Unique Abilities

Started by Mysticsage, March 28, 2014, 06:49:47 PM

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Mysticsage

Power Word
The saying goes the pen is mightier then the sword. For you this holds true in more ways then one. This power allows the written word to directly act on the world. However it only can manifest physical changes or aliments. This power requires both endurance and concentration unless at the highest levels. You add additional dice equal to the level of the word per role. You may only use one level of word per round but are free to change and use them freely until you are out of endurance. With things that cause physical change you set the opposed check based off of 2 dice for first level and 1 extra for every level after.  At level 1 this power only works with simple (one character) words that must be written onto a piece of paper to be used as a medium. At level 2 slightly more complex words become available as power words and all one-character words are easier to cast. At level 3 short sentences can be used. At level 4 slightly more complex sentences can be used and multiple charms can be used at one time, also words can now be written and stored for use or as traps. At level five multiple sentences for particular affects can be created over multiple spaces, and no longer is a paper medium required words can be written in the air, dirt, etched on a blade, etc. at will with anything within reason.

Endurance cost per round active
Level/word   1 word   2 words   3 words   4 words   2 sentences
1                       20         -                -                  -           -
2                       15        20        -                  -           -
3                       10        15       20          -           -
4                        5                10       15         20           -
5                        1                 5       10         15         20





Gambler
You take risks that others would think are crazy and you leave it all up to the dice. However, you understand that there is a thin line between genius and insanity and are willing to walk that line. The rush of sometimes you hit it big and some times you lose it all. Be it rushing the front lines, pushing that big red button, or revealing that big secret you are willing to throw to risk it all for that big victory.  At the cost of your stamina you can make an additional Gambler roll along side any action to push the boundaries of what you are doing. You can make only one roll per round but otherwise are only bound by your stamina reserves. It is always a one dice roll the only thing that changes as you go up in level is the cost.


Endurance Cost
Level   Cost per roll
1                  40
2                  30
3                  20
4                  10
5                   5

Dice results
6   Add two additional  dice to a role and +1 positive luck point
5   Add one additional number of the most to the roll
4   No bonus
3   No bonus
2   Subtract 1 die from the roll
1   Subtract two dice to the roll +1 negative luck point

Mysticsage

Magic Arcane revised

Magic is a fickle and delicate practice. The power to impose one?s will on the world around you takes a steady hand and a creative mind. There are many distinct styles of magic as there are people as the art is a very personal and at times explosive practice that may take years to master. Any spell you cast requires a huge amount of energy to preform especially in the beginning, and if there is little energy around you in the environment for you to borrow. Most magic?s fall under one of the four major elemental branches. At level 1 you only have access to level 1 spells, and those spells you have learned are relatively limited in use. At each level you gain access to new spells and your old ones become cheaper.

Certain spells at higher level can have their additional casting cost nullified once mastered (25 master points 1 pt per use) and will no longer require chants or a medium to cast.

Endurance cost per round active
Level/word   Lv 1 Spells   Lv 2 Spells   Lv 3 Spells   Lv 4 Spells    Lv 5 Spells
1   20   -   -   -   -
2   15   20   -   -   -
3   10   15   20   -   -
4   5   10   15   20   -
5   1   5   10   15   25

wind
Spoiler
Level 1
Reach+ 5
Ranged +0
Fatiguing +10

Level 2
Redirectable  +5
Stunning  +10
Continued effect +10 (bleed)

Level 3
Barrier +10
Heightened sense  +5 (hearing)

Level 4
Quick +10
Agile  +5

Level 5
Flight + 10 (wind wings)
Invisibility +10
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