Welcome Guest
[Log In]
[Register]
| 1 - Focus Traits | |
|---|---|
| Tweet Topic Started: Jun 18 2013, 05:02 AM (34 Views) | |
| Gamemaster | Jun 18 2013, 05:02 AM Post #1 |
Administrator
|
Combat Melee Focuses on disabling targets and dealing high damage at close range. Req: 6 Str, 4 Agi Battlemaster: You deal an additional 1d6 damage and have +1 to hit with one type of weapon and deal +50% damage to stunned, confused or bleeding enemies. Disarm (4 CP) Removes the enemy's weapon and knocks it away (1 foot per point of Agility), target's may attempt to make a strength vs your agility save to hold on however. Stamina Cost: 8 Tackle (6 CP) lunges at a target up to (3 feet per point of str) away dealing 50% weapon damage and stunning the target. 1-5 Str - 1 round stun 6-9 Str - 2 round stun 10-14 Str - 3 round stun 14-18 Str - 4 round stun 19+ Str - 5 round stun Stamina Cost: 10 Impale (7 CP) Sticks the enemy with the user's weapons causing the target to bleed for damage each round for 4 rounds. Impale deals 1 damage per point of user's agility per round for the duration. Stamina Cost: 15 Iado (8 CP) Makes a quick draw attack so fast it cannot be seen or predicted and thus cannot be dodged. Stamina Cost: 15 Devastator (10 CP) Focuses powerful destructive force into your attack before hitting, heavy attack deals 2x damage, knocks the target back 10 feet, it also ignores 1 point of enemy DR per point of Str (Stacks with armour eater) Stamina Cost: 16. Flurry (12 CP) Makes multiple rapid melee attacks against a target, flurry is devastating but focuses on speed instead of accuracy, flurry attack deal normal damage but cannot crit and are -2 to hit. 1-5 Agi - 2 attacks 6-10 Agi - 3 Attacks 11-15 Agi - 4 Attacks 16-20 Agi - 5 Attacks Stamina Cost: 18 Ranged Your focus is in ranged weapons, hitting enemies at a range and locking down enemies so they stay that way. Req: 6 Per, 4 Agi Sharpshooter: Your hit chance is +1, you crit on a 19+ with ranged and you have +50% increased range as long as you are using ranged weapons. Take Aim (4 CP) You spend the time your not doing anything lining up your shots, if you remain inactive for 1 full round your chance to hit is increased by +1 per 2 points of Per (Maximum +5) until you next take a movement, dodge or item action. Leg Shot (6 CP) Shoots the target in the leg impeding there movement reducing movement by 1 per point of Agility for 2 rounds. Stamina Cost: 10 Arm Shot (6 CP) Shoots the target in the arm reducing accuracy, reduces target's chance to hit by 1 per 2 points of Per for 2 rounds. Stamina Cost: 15 Tracker Shot (8 CP) Critical hits knock the target back 1 foot per point of Per and increase your hit with ranged weapons by +3 for 2 rounds. Keep Shooting (10 CP) While knocked out you may continue to take attack actions but with a -4 to hit, you may not use abilities, heal, use items, or move however. Full Auto (12 CP) Makes attacks on multiple enemies in a single action with your ranged weapon. 1-5 Per - Up to 3 targets 6-10 Per - Up to 5 targets 11-15 Per - Up to 7 targets 16+ Per - Up to 10 targets Stamina Cost: 28 Defence Focuses on strengthened natural defences and protection of your allies. Req: 6 End, 4 Agi Walking Wall: +20% max health and +20% DR of all armour Cover (4 CP) Can take attacks in place of an ally as long as you are within range (1 foot per point of End) Pull Target (6 CP) Pulls a target to your location from up to 2 feet per point of End away and if they are hostile stuns them for one round. Stamina Cost: 10 Draw Fire (7 CP) Attacks a target attacking an ally causing the target to focus on you for the duration. 1-4 End - 1 Round 5-8 End - 2 Rounds 9-12 End - 3 Rounds 13-16 End - 4 Rounds 17+ End - 5 Rounds Stamina Cost: 5 Rush to Aid (8 CP) Expend 1 action to instantly move to an allies location (Max range = 10 feet per point of End. Spirit Bodyguard (10 CP) Can be placed on a non hostile target, while on that target you take 50% of the damage they take in there place regardless of their location. Unstopable (10 CP) Removes all negative status effects from you and 1 ally per 3 points of endurance and doubles the range of cover, pull target and draw fire for 2 rounds. Stamina Cost: 26 Skill Cunning A character who focuses on using their technical skills and various tricks to outsmart their enemy stopping a battle before it even begins, winning out against their enemy using their brains. Req: 6 Int, 4 Agi Mastermind: Your skill negatives can be decreased by an amount equal to your Int SBS, additionally you may reroll 1 roll per session. Breakin In (2 CP) You no longer trigger traps you pass over (Although other allies still can) additionally if you've hacked into a computer system, disarmed a trap or opened a lock before you don't even have to make a check to open it. Scan (5 CP) Takes a moment to scan over a target getting insight into it and granting you +1 to skill checks against it, if used against an enemy this also allows you to ignore 50% of enemy DR and crit on 19+ Smoke Bomb (7 CP) Throws down a smoke pellet that explodes and covers a 1 foot in area per point of int in smoke for 2 rounds giving you the ability to enter stealth and enemies -4 to hit anything in the area until the smoke clears. Duplicate Decoy (9 CP) Creates a holographic image of the user to perform various actions while distracted onlookers from whatever your really doing, the decoy disappears after 2 minutes or when struck for damage. While a decoy is deployed you are +2 to stealth and enemies are -3 to be noticed. Stamina Cost: 25 Shadows A master of stealth and using it to appear, destroy your enemy and then disappear again Req: 6 Agi, 4 Per Shadow Stride: Sneak attacks no longer knock you out of stealth, however each one adds +3 to perception rolls to notice you, these bonus' stack. Shadow Step (3 CP) Allows the user to instantly move to a shaded or dark area up to 5 feet per rank of stealth away. Stamina Cost: 7 Find Weakness (4 CP) You can ignore 1 point of enemy DR per point of Agility or Perception (Whichever is higher) Mission Complete (6 CP) Upon landing a critical hit or killing an enemy you may enter stealth with a -2 negative modifer. Retreat (8 CP) Stuns the target for one round and then disappears into shadows with only a -2 negative to stealth for the first round of stealth after vanishing into it. Stamina Cost: 15 Appear From Nowhere (10 CP) Upon exiting stealth enemies are -3 to dodge your attacks and you are +3 to dodge for 1 round. Assassinate (12 CP) Vanishes into the shadows and makes three sneak attacks split amongst multi-targets or all against one target if the user wishes. Stamina Cost: 25 Support You are focused on aiding and healing your allies and making items capable of healing and buffing others. Req: 6 Int, 4 Cha Revitalisation: Restoring allies above 0 health with items and abilities allows them to re-enter the fight right away. Medical Dart (3 CP) Fires a special dart into the target that restores health. Max range 2 feet per point of Int. 1-4 Int - 1d6 health 5-8 Int - 2d6 health 9-14 Int - 3d6 health 15+ Int - 4d6 health Stamina Cost: 10 Purification (5 CP) Removes all negative status effects from a target and makes them immune to negative status effects for 1 round. Stamina Cost: 17 Force Field (7 CP) Channels a force field around a target that reduces the damage the target takes. Grants the target a natural DR equal to your int score for 2 rounds. Stamina Cost: 20 Smart Drink (9 CP) You can make Smart Drinks that increase a single stat ABS or skill by +1 per 3 points of Int starting at 10 minutes these go bad after about a week. Stamina Cost: 12 Power Dart (12 CP) Increases the target's damage by an amount equal to your Int and heals an amount equal to 1/2 your int each action for 3 rounds. Stamina Cost: 30 Command You focus in taking command and leading others to victory, this requires the strategic skill to help your team succeed and the charm to gain allies and keep conflict to a minimum. Req: 6 Cha, 5 Int Aura of Leadership: While you are in command of the group and you are present all allies gain +1 to hit and dodge and +1 to all skill and attribute checks. Inspire (3 CP) Gives a speech of inspiration to your ally healing 1 health per point of Cha. Stamina Cost: 8 Redirect (5 CP) Used to make an enemy attack a different target on a successful speech roll. Stamina Cost: 5 Strategy (8 CP) Takes a round to develop a battle strategy increasing battle attributes of all allies for 4 rounds. +1 to hit, +1 to dodge, +5 to movement, +5 to damage, +2 natural DR. Stamina Cost: 15 Restore and Empower (9 CP) Resurrects a target with 1 health per point of Cha and allows them to re-enter the battle right away, additionally they gain +1 damage per point of Cha for the first round after being ressurected. Stamina Cost: 15 Convert (12 CP) On a successful speech roll charms the target for the duration giving you control over them. 1-4 Cha - 1 round 5-9 Cha - 2 rounds 10-15 Cha - 3 rounds 16+ Cha - 4 rounds Powers Mind Focus on your natural psychic abilities to produce new and far more powerful versions of the psychic skill. Req: Telepathy, Reading, 7 Spr Precognition: Allows you to make a prediction check to slip into a trance like state giving you a steady look into the future and granting you +2 to dodge and +1 on all attribute and skill checks for 15 minutes. Scan Area (3 CP) Enters a trance getting a glimpse of the area around you allowing you to create a holographic map of the area around you up to 3 feet in all directions around the user. Energy Cost: 10 Mind Link (5 CP) Can be placed on two different targets, as long as it's active one target takes all damage in place of the other. Energy Cost: 50% Teleport (7 CP) Marks a location you may then expend energy to instantly travel to that location. You cannot teleport with other people unless you have 10 or higher spirit at which point you can bring 1 person + 1 additional person per 4 points of Spr above 10. Energy Cost: 15 Stasis (8 CP) Phases a target out of the universe temporarily preventing them from taking any action as long as this is still in effect, it lasts for up to 5 minutes however you may not take any actions toward the target or deal any damage to them while this is in effect and stasis must be removed or have it's time limit run out before any can be taken. Additionally only one target can be effected by stasis at a time. If used on an ally they recover an amount of health equal to the caster's spr score per round for the duration. Energy Cost: 18 Mirror Images (12 CP) Projects the image of multiple copies of you into the mind of those around you (1 per 5 points of Spr), these can be used to take one attack in place of you each or be used as devirsions, however keep in mind any people not around when you put this into effect cannot see them. Energy Cost: 20 (+7 for each additional copy after the first) Telekinesis Similar to mind in that you've put focus into your mental powers however this represents a focus on manipulation of the world around you rather than the mind. Req: Telekinesis, 7 Spr Major Telekinesis: Weight limit of telekinesis is doubled. TK Pull (4 CP) Despite this existing as one ability it is closer to two, it can be used to lift a target into the air stunning them as long as you channel or to pull them into a certain range within the max range of the ability. (Max range = 3 feet per point of Spr) Energy Cost: 7 TK Deflection (6 CP) Projects a telekinetic field around the user's body that grants them natural DR equal to half their spirit score, any damage absorbed by this is redirected back at the attacker. Lasts for 1 minute (10 rounds.) Energy Cost: 10 TK Pulse (8 CP) Projects a wall of kinetic energy in all directions (Effects targets up to 2 feet per point of Spr away from the user in all directions) knocking all targets back 3 feet per point of Spr and dealing damage equal to the user's Spr score. Energy Cost: 15 Ignition (6 CP)(Requires pyrokinesis skill) Uses pyrokinesis to speed up particles in an area (1 foot in radius per point of Spr) and light it ablaze dealing 3d6 initial damage and lighting all targets in the area on fire dealing additional damage per round for 4 rounds (Damage equal to user's Spr score) Energy Cost: 12 Deep Freeze (6 CP)(Requires criokinesis skill) Uses criokinesis to slow particles in an area (1 foot in radius per point of Spr) instantly freezing the area, affected targets have their dodge reduced by 1 and movement reduced by 5 and attacks those affected deal 1d6 additional damage. This effect lasts 3 rounds. Energy Cost: 15 Ruins Your focus is in studying the magic of the ancients after having learned much about certain ruins in their language that activate certain spells allowing you to use them. Req: 6 Spr, 4 Int Human Battery: You have learned how to better manipulate magical energies through your training to master the technology of the ancients, this gives you +20 energy and grants you the ability to power magic devices and technology and recharge ancient's batteries. Meditation (3 CP) Allows you to enter a meditative state and focus on the energies of the universe recovering 20% of your maximum energy per hour spent doing this. Staff (4 CP) Gives the user the ability to conjure a special weapon of the ancient's known as a staff. Despite the name it is not literally one, simply taking it's name from old stories of magicians it's appearance and the like may take the form of any other type of weapon taking it's appearance as a reflection of the inner spirit of it's wielder, it can be conjured up at the cost of 5 energy or dispelled to an alternate dimension at will, it can also be loaded with spell cartridges (See bellow) Spell Cartridges (5 CP) You can create and use spell cartridges, miniature scrolls that can be placed into a user's staff to add a certain effect and project it outward, this must be bought once per type, it costs 10 energy to create a cartridge and it lasts 1 day once created, once loaded it lasts for 5 rounds. None of the effect stack. Flame - Attacks with the weapon also light the target on fire dealing damage per round equal to the user's spr for 2 rounds. Frost - Attacks with the weapon chill the target reducing dodge and movement by half. Wave - Attacks with the weapon also expel a concussive blast of water knocking the target back 2 feet per point of Spr. Wind - Attacks with the weapon have a razor of wind along with them ignore 1 point of enemy armour per point of Spr. Plague - Attacks with the weapon weaken the target decreasing damage done by them by 1 per 2 points of Spr. Cure - Attacks with this weapon deal half as much damage but heal instead of dealing damage. Robe (7 CP) Much like the staff but a set of armour that looks like armour or clothing based on what the user wishes it to appear as. The armour has health equal to 15x the user's Spr score and DR equal to your Spr score (up to a max of 12) much like staff this can also be summoned and dismissed at will. Scribe Spells (9 CP) If you observe magic of the ancient's in use you can spend 3 rounds marking down the ruins for the spell with special ink, you can then use the scroll again later to cast that spell for the same energy cost of the original caster. Can be used a certain amount of times based on the user's Spr score. 1-3 - 1 time 4-6 - 2 times 7-9 - 3 times 10-12 - 4 times 13-15 - 5 times 16-18 - 6 times 19+ - 7 times |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Focus' and Traits · Next Topic » |
| Theme: Zeta Original | Track Topic · E-mail Topic |
4:17 PM Jul 10
|
Theme created by Sjaelen Auren from Zathyus Networks Resources






4:17 PM Jul 10