Joke Abilities
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Joke Abilities
As the name implies, these abilities are intended for humor purposes only, and only allowed in the game with storyteller approval.
Boo!
Distraction
Just That Good Attack
Turn Tail
You Can't Beat Me
Last edited by Captain Peanut Butter on Fri Apr 03, 2009 2:33 am; edited 10 times in total
Re: Joke Abilities
JUST THAT GOOD ATTACK (PHYSICAL ATTACK)
Description: When you draw your weapon, intense theme music plays and everyone not important enough to be in the credits knows it’s time to get stomped.
Requires: 5th level, must have completed the Fighter ability path
Mechanic: All enemies below your level immediately stop what they are doing and attempt to mindlessly attack you at their nearest opportunity. Furthermore, for every opponent you’ve slain so far this adventure, you gain a +1 bonus on all Attack and Defense rolls. Using this ability is automatic.
Re: Joke Abilities
YOU CAN‘T BEAT ME (PHYSICAL DEFENSE)
Description: Against a specific opponent in combat, you’re maddeningly hard to kill.
Mechanic: Choose an opponent at the beginning of combat. This opponent cannot be rechosen for the remainder of combat. If that opponent, and only that opponent, manages to knock you down to 0 hp, you immediately are restored to your normal hit point total for a number of times equal to 1/4 your level (minimum 1) rounded down. Using this ability is automatic.
Re: Joke Abilities
BOO! (MAGICAL ATTACK)
Description: You know what scares people.
Mechanic: When you execute this ability, roll 1d100. There is a 50% chance you will turn into whatever scares your opponent the most (very useful if the opponent has a phobia!), but there is also a 50% chance you will turn into something the opponent finds irresistibly cute (treat as a philia). This ability cannot be combined with any physical or magical attack in the same turn. You may use this ability at a range, as long as you can see your opponent.
Re: Joke Abilities
DISTRACTION (UTILITY POWER)
Description: For those times when you need one.
Mechanic: When you execute this ability, opponents must make a Resistance check against your Magic or be unable to attack you that turn as they are distracted by a bizarre illusion you craft, potentially giving you time to flee. Opponents may defend themselves as normal, and this ability fails if you attack an opponent while they are distracted. This ability may not be combined with any physical or magical attack in the same turn. You may use this ability at a range, as long as you can see your opponent.
Re: Joke Abilities
TURN TAIL (MOVEMENT MODE)
Description: Some guys stick around and fight to the bitter end, soaring to the heavens in glory for their noble sacrifice. You aren’t one of those guys.
Mechanic: You gain a +4 bonus on all Swiftness checks to flee battle.
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