II of item category in question.
Magic Defense Field (1 FP/1 Use/1 FP After)(60 Minutes/1 Combat Match)(1 WIL/5 WIL)(Physical, Any Magic Source/1 Range/Aura): +1 on Defense for Combat Match against
magic. May only be used once per combat match. Prerequisites: None.
Search (0 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 WIS/5 WIS)(Physical/Character Range/Radius): Concentrating specifically on finding something rather than simple observation, Search is typically used for trying to locate something concealed with ordinary
means. The skill check to finding something is the ranking in this
skill plus the character's Wisdom. Prerequisites: None.
Inspect (0 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 WIS/5 WIS)(Physical/Character Range/Radius): Closely viewing something and trying to decipher additional information out of it. Prerequisites: Search Ability and a found curiosity.
Haggle (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Physical/Character Range/Target): A check to see if you can get a trader, merchant, shopkeeper
or the like to lower their price of sale or trade for you in that
instance, or to pay you more for your items of sale or trade. Doing
this poorly will result in either the price rising higher, or being
unable to buy or sell anything until they calm down again. Having
charm, pheromones, magic, psionic abilities and other things may
affect your Haggle Check's success. Prerequisites: None.
Resist Spell (2 FP/1 Use/2 FP After)(5 Minutes/1 Turn)(1 WIL/5 WIL)(Physical, Any Magic Source/1 Range/Self): A check to use focus for resisting the magical effects
of a spell. Each attempt uses 2 FP. Success is determined by spell resistance trait bonuses + current EP, subtracting 2 EP per point of magical effect
blocked as well. Prerequisites: None.
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