MRPG Activated Abilities

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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.
  • 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.
  • 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: you must use a ranged weapon. Activating this ability activates a normal attack, but strikes 3 times + 1 time per rank, using a single AV roll. Each strike is checked against DV individually and damage calculated separately.
  • 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.

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.

See Also: