Difference between revisions of "MRPG Activated Abilities"

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(Created page with '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 cooldo…')
 
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==General Abilities==
 
==General Abilities==
*'''Blind:''' you attempt to disorient your enemy and blind them for a length of time.  
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*'''Blind:''' you attempt to disorient your enemy and blind them for a length of time. The blindness check is (Speed x Buffed Intelligence Modifier + Bonuses) vs. (Stamina x Buffed Dexterity Modifier). If the Blind attempt is successful it results in blindness lasting for 1d6 seconds per rank, plus any bonuses.
  
Knockdown  
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*'''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).
Disarm  
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Injured
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*'''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).
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*'''Injured:''' 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. '''Mage Wars RPG:''' Activing 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. ('''Mage Wars PnP:''' Players may also make a [[MRPG Flourish|flourish]] attempt for the injury check.)
  
  

Revision as of 21:34, 18 September 2012

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.

In general, players will be able to choose up to 5 from a list at character creation.

General Abilities

  • Blind: you attempt to disorient your enemy and blind them for a length of time. The blindness check is (Speed x Buffed Intelligence Modifier + Bonuses) vs. (Stamina x Buffed Dexterity Modifier). If the Blind attempt is successful it results in blindness lasting for 1d6 seconds per rank, plus any bonuses.
  • 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).
  • 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).
  • Injured: 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. Mage Wars RPG: Activing 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. (Mage Wars PnP: Players may also make a flourish attempt for the injury check.)


See Also: