General Abilities

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Animal Companion (General)

Requirements

Ability Prerequisites: Animal Empathy

Controlling Attribute: Wits and Cha 80

Fatigue Point Cost: 5 Permanent per Animal

Merit Point Cost: 500 (Recurring 100)

By means of this ability you may gain a single animal companion selected from the following: badger, dog, black bear, raven, cougar, wolf, riding horse, owl, hawk, eagle, viper, ferret, wolverine, or rat. This animal is a loyal companion and that comes and stays on its own desire to befriend the character. Unlike a familiar, the animal has no link to the character. The animal increases one rank for every three ranks of the character. If the character should ever treat the animal badly, or put it into direct harms way the animal will leave the character and the character may not attempt to gain a new follower for one full rank (base 1000 Merit Points).

In order to gain an animal companion the character must take a full day living within the environment of the animal or as close as possible to the same environment (spending a day near a hawk's nest on a cliff, meditating near a badger's den, etc.), once the character has spent a full 24 hours doing this the character must make both a Wits and Charisma check at a TS of 4. Those that fail must stay another 24 hours with the animal before making another set of checks.

You may gain a total of 5 animal companions and may take this ability once every 3 ranks.


And That's Why I'm Small (General)

Requirements

Ability Prerequisites: Small or smaller size

Controlling Attribute: Agi 100

Merit Point Cost: 500 (Recurring 100)

Through the use of this ability you are able to move into and through any space that is occupied by creatures that are at least 2 size categories than you are. While you remain under a target you gain +20 to your Physical Defense against the target you are under.


Apparition Sense (General)

Requirements

Ability Prerequisites: Survived Near Death Experience against Apparition

Controlling Attribute: Will 85

Merit Point Cost: 900 (Recurring 225)

By means of this ability you are able to now see Apparitions while they are incorporeal and invisible to normal vision. You must take this ability within 1 rank of surviving an attack that reduced you to negative Health Points by an apparition.


Avoidance (General)

Requirements

Ability Prerequisites: Fate Bender

Controlling Attribute: Charisma 90

Merit Point Cost: 500 (Recurring 100)

By means of this ability you may spend 1 Heroic Luck to cause a foe to re-roll an attack roll made against you.


Barbaric (General)

Requirements

Ability Prerequisites: Must be Taken at 1st rank, Can only be human, dwarven, firbog or troll

Controlling Attribute: Willpower 80, Strength or Stamina 80

Merit Point Cost: 1000 (Recurring 250)

You come from a long line of "wild men", barbarians that have lived on the outskirts of civilization since the beginning of the world. You and your kin are known for your reputation for brutality, muscle and savagery. You have bonded with primal forces that give you seemingly endless supply of vitality and forcefulness. By means of this ability you are able to gain one of the following traits:

  • Barbaric Warcry: You are able to give a cry of rage that causes all enemies within 20' of you to back away 5 feet. You may use this once per combat turn at a cost of 15 Fatigue Points.
  • Barbaric Bloodline: You have tied into the very vitality of your bloodline. You gain an additional 10 Health Points, in addition every 3 ranks you gain an additional +2 Health Points.
  • Uncouth Fighting: You do not fight fairly and use any means necessary to win. This has given you an additional +10 to your Weaponcraft skill score. In addition, anytime that you strike down a foe you instantly move your normal movement in any direction that you choose.
  • Endurance of the Bear: Anytime that you are dealt damage by an opponent your normal movement increases by +1' for every five points of damage that is dealt to you.
  • Fevered Rejuvenation: Whenever you cause damage to an opponent you gain double your Stamina Modifier in Temporary Health Points. This Health Point boost lasts for only 1 turn and may be used three times per day.
  • Presence of the Ancestors: Your ancestral spirits are with you during dangerous times. Once per day you may re-roll any check that you just failed at. This does not count against your use of Heroic Luck Points.
  • Wild Call: Once per day you are able to call forth a single beast to assist you in war. You may call forth one of the following: Cave Bear, Lion, Wolf, or Wolverine. The summoned beast will remain with you for 1 hour.

Call Upon the Darkness (General)

Requirements

Ability Prerequisite: Fate Bender, Must be Evil

Controlling Attribute: Will 80

Merit Point Cost: 650 (130 Recurring)

Twice per day while performing an evil act you call upon the powers of darkness to bestow upon you a small benefit. You may gain +5 bonus to the skill in question for every 10 Temptation Points you have.


Cold Endurance (General)

Requirements

Ability Prerequisites: Iron Will

Controlling Attribute: Sta 85

Merit Point Cost: 500 (100 Recurring)

You are able to resist cold damage from natural sources below 30 degrees. You begin taking cold damage at 0 degrees.


