Difference between revisions of "MRPG Activated Abilities"

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(Special Abilities)
(Special Abilities)
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*'''Fines Attack:''' You make a complex, elaborate, and esthetically beautiful attack. If you have the ''Spare Fingered Fist'' [[MRPG Facets|Facet]], you may count each 12 as 2 seperate points when rolling your attack. If combined with a Level III or higher [[MPNP Flourish|Flourish]], this attack is an automatic hit. |Cool Down 6| ''Bushido Eighth Order Ability''
 
*'''Fines Attack:''' You make a complex, elaborate, and esthetically beautiful attack. If you have the ''Spare Fingered Fist'' [[MRPG Facets|Facet]], you may count each 12 as 2 seperate points when rolling your attack. If combined with a Level III or higher [[MPNP Flourish|Flourish]], this attack is an automatic hit. |Cool Down 6| ''Bushido Eighth Order Ability''
  
*'''Called Shot:''' The next Ranged Attack you make hits automatically, regardless of TV. Must be stationary. |Cool Down 2| ''Called Shot Focus First Order Ability'''
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*'''Called Shot:''' The next Ranged Attack you make hits automatically, regardless of TV. Must be stationary. |Cool Down 2| ''Called Shot Focus First Order Ability''
  
 
==See Also:==
 
==See Also:==

Revision as of 04:36, 16 October 2015

An Activated Ability is a race or class-based ability. They are usually based on a per day, per rest, or per cooldown (with lengthy cooldowns). Some can be unlocked through facets.

Each character class begins with 2 specific abilities and earns 2 more(one at Rank I and the other at Rank II). There is no limit to how many a character can know, but the rest must be purchased with facets.

General Abilities

  • Blind: you attempt to disorient your enemy and blind them for a length of time. The blindness check is (Speed + Intelligence Modifier + Bonuses) vs. (Stamina + Dexterity Modifier + Bonuses). If the Blind attempt is successful it results in blindness lasting for 1d6 rounds, plus any bonuses. Blinding requires an alchemical agent known as blinding powder.
  • Poison: you huck a bottle of poison at your enemy, attempting to poison him! This was perhaps not the best thought-out strategy.
  • Knockdown: you attempt to knock your enemy over, shoving them to the ground. The knockdown check is (Strength x Buffed Strength Modifier + Bonuses) vs. (Dexterity x Buffed Dexterity Modifier). If the Knockdown attempt is successful, it results in a knocked-down status lasting 1d3 seconds per rank, plus any bonuses to the knockdown timer(unlike other effects, bonuses to the knockdown ability do not apply to the knockdown timer).
  • Impact: an AOE-version of knockdown, affecting everyone in direct contact with the user. Has the same rules as Knockdown.

Combat Abilities

  • Disarm: you attempt to rip the weapon from your enemy's hand. The disarm check is (Dexterity x Buffed Speed Modifier + Bonuses) vs. (Strength + Buffed Strength Modifier). If the Disarm attempt is successful, it results in 1d8 seconds of disarm per rank, plus any bonuses not coming from the weapon(some weapons have inherent Disarm bonuses).
  • Injure: you aim your next blow for a specific weak spot, attempting to injure your enemy and reduce their fighting ability. Mage Wars PnP:An Injury attempt must be coupled with a normal attack, and the player must announce that they are attempting the injury before making the attack. Players may also make a flourish attempt for the injury check. Mage Wars RPG: Activating the Injure Ability causes a normal attack to occur, the attack must be successful to trigger the injury check. The Injury check is (Weapon Skill x Buffed Strength Modifier) vs. (Target AC). If successful, the target is Injured, and suffers 50% reduced movement speed and 50% reduced Attack for 1d6 seconds plus weapon damage.
  • Sneak Attack: you must be standing behind your target to activate this ability. You gain a +20 per rank bonus to AV. If the attack is successful, it deals double-damage.
  • Multi-Shot: Can only be used while wielding a bow. You make a single attack roll, but instead fire 2 + Rank arrows at your target. |Cool Down 6|
  • Careful Aim: Can be used with any ranged weapon. You pause to focus your eyes and hone in on your target. This ability costs 1 movement point and adds 3 additional Attack Dice. |Cool Down 3|
  • Brutish Stomp: you slam your foot down, momentarily pinning the enemy while you unleash a furious blow. Can only be carried out with a melee weapon size Medium or above. This attack bypasses DV and automatically succeeds. AC is unaffected.
  • Power Attack: you pour all of your strength into this next blow. (Note: requires any weapon that makes contact, cannot be ranged). This ability also requires a normal attack, if successful, it deals double damage. You take 2d20 damage from the exertion. |Cool Down 6|

Magic Abilities

  • Enforce: The next spell you cast gains an automatic Success, bypassing the target's DV. It can still be evaded. If this ability is not used with a spell that has only a single target, it has no effect.
  • Wit: the next Slow-Cast spell you cast is cast as though it were Fast-Cast.
  • Quiet: the target becomes unable to cast spells for a certain amount of time.
  • Silence: the target becomes unable to cast spells or use activated abilities.
  • Lay On Hands, Light: fully heals a target and restored 50% mana.
  • Lay On Hands, Dark: attempts to instantly rend asunder a target, scattering their atoms across multiple planes of existence. The caster also receives 50% of their mana back.

Special Abilities

These are abilities granted through the use of Pillars.

  • Singing Bell Strike: You swing your weapon in a mighty arc at everything around you. Any enemy within range automatically rolls 5 damage dice and suffers -10 DV. You then roll Attack, if a single enemy fails to avoid the hit, all of them take damage. |Cool Down 6| Gideon Codex First Order Ability
  • Meditation: You drop to your knees and enter a serene, trance-like state. If used in combat, you meditate for five rounds and regain 1d6 x 10% of your hit points(10-60 percent). If used outside of combat you gain back a full 60% of your hit points. |Cool Down 20, 1 Hour.| Bushido Fourth Order Ability
  • Fines Attack: You make a complex, elaborate, and esthetically beautiful attack. If you have the Spare Fingered Fist Facet, you may count each 12 as 2 seperate points when rolling your attack. If combined with a Level III or higher Flourish, this attack is an automatic hit. |Cool Down 6| Bushido Eighth Order Ability
  • Called Shot: The next Ranged Attack you make hits automatically, regardless of TV. Must be stationary. |Cool Down 2| Called Shot Focus First Order Ability

See Also: