Social Abilities

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Bardic Magic (Social)

Requirements

Ability Prerequisites: Spellcraft 80, Entertainment (Instrument Specialization) 80

Controlling Attribute: Charisma 80

Merit Point Cost: 1000 (Recurring 250)

Through the use of this ability you gain the ability to cast magic through song and music through the use of Entertainment (Instrument Specialization). You must still take Arcane Touch separately to gain spells, but you use your Entertainment (Instrument Specialization) skill to cast the spells. All casting times are doubled and the range is halved. You must take this ability before taking Arcane Touch. Those employing Bardic Magic may never use Amalgam Spells.

In addition you gain a number of unique abilities that you may use other than casting magic. These are divided into three levels:

Apprentice: You are able to direct a sonic beam attack from your instrument at a single target that is within 30' of you. This attack is made with your Entertainment (Instrument Specialization) skill. You deal 3 points of damage per success. Targets are allowed a Physical Defense against this attack. You also deal your Charisma Modifier as bonus damage. The attack takes 4 phases to complete and requires you to spend 10 Fatigue Points per attack.

In addition, you gain Expert Mimicry. You are able to mimic any voice that you spend 1 hour listening to. Those that hear you gain an Intelligence check at TS of 1 for every 3 ranks in order to "hear" through your attempt. Those that are familiar with the subject you are mimicking gain +3 to their checks.

Journeyman: You are able to use the spell "Ring of Silence" three times per day as an innate ability, you must use your Entertainment (Instrument Specialization) skill to determine the spell requirements. You automatically gain 1 success for every 10 points of Entertainment skill that you have.

Master: You gain the ability to direct a wider sonic beam attack and are now able to attack any target that is in front of you up to 30'.


BattleField Radio (Social)

Requirements

Ability Prerequisites: Divine Knowledge 90

Controlling Attribute: Charisma 80

Fatigue Point Cost: 10 per use

Merit Point Cost: 500 (Recurring 75)

Through the use of BattleField Radio you are able to communicate via telepathy with any one invidual that is within 100 feet. This lasts for 1 turn per use. The target of the communication can respond if they so choose.


BattleField Synergy (Social)

Requirements

Ability Prerequisites: Team Fighter, Legion Commander

Controlling Attribute: Charisma 100

Fatigue Point Cost: 25 per use

Merit Point Cost: 1000 (Recurring 250)

By means of this ability you are able to lead others to act as if they each had the "Team Fighting" ability for 1 turn.


Beauteous Lance (Social)

Requirements

Ability Prerequisites: Divine Knowledge 90

Controlling Attribute: Charisma 80

Fatigue Point Cost: 10 per use

Merit Point Cost: 700 (Recurring 140)

Action Point Cost: 3 as an Attack

With the beauteous lance a priest summons forth a lance of light in one of his hands that he uses to attack a single opponent with. The priest makes an attack based on his Divine Knowledge, while the target gains a Physical Defense as normal to avoid the target. The lance ignores armor of non-magical type. The lance does 4 points of damage per success to mortal creatures and does 6 points of real damage to undead creatures. This can be used three times per day.



Chant of Terror (Social)

Requirements

Ability Prerequisites: Bardic Music, Entertainment (Instrument)

Controlling Attribute: Charisma 90

Merit Point Cost: 500 (100 Recurring)

Through the use of this ability you are able to turn your chanting into a web of terrorizing rhythms and rhymes. A single target that you chose that is within 15' of you must make a Fear check. Those that fail are considered Troubled. You may use this ability on the same target every turn causing them to make additional Fear checks. This takes 4 AP to perform.


Children of Darkness (Social)

Requirements

Ability Prerequisite: Animal Empathy

Controlling Attribute: Willpower 75

Merit Point Cost: 800 (200 Recurring)

Once per day you are able to call forth a swarm of rats, bats, or giant spiders to serve you for 1 hour. You may summon 4d10 rats, 10d10 bats or d10 giant spiders. These creatures appear within 10 phases.


Consecrate (Social)

Requirements

Ability Prerequisites: Divine Knowledge 100

Controlling Attribute: Charisma 90

Fatigue Point Cost: 40 per use

Merit Point Cost: 900 (225 Recurring)

By means of Consecrate you are able to bless an area with positive or negative energy depending on the philosophy of your god. Every being that is a follower of your deity within the area gain +10 bonus to all checks. Those that are not followers of your deity suffer no bonuses, but those of opposite philosophy suffer -20 penalty to all checks while in the area. If the area contains a holy fixture dedicated to your deity the bonuses and penalties are doubled. If the area you consecrate contains a holy fixture other than your deity's then you temporarily curse the area cutting off the any power or auras coming from the area. This consecration lasts for 1 hour per 5 Divine Knowledge.


Control Portal (Social)

Requirements

Ability Prerequisites: Divine Knowledge 65

Controlling Attribute: Charisma 75

Fatigue Point Cost: 5 per Turn

Merit Point Cost: 500 (100 Recurring)

Through the use of this ability you are able to gain the control over 1 door, window, etc. You may open or close the door or window with a simple thought. You can control 1 sq. ft. of a door, window, etc, per Divine Knowledge success or up to 50 lbs for such things as portcullis, granite slabs, etc. You must be within 30' of the portal. You must maintain concentration on using this ability and cannot perform any other actions while doing so.


Corrupt Casting (Social)

Requirements

Ability Prerequisite: Divine Knowledge 80, Necromantic Studies

Controlling Attribute: Willpower 80

Fatigue Point Cost: 10 per Casting

Merit Point Cost: 650 (125 Recurring)

You are able to cause any divine power that you cast to be laced with Negative Energy. This reduces a target's ability to resist the power. Each time that you spend 10 Fatigue Points in this way, you reduce the target's Divine Defense by 5.


Corruption (Social)

Requirements

Ability Prerequisites: Divine Knowledge 85

Controlling Attribute: Cha 80

Fatigue Point Cost: 10 Permanent

Merit Point Cost: 750 (140 Recurring)

All damage that you cause also deals corruption damage as well. You cause 5 points of bonus corruption damage that cannot be absorbed by armor of any type. Creatures that take more that 20 points of damage in this way must make a Stamina check at a TS of 4. Those that fail are tainted with Negative Energy. This causes the target to suffer the following penalties: -25 to Physical Skills used during the day, Weakness (lose half of total fatigue), and susceptibility to spells or abilities that heal. Healing spells and abilities now damage those corrupted instead of restoring health.


Create Night (Social)

Requirements

Ability Prerequisites: Divine Knowledge 70

Controlling Attribute: Cha 65

Fatigue Point Cost: 30 per use

Merit Point Cost: 450 (75 Recurring)

By means of Create Night you are able to cause an area to be filled with darkness like that of the night. By throwing up a highly polished silver 2' diameter globe into the area you create a nighttime effect. This causes a 60' diameter area centered around the silver globe that hangs high in the air. The whole area is treated as though it were a moonlight night for the duration of the ability. The night will last for 1 turn per 3 Divine Knowledge successes.


Dark Speech (Social)

Requirements

Ability Prerequisites: Divine Knowledge 85

Controlling Attribute: Cha 80

Fatigue Point Cost: 15 per use

Merit Point Cost: 700 (Recurring 125)

Any spells that you use or skills or abilities that use speech to cause an effect (chanting, poetic charm, etc.) can be laced with Negative Energy and causes those that are within range of the spell, skill or ability (to a maximum og 60') to suffer additional damage equal to 1 point per 20 Divine Knowledge. This damage cannot be absorbed by armor. In addition, all targets within range gain a Willpower check vs TS 4. Those that fail gain 1 Insanity Point. This check can only be made once per day when in range of you.


Delay Poison (Social)

Requirements

Ability Prerequisites: Divine Knowledge 65, Herbalism 65

Controlling Attribute: Charisma 80

Merit Point Cost: 800 (Recurring 200)

Through the use of this ability you are able to delay the effects of poison or if posion has already taken effect cause it to be reset as though the target had just been poisoned. You may not use this on targets that were killed by a poison. Once you have reset a poison and so long as the effected target is under your direct care (no other actions maybe taken) they will not suffer the effects of the poison.


Demonic Voice (Social)

Requirements

Ability Prerequisite: Chanting 80, Lore (Demons) 80

Controlling Attribute: Int 85

Fatigue Point Cost: 10 per Casting

Merit Point Cost: 850 (Recurring 220)

Whenever you choose to, any power that you cast can be laced with Demonic Voice to cause fear in those that you are targeting. Those that you target and are within 30 feet of you must make a Willpower check at a TS of 1 per 20 points you have in Chanting. Those that fail become Scared for 2d10 phases or until you leave the area.


Divert Power (Social)

Requirements

Ability Prerequisite: Divine Presence, Divine Knowledge 95, Must not be Good

Controlling Attribute: Charisma 90

Merit Point Cost: 950 (Recurring 240)

Anytime that a priest of a good faith casts a power that targets you, you may attempt to divert the attack so that it targets another instead. The new target of the power must be within range and must be considered a foe of the priest. If there is no foe within range you are still considered the target.


Divine Circle (Social)

Requirements

Ability Prerequisites: Divine Knowledge 100

Controlling Attribute: Charisma 90

Fatigue Point Cost: 40 per use

Merit Point Cost: 900 (Recurring 225)

This ability allows you to create a divine circle equal to a 10' diameter per 25 Divine Knowledge. This circle grants you the power to infuse the circle with either healing power, killing power or resting power. Those that are within the circle gain 3d10 plus your rank in Health Points, Fatigue Points, or Damage every 5 phases. Those entering the circle gain a Stamina check at TS of 4 to ignore damage. This can be twice per day and the circle lasts for 1 turn.


Divine Craftsman (Social)

Requirements

Ability Prerequisites: Divine Knowledge 85, Smithing (Any-80), Fabrication (Any-80), or Artistry (Any-80)

Controlling Attribute: Cha 80

Fatigue Point Cost: 30 per Created Item

Merit Point Cost: 1000 (Recurring 250)

Divine inspiration guides your hands when you create something. When using the skills Smithing (Black, White, Armor or Weapon), Fabrication or Artistry (Pottery, Painting, Sculpture, etc) you create a finer quality of item than others. Everything created has an increased value equal to +1%per 5 Divine Knowledge. Armor gains +5% per 20 Divine Knowledge in Armor Absorption and Armor Points. Weapons do more damage gaining +1 per 10 Divine Knowledge as bonus damage. For example, with a Divine Knowledge of 150, all items have a +30% increased value, armor increases by +35% in Armor Absorption or Armor Points and Weapons inflict and additional +15 points of bonus damage.


Divine Eye (Social)

Requirements

Ability Prerequisites: Divine Knowledge 75

Controlling Attribute: Charisma 80

Fatigue Point Cost: 10 per use

Merit Point Cost: 500 (Recurring 100)

By means of this ability you summon forth a transparent eye that is 1' in diameter. It moves at 30' per phase. The eye see exactly what a normal eye would if a person were standing in the position of the eye. The priest can direct the direction of the eye with a mere thought. The eye can move through solid objects. This can be used three times per day and lasts for 1 turn.


Divine Fury (Social)

Requirements

Ability Prerequisites: Divine Knowledge 75, Attack Skill 65 (Weapons, or Hand to Hand)

Controlling Attribute: Cha 75

Fatigue Point Cost: 10 per use

Merit Point Cost: 350 (Recurring 55)

Through the use of Divine Fury when you first cause damage to an opponent, that opponent gains a Willpower check at a TS of 4. Those that fail are stricken with fright and are Troubled that lasts until you leave the area (max. 60' diameter), are killed or some how incapacitated.


Divine Power (Social)

Requirements

Ability Prerequisites: Divine Knowledge 75

Controlling Attribute: Charisma 75

Fatigue Point Cost: 10 per use

Merit Point Cost: 1250 (Recurring 325)

Divine power allows you to call upon the holy power of your deity, giving you increased strength and skill in combat. You gain +1 Success per 25 Divine Knowledge to your total number of successes, these are bonuses and are added on to the net number of successes you gain with an attack. Second, your Strength increases by +10 per 3 ranks. Finally, you gain +5 Health Points per rank. This can be used three times per day and lasts for 1 turn.


Elemental Slam (Social)

Requirements

Ability Prerequisites: Divine Knowledge 85, Weaponcraft (Any) 75

Controlling Attribute: Charisma 75

Fatigue Point Cost: 20 per attack

Merit Point Cost: 600 (Recurring 120)

By means of this ability you are able to infuse your weapon with an elemental power per 1 level of the Arcane Weird "Elemental Enhanced". Only non-magical weapons can be enhanced in this way. The element infused depends on the deity:

Frost:Azahak, Hadak, Atura, Aernus

Fire: Elal, Odiryn, Daemah, Akiri, Anthia

Acid: Mala, Udarak, Magnara, Nyraxia

Electricity: Gishra, Albiorix, Llir

Elemental Enhanced

Base Ability Rank: 3

This power allows the user to cause any weapon, including natural weapons of the user, to be sheathed in one of several elements: Fire, Acid, Frost, or Electricity. The item’s creator determines which element they are imbuing into the item. The elements do no harm to the user. For every base ability rank that the item is infused with this ability, the user increases his total damage by +5 per 3 base ability rank to a maximum of +25. This damage is elemental in nature and ignores armor and damage absorption, even natural.

Ability Type: Other Triggered: 3 times per day Activation Time: free action Duration: 1 turn Requirements: SC 80, fists of the elements


Epic of the Hallowed (Social)

Requirements

Ability Prerequisites: Bardic Music, Entertainment (Instrument) 75

Controlling Attribute: Charisma 90

Merit Point Cost: 750 (Recurring 190)

By means of this ability you are able to remove 2 points of Fatigue per Entertainment (Instrument) skill check from yourself and up to four allies that are within 15 feet of you. If you expend 10 Fatigue you may instead remove Stunned effects from any ally within 10 feet of you. If you expend 20 Fatigue you may instead remove Dazed effects from any ally within 10 feet of you. If you expend 30 Fatigue you may instead remove Staggered effects from any ally within 10 feet of you. This can be used three times per day as a Move Action.


Exalted Belief (Social)

Requirements

Ability Prerequisites: Divine Knowledge 90

Controlling Attribute: Cha 85

Fatigue Point Cost: 15 per use

Merit Point Cost: 450 (Recurring 70)

Through the use of Exalted Belief you are able to add exalted damage to your turning abilities. Anytime that you are successful in a turning, turned targets suffer 1 point of damage per 10 points of Divine Knowledge. This can only be used with standard turning attempts (turn monsters, turn humanoids, turn undead, etc.).


Goodbane (Social)

Requirements

Ability Prerequisite: Divine Presence, Divine Knowledge 100, Must be Evil

Controlling Attribute: Charisma 80

Merit Point Cost: 800 (Recurring 200)

All good beings that are within 30' of you must make a Willpower check at a TS of 5. Those that fail are spurned by you and take 5 points of fatigue damage every phase that they are within 30' of you.


Hallowed Words (Social)

Requirements

Ability Prerequisites: Divine Knowledge 100, Chanting 85

Controlling Attribute: Charisma 90

Fatigue Point Cost: 40 per use

Merit Point Cost: 900 (Recurring 225)

By means of this ability you are able to cause the holy words of your deity's scriptures to cause a number of ill effects on those that oppose you (i.e. enemies but not allies). The words cause various effects to those that are within 90' of hearing you. Those that are ranked above you suffer no effects; those equal to your rank become Deafened; targets that are 1 to 5 ranks lower than you become Stunned; targets that are 6 to 10 ranks lower than you become Dazed; targets that are 11 or more ranks below are Killed. This can only be used three times per day and you are unable to perform any other actions. This chanting takes 5 phases to perform.


Holy Aura (Social)

Requirements

Ability Prerequisites: Divine Knowledge 110

Controlling Attribute: Charisma 95

Fatigue Point Cost: 25 per use

Merit Point Cost: 750 (Recurring 150)

Through the use of this ability you are able to cause a brilliant divine radiance to surround any subjects that you touch. You cannot touch more than 1 subject per 50 Divine Knowledge. These auras protect the subject for 1 Turn. This grants the subjects +5 Armor Absorption per 25 Divine Knowledge; and +5 Magical Defense per 25 Divine Knowledge. Furthermore, anytime the subject is successfully hit by an attacker that attack must make a Perception check at a TS of 4 or become blinded for 2 phases.


Ivy League (Social)

Requirements

Ability Prerequisites: Divine Knowledge 90, Lore (Plant) 80

Controlling Attribute: Cha 85

Fatigue Point Cost: Varies

Merit Point Cost: 800 (Recurring 200)

Through the use of Ivy League you are blessed by the gods and goddesses of nature. You are able to control plants, interact with them and use them as minions. This ability comes in three levels:

Apprentice: Plants within 15' of you respond favorably to you. Normal plants seem to be more vibrant, flowers give off a sweeter aroma, and those able to turn, turn in your direction as though you were the sun. Monstrous plants are reluctant to attack you and must make a Divine Defense at a TS equal to 1 per 5 of your ranks in order to do so.

Journeyman: You are able to bless an area equal to 10'x10' per 5 ranks. This blessed ate can be either a fallow field or a newly planted one. This blessing brings for a bountiful harvest from the blessed field. the yield of the field is 2x as normal. The harvest still takes a full season to come to fruition. Alternatively, you may causes plants to bring forth their harvest within hours. The second application of this power has no effect on fields already blessed by this ability. The harvest ripens within 15hrs - 1hr/rank of the priest, to a minimum of 1 hr. The plants affected can not yield any more than they would in a normal growing season. The alternative use of this ability can be used once every 24 hours and requires the expenditure of 1/2 your fatigue.

Master: You have reached a level of oneness with plant life that you are able to summon forth hordes of plant minions to aid you as you see fit. You summon forth minions formed of ivy, weeds, trees, bushes, and any other sort of normal plant life. You may summon forth either 1 large or 2 medium or 3 small minions per every 50 Divine Knowledge. This is usable three times per day. The minions stay in humanoid form for 1 hour per 50 Divine Knowledge. Use of this ability requires 5 fatigue per minion summoned.


Legion Commander (Social)

Requirements

Ability Prerequisites: Divine Knowledge 90, Leadership 85, Ambitious Leader

Controlling Attribute: Charisma 80

Merit Point Cost: 700 (Recurring 140)

You are an extraordinary leader among those within your church. By means of this ability you are able to double the diameter of Leadership and Ambitious Leader bonuses.


Loss of Momentum (Social)

Requirements

Ability Prerequisites: Divine Knowledge 85

Controlling Attribute: Charisma 80

Fatigue Point Cost: 30 per turn

Merit Point Cost: 850 (Recurring 220)

Through the use of Loss of Momentum you are able to designate 1 target that is within 60' feet of you. For the next turn anytime that target strikes an ally all damage against that ally is reduced to 0.


Lycan Kinship (Social)

Requirements

Ability Prerequisites: Divine Knowledge 80

Controlling Attribute: Cha 80

Fatigue Point Cost: 15 per hour

Merit Point Cost: 600 (Recurring 120)

Through the use of this ability you are able to unleash the beast within. You gain the physical features of of your deity's favorite animal. There are three levels of this ability. It can only be used in the moonlight and can be used seven times a week. This "transformation" lasts for 1 turn per 2 Charisma Modifier.

Apprentice: You gain a natural claw and bite attack; +1 Natural Base Attack Damage

Journeyman: Gain +20 Health; Gain one of the following: Shrill: 1/day emit a ear-piercing shrill; All beings within 30' gain Willpower vs TS 1 per 20 of your Stamina; Failure causes targets to be Stunned for 5 Phases; Howl: 1/day emit a terrifying howl; All beings within 30' gain Willpower vs TS 1 per 20 of your Stamina; Failure causes targets to become Troubled for 5 Phases; Roar: 1/day emit a powerful roar; All beings within 30' gain Willpower vs TS 1 per 20 of your Stamina; Failure causes targets to be Stunned for 5 phases

Master: Gain your Charisma Modifier as bonus damage; Regenerate +2 HP and FP every phase, you cannot have more HP or FP than your maximum; +1 Natural Base Attack Damage


Mad Scientist(Social)

Requirements

Ability Prerequisites: Divine Knowledge 90, Biomechanics

Controlling Attribute: Cha 85

Fatigue Point Cost: 30 per use

Merit Point Cost: 750 (Recurring 190)

Combining the use of biomechanics and the blessings of your deity are able to create "life". By taking the various parts of dead beings you can "stitch" them together and give these creations life. There are three levels to this ability. In order to construct a being you must make a Biomechanics check at a TS of 4 for apprentice level, TS of 6 for journeyman level, and TS of 10 for master level. Failure at the check of these ruins the whole creation and you must start over. The parts for the creation must be fresh, dead no longer than 3 days.

If the check is successful you've created a replica of an monster. This make-piece minion looks like & has the same stats has the replicated undead but has no free will of the original.

Your stitched together corpse comrades are powered by sharing your FP with them. Once created these replicas borrow FP from you. They keep the FP until destroyed or you take it back. Effectively this is like a permanent FP loss until the creation is destroyed. With a successful Divine knowledge check you can reclaim your FP, destroying your creation in the process. This takes 6 phases to accomplish, during which the creation disintegrates with each phase. Once recovered or the creation is destroyed you are able to recover your FP loss normally.


Apprentice: You can replicate any monster of ranks 1-3. The replica's have no intelligence you must command their every action, ie "walk forward 10' and attack" or "grab broom, sweep arms back and forth, walk around room". Small creatures require a loan of 10 FP, Medium 20 FP, and Large 30 FP.


Journeyman: You can replicate any monster of ranks 1-6. The replica's have limited intelligence you can give specific goals to accomplish, ie "attack the troll in front of you" or "get broom and sweep this floor". Small creatures require a loan of 20 FP, Medium 30 FP, and Large 40 FP.


Master: You can replicate any undead of ranks 1-9. The replica's have low grade intelligence you can give general goals, ie "defend me or clean house". Small creatures require a loan of 35 FP, Medium 45 FP, and Large 55 FP.


Moonlight Shards (Social)

Requirements

Ability Prerequisites: Divine Knowledge 90

Controlling Attribute: Cha 80

Fatigue Point Cost: 15 per use

Merit Point Cost: 650 (Recurring 130)

Through the use of this ability you are able cause the rays of moonlight to become crystalline shards. You may create 1 shard per every Charisma Modifier. Each shard does 2 points of damage. You may only cause the moonlight with 60' of you to become like shards. You may use this ability 1 per every 3 Charisma Modifier.


Mortal Bane (Social)

Requirements

Ability Prerequisite: Divine Knowledge 95

Controlling Attribute: Willpower 85

Fatigue Point Cost: 20 per use

Merit Point Cost: 950 (Recurring 240)

By means of this ability you may choose to add an additional damage to powers that cause damage when cast against mortal creatures (non-undead, non-celestial, non-demons, non-summoned, etc.). Powers that successfully cause damage gain your rank multiplied by 2 in bonus damage.


Plague Touch (Social)

Requirements

Ability Prerequisites: Divine Knowledge 85

Controlling Attribute: Cha 80

Fatigue Point Cost: 30 per use

Merit Point Cost: 750 (Recurring 190)

Through Plague Touch you are able to channel the gods of sickness and plague. You inflict a random disease with both melee and natural attacks. Opponents hit by you gain a Stamina check vs. TS 4 or be randomly infected with one of the following diseases: 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. You can use this ability once per day for one attack.


Radiant Shield (Social)

Requirements

Ability Prerequisites: Divine Knowledge (90)

Controlling Attribute: Cha 80

Fatigue Point Cost: 20 per use

Merit Point Cost: 1000 (Recurring 100)

Anytime that you use a shield bash technique with a shield created from nothing or powered by Fatigue Point spending (i.e Shadow Shield, Power Shield, Improved Power Shield) the shield bash gains the same effect as a blow from the Vested Power: Blinding Smite. This ability can be used three times per day and lasts for 3 phases per 25 Divine Knowledge.


Saints Cloak (Social)

Requirements

Ability Prerequisites: Divine Knowledge 85

Controlling Attribute: Charisma 90

Fatigue Point Cost: 25 per turn

Merit Point Cost: 500 (Recurring 100)

Through the use of this ability you are able to designate 1 being per 25 Divine Knowledge to be covered by a white luminous cloak that repels all attacks so long as the target(s) of the ability do not attack. This lasts for 1 turn and is usable three times per day.


Song of Distraction (Social)

Requirements

Ability Prerequisites: Bardic Music

Controlling Attribute: Charisma 90

Fatigue Point Cost: 10 per use

Merit Point Cost: 500 (Recurring 100)

By means of this ability you are able to use your Bardic Magic to channel sound that momentarily distracts a single target that is within 30' of you and that you can see. The target gains a Willpower check at a TS of 4 to ignore this song. Those that fail are distracted for one phase reducing their Physical Defense by 10 per 25 Entertainment (Instrument) that you have. This is considered a Move Action.


Speak with Dead (Social)

Requirements

Ability Prerequisites: Divine Knowledge 65

Controlling Attribute: Cha 85

Fatigue Point Cost: 30 per use

Merit Point Cost: 800 (Recurring 200)

By means of this ability you are able to speak with a dead being. This ability causes the dead creature to return to life for a brief moment gaining all its memories it had during its life. You must be able to speak with the being in its natural language. You may ask it any number of questions during the duration of the ability. The ability lasts for 1 turn per 25 Divine Knowledge, generally two questions per turn can be asked and answered. Once the ability has ended the dead being ceases to be alive. The dead being must be mostly intact and must have some way to communicate, a mouth is mostly like required. There is no limit to the amount of time a being has been dead.


Spurn Good (Social)

Requirements

Ability Prerequisite: Divine Presence, Divine Knowledge 75, Chanting 65, Must be Evil

Controlling Attribute: Charisma 85

Merit Point Cost: 800 (Recurring 200)

Once per day you are able to raise your voice to the vile gods as you chant in dark words, all those within 25' of you at the end of your chant must make a Willpower check at a TS of 4. Those that fail are dazed for d10 phases. This takes 5 phases to perform.


Stigmata (Social)

Requirements

Ability Prerequisites: Divine Knowledge 90

Controlling Attribute: Cha 85

Fatigue Point Cost: See Below

Merit Point Cost: 450 (Recurring 70)

By means of this ability you are able to increase your healing capacity from 2 points of healing to 4 points. However, for every 4 points healed using this ability you suffer a loss of 5 Fatigue Points. Each time that you use this ability non-damaging bleeding wounds open up on your palms, knees, ankles, and eyes.


Strength of Valor (Social)

Requirements

Ability Prerequisite: Iron Will

Controlling Attribute: Charisma 95

Merit Point Cost: 650 (Recurring 130)

You are able to influence your allies that are within 10' of you. Anytime that they must make a Magical or Divine Defense check they gain half your Charisma Modifier in bonus successes once per day.


Undeath (Social)

Requirements

Ability Prerequisites: Divine Knowledge 100

Controlling Attribute: Charisma 90

Fatigue Point Cost: 25 per turn

Merit Point Cost: 500 (Recurring 100)

Upon becoming battered you may call upon the powers of Negative Energy to harness the powers of undeath. During this state you cannot be killed all damage done to you is converted to 1/2 Fatigue Point damage. You can be vanquished as per a normal undead creature. This can be used three times per week and lasts for 1 hour.


Unholy Presence (Social)

Requirements

Ability Prerequisites: Divine Knowledge 100, Must Be Evil

Controlling Attribute: Charisma 85

Merit Point Cost: 1000 (Recurring 250)

You project an aura of unholiness causing all those within 5' per 5 ranks (max 30') of you to be filled with horror. Those within the area must make check vs. Wits at a TS of 5. Those that fail are cowed in your presence causing them to suffer two times your rank as a negative score to their skill attempts while in your presence.


Warrior's Inspiration (Social)

Requirements

Ability Prerequisites: Divine Knowledge 75

Controlling Attribute: Cha 80

Fatigue Point Cost: 15 per use

Merit Point Cost: 600 (Recurring 120)

The character can inspire his allies or discourage his foes, granting them +5 per 2 Charisma successes as bonus or penalty to all skill checks for the turn. Foes gain an opposed Willpower check to avoid negative effects. Targets can benefit from only one character at any one time. The bonuses last for 1 phase per two Charisma Modifier and can be used as a Move Action.


Will of Ages (Social)

Requirements

Ability Prerequisite: Fate Bender

Controlling Attribute: Willpower 95

Merit Point Cost: 650 (Recurring 130)

You gain your Charisma Modifier as bonus Successes to any Magical or Divine Checks once per day.


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