Cold Focus (General)

Requirements

Ability Prerequisites: Spellcraft 100, Divine Knowledge 100, or Jinhu Discipline 100

Controlling Attribute: Will 85

Merit Point Cost: 750 (150 Recurring)

You are able to channel blistering cold through your spells, or powers that cause damage. This causes all those that are targeted by you to suffer -5 for every 25 points in Spellcraft, Divine Knowledge or Jinhu Discipline to their specified Defense (Magic, Divine or Jinhu). In addition, your spells or powers that cause damage gain +5 bonus damage from cold for every 50 points you have in the appropriate listed skill. This damage ignores armor.


Fog of Pestilence (Social)

Requirements

Ability Prerequisites: Divine Knowledge 90, Plague Touch

Controlling Attribute: Cha 85

Fatigue Point Cost: 30 per use

Merit Point Cost: 800 (Recurring 190)

By means of this ability you allow yourself to become infected with a random disease: 01-10 Blood; 11-20 Bone; 21-30 Brain; 31-40 Cardio; 41-50 Connective Tissue; 51-60 Ear; 61-70 Eye; 71-80 Muscle; 81-90 Nose/Throat; 91-00 Respiratory. While you are infected you exude a cloud of noxious vapors, pests and redolent odors. Those that come in contact with you have a chance to catch the same random disease. The cloud extends to a maximum of 40' around you. Those that enter the cloud gain a Stamina check vs. a TS based on how close they are to you: Touch Range - TS 8; 5' diameter - TS 6; 20' diameter - TS 4; 30' diameter - TS 2; 40' diameter - TS 1. The disease has no effects on you, those that fail their Stamina check suffer from the normal affects of the disease. This can be used once per day for 1 turn.


Force of Will (General)

Requirements

Ability Prerequisites: Iron Will

Controlling Attribute: Will 85

Merit Point Cost: 250 (Recurring 25)

Through the use of this ability you are able to use the force of your will to cause others to do what you bid. You are able to frighten others or get them to act in ways that benefit you. You may attempt to force one other being to act friendly towards you or you may attempt to demoralize one other being. You cause the target to be friendly or demoralized for your rank plus your Willpower Modifier in minutes. In order to do either you must make and succeed at a Willpower check. The target that you are attempting to force to be friendly towards you or that you are attempting to demoralize gains an opposed Willpower check. Those that fail are friendly towards you or you demoralize them, causing them to be Terrified (sea Fear in LoK) of you. You gain a +1 success to this check for every size larger you are than your target.


Improved Animal Transformation (General)

Requirements

Ability Prerequisites: Animal Transformation

Controlling Attribute: Will and Sta 85

Merit Point Cost: 1000 (Recurring 250)

Through this ability you may now use Animal Transformation twice per day, as well as be able to stay within the form for 1 turn per 15 Stamina. Finally, the fatigue costs of the transformation is reduced by half.


Improved Climb (General)

Requirements

Ability Prerequisites: Climb 100

Controlling Attribute: Agi 90

Merit Point Cost: 500 (Recurring 100)

Through the use of this ability you are able to increase your climbing rate by +10' per Action Point. In addition, all penalties are reduced by -10.


Lay on Hands (General)

Requirements

Ability Prerequisites: Faith (Cannot have Divine Presence)

Controlling Attribute: Charisma 95

Fatigue Point Cost: 20 per use

Merit Point Cost: 700 (Recurring 140)

You are able to heal minor wounds by touch, laying your hands on the wounded target for 1 full turn. You may use this ability once per day and you may heal your Charisma modifier in damage to yourself or another target.


Life Storage (General)

Requirements

Ability Prerequisite: Necromantic Studies, Divine Knowledge 95

Controlling Attribute: Charisma 80

Merit Point Cost: 1500 (Recurring 375)

Anytime that you deal melee damage to a foe you may choose to drain d10 of that beings life energy and store it within yourself. You may not store more life energy that you have in Stamina Points. Once you take this ability you must never have less than 0 life points in store, should you have 0 life points you gain 1 Insanity Point. You may then spend these life points on various bonuses:

Boost Attack: By spending 5 Life Points you gain +10 to your next attack

Boost Defense: By spending 5 Life Points you gain +10 to your next defense

Boost Fatigue: For every 2 Life Points you spend you gain 1 Fatigue Point back

Quicken Self: By Spending 10 Life Points you are able perform 1 additional action during a phase

Boost Attribute: For every 2 Life Points you spend you increase 1 Attribute by 5 Points for 1 turn.

Summon Imp: By spending a minimum of 10 Life Points you summon forth an Imp to serve you for 1 hour.


Made from Stronger Stuff (General)

Requirements

Ability Prerequisites: Iron Body

Controlling Attribute: Stamina and Willpower 85

Fatigue Point Cost: 10 per use

Merit Point Cost: 1500 (Recurring 375)

Through the use of this ability a character is able to better shrug off the effects of Magical or Divine damage. Any time that a character would normally take damage from a spell or power he may attempt a Stamina or Willpower check at half to ignore a percentage of damage based on level of the ability: Apprentice - Ignore 10%; Journeyman - Ignore 25%; Master - Ignore 40%.


Marked Animal (General)

Requirements

Ability Prerequisites: Interrogate 75

Controlling Attribute: Wits 85

Merit Point Cost: 300 (Recurring 45)

By means of this ability you are able to target an individual or foe in order to better hunt them and bring them down. Because of this you gain your half your rank (rounded up) in bonus successes when you use Interrogate, Search, Gather Information (New Skill, see below), or Survival checks while pursuing your mark. Yo may only have one mark at a time and you must study the mark for at least a half hour. This can be done from a distance, through a detailed drawing or through a detailed description of the mark. When you catch a mark and either kill the target or turn the target in for a reward you gain a +250 Merit Point bonus towards your next rank.

Gather Information

Requirements

Skill Type: Social

Controlling Attribute: Intelligence

While many people can gather information by asking questions, using contacts, etc., you have mastered gather information. You gather more information in less time, and be more specific than others. While others rely on a number of skills to gather this information you use only one. Anytime that you are attempting to gather a piece of information on a person, place or thing the GM will make a Gather Information check with appropriate modifiers for you. If this check is successful the GM will tell you what need to know, if you fail you may not have known you failed but still receive information (likely wrong) about the subject of your information gathering. Gathering information takes you a minimum of 4 hours.


Move It or Lose It (General)

Requirements

Merit Point Cost: 250 (Recurring 25)

Whenever you are surprised and unable to act because of this surprise, and you are next to an ally that was not surprised you act normally as though you were not surprised.


Scent (General)

Requirements

Controlling Attribute: Perception 90

Merit Point Cost: 700 (Recurring 140)

You are able to rely on your sense of smell better than others. You are able to detect opponents that are within 25 feet of you. This increases to 50 feet if the opponent is upwind, and drops to 10 feet if the opponents are downwind of you. You do not know the exact source of the opponent just its general direction. This is considered always on.


Sharp Eye (General)

Requirements

Ability Prerequisites: Search

Controlling Attribute: Perception 80

Merit Point Cost: 650 (130)

You are exceptionally sharp eyed, this gives you a +5 skill modifier to your Search skill every 3 ranks.


Sniffing Danger (General)

Requirements

Ability Prerequisites: Alertness 90, Battle Sense

Controlling Attribute: Perception 90

Merit Point Cost: 500 (Recurring 100)

By means of this ability any time that you or any ally within 15' of you is the target of a Ranged Sneak Attack you reduce the TS check by half to a minimum of 1. If you are successful you know from which direction and distance the ranged attack came from. In addition, if you are successful in your check and have the ability Grab Missile, you may attempt to grab the incoming attack with an Agility check at a TS of 5.


Tumbler (General)

Requirements

Ability Prerequisites: Acrobatics 80

Controlling Attribute: Agi 75

Merit Point Cost: 450 (Recurring 70)

Instead of attempting to stand in one place in a Physical Defense check from an oncoming attack you may instead attempt to tumble out of the way. You must make an Agility check at a TS of 1 per 5 successes of the attackers Attack or you fail your tumble and are hit for the full attack. If you are successful in your tumble you may tumble in any direction, even through opponents, to safety (getting beyond your opponents Strike Range).


Vileness (General)

Requirements

Ability Prerequisite: Lore (Rituals) 75, Must Be Evil

Controlling Attribute: Willpower 85

Merit Point Cost: 1500 (Recurring 375)

Considered always active, this ability grants you the ability to make any damage that you do via melee or missile weapons to be considered vile and corrupt. This damage cannot be healed by normal means and can only be healed with a cure disease or remove curse (as an Impeding Curse).


Will of the Mountains (General)

Requirements

Ability Prerequisite: Iron Will,

Controlling Attribute: Willpower 110

Merit Point Cost: 1000 (Recurring 250)

Through the use of this ability you no longer have a maximum age and will never die of old age. Nor can you die from a natural borne disease or illness. In addition you gain +2 bonus successes anytime that you must make a Willpower check.


Strider (General)

Requirements

Controlling Attribute: Agility 95

Merit Point Cost: 850 (Recurring 215)

You are able to move as normal through or across any variety of terrain without it affecting the amount of movement you make per Action Point.


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