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Utility Powers

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Utility Powers Empty Re: Utility Powers

Post  Captain Peanut Butter Wed Dec 03, 2008 4:28 am


ADVANCE GOLEM
   Description: Your golem can be improved with additional work.
   Requires: Animate Pawn
   Mechanic: The first time you take this ability, you gain the ability to take any utility power noted as (Advanced Golem). Every additional time you take this ability, which can be taken a number of times equal to 1/3 your Magic modifier, rounded down, your golem gains 3 character points. These points can only be spent on Attack, Defense, Endurance, or Swiftness, and under normal circumstances, do not grant additional abilities.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 4:57 am


GOLEM SUIT
    Description: Your golem acts as a moving armor that obeys your commands.
    Requires: Animate Pawn, Advance Golem, small race such as fairy, goblin, gnome, or yaip.
    Mechanic: By spending 1 full turn, you can enter your golem via a built-in cockpit. Once inside, you are invulnerable to physical attacks so long as your golem still has hit points, and similarly invulnerable to damage-dealing magical attacks. Non-damage dealing magical attacks targeted against you cannot rely on being able to see or access your body, or they automatically fail. If your golem is reduced to 0 hit points, this ability, along with any other abilities invested in the golem, becomes useless until the golem is repaired in-game.

~@~



Last edited by Peanut Butter on Wed Dec 03, 2008 9:17 am; edited 1 time in total
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Post  Captain Peanut Butter Wed Dec 03, 2008 9:07 am


IMPROVED SKILLED GOLEM
    Description: Your golem can use ability slots more effectively.
    Requires: Animate Pawn, Advance Golem, 7th Level
    Mechanic: Your golem needs only two points in an attribute to purchase a new ability. The golem may fill newly opened slots as a normal character would on the next time you take Advance Golem.


~@~



Last edited by Peanut Butter on Wed Dec 03, 2008 9:17 am; edited 1 time in total
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Post  Captain Peanut Butter Wed Dec 03, 2008 9:09 am


LINKED GOLEM
    Description: You share a link with your golem, allowing you to share certain spells.
    Requires: Animate Pawn, Advance Golem
    Mechanic: Every time you take this ability, pick a magical healing ability, magical resistance, or movement mode that you have access to. From now on, when you use this ability on yourself, it is also used on the golem.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 9:13 am


MAGICAL GOLEM
    Description: Your golem can use magical attacks.
    Requires: Animate Pawn, Advance Golem, 10th Level
    Mechanic: You can now use the Advance Golem ability to increase your golem's Magic. Further, if your golem can take abilities, these abilities may be magical attacks. Your golem still cannot take utility powers.


~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 9:15 am


RESISTANT GOLEM
    Description: Your golem can use magical resistances.
    Requires: Animate Pawn, Advance Golem, 10th Level.
    Mechanic: You can now use the Advance Golem ability to increase your golem's Resistance. Further, if your golem can take abilities, these abilities may be magical resistances. Your golem still cannot take magical healing abilities.


~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 9:19 am


SKILLED GOLEM
    Description: Your golem can use ability slots.
    Requires: Animate Pawn, Advance Golem
    Mechanic: You may now give your golem abilities as if if were a character. However, a golem must spend four points in an attribute, instead of two, to gain a new ability.


~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 9:20 am


AWAKEN PAWN
    Description: You can grant a pawn sentience, making it self-aware and therefore able to develop new abilities.
    Requires: Animate Pawn, 5th Level
    Mechanic: When you execute this attack on the pawn of an opponent, the opponent must make a Resistance check against your Magic check or one of their pawns (your choice) becomes sentient, thereafter acting on its own will as a storyteller controlled NPC. If used on your own pawn, this ability works automatically. Once awakened, an undead retains whatever abilities it was given at the time of awakening, and is considered to be a 1st-level character. Like all characters, it may gain abilities and fill ability slots at its next level up. This ability only works one way; it cannot be used to rob an undead of its sentience, and only works on mindless undead, such as zombies and skeletons; using this ability will not make a sentient undead smarter. This ability can be used in combination with a physical attack once per turn, but not with any magical attacks in the same turn. This ability can be used at a range, as long as you can see your opponent.


~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 9:21 am


EMPOWERED
    Description: Now that you've been awakened, you can enhance yourself the way the necromancer used to enhance you.
    Requires: Must be an undead creature previously awakened by Awaken Pawn
    Mechanic: You may now take utility powers that require Animate Pawn as if you yourself had the ability. However, these powers will only work on you; they cannot be transferred to another pawn unless you take the Animate Pawn ability separately and create the pawn yourself. Using this ability is automatic.


~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 9:23 am


AWARENESS
    Description: With your keen eyes and ears, little gets past you.
    Mechanic: You gain a +4 bonus on Resistance checks against opponents trying to deceive you with the Silence and Stealth abilities.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 6:16 pm

Utility Powers Abilities_PsiBased

CONCENTRATION
    Description: Allows the user to focus their thoughts into their energies. As the user gains experience, and with it mental prowess, their energy becomes stronger.
    Requires: Telepathy
    Mechanic: You may add a bonus equal to 1/4 your level, rounded down, to your Magic modifier (minimum 1). This ability may be used twice per combat. This ability requires an entire turn to activate, and only lasts for the turn on which it is used. Although it increases the Magic modifier, this ability does not grant access to additional abilities while being used.

~@~


Last edited by Captain Peanut Butter on Tue Aug 11, 2009 1:15 am; edited 1 time in total
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Post  Captain Peanut Butter Wed Dec 03, 2008 6:18 pm


CONTINGENCY
    Description: You can alter an existing ability so it is executed whenever a specific trigger occurs.
    Mechanic: When you take this ability, you must select a single ability to combine it with. You must also choose a specific "trigger event" that will cause the ability to function with contingency, the specifics of which to be worked out between the player and storyteller. Once chosen, the combined ability and trigger event cannot be reversed. Whenever the trigger event occurs, the ability functions automatically, even if it is not the player's turn.


~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 6:19 pm


ENHANCE ARMOR
    Description: You can make your armor tougher than normal for a short time.
    Mechanic: During the turn you execute this ability, you gain a +4 bonus on Defense checks against physical attacks. This ability can be combined with any physical attacks in the same turn, but cannot be combined with any other magical attacks in the same turn.


~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 6:21 pm


ENHANCE MAGIC
    Description: You can make your magical attacks more powerful than normal for a short time.
    Mechanic: During the turn you execute this ability, you gain a +4 on all magical attacks. This ability can only be combined with one magical attack per turn, and cannot be combined with any physical attacks in the same turn.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 6:22 pm


ENHANCE RESISTANCE
    Description: You are better able to resist magical attacks than normal for a short time.
    Mechanic: During the turn you execute this ability, you gain a +4 bonus on Resistance checks against magical attacks. This ability can be combined with any magical attacks in the same turn, but cannot be combined with any other physical attacks in the same turn.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 6:24 pm


ENHANCE WEAPONS
    Description: You can make your weapons more powerful than normal for a short time.
    Mechanic: During the turn you execute this ability, you gain a +4 on all physical attacks. This ability can be combined with all physical attacks in the same turn, but cannot be combined with any other magical attacks in the same turn.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 6:25 pm


FAST ZOMBIE
    Description: Your zombies are faster than normal, taking enemies by surprise.
    Requires: Animate Pawn
    Mechanic: Zombies you create with the animate pawn ability can move and attack in the same turn. This ability must be combined with the Animate Pawn ability to be used, but is otherwise automatic.


~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 6:26 pm


ILLUSORY GUARDIAN
    Description: You can summon a quasi-real guardian to your aid
    Requires: World of Illusion, must complete Illusionist ability path.
    Mechanic: You must spend 1 turn to summon the guardian. Your guardian is considered to have a 6 in all attributes and be 1/2 your level for the purpose of calculating hit points. It can mimic any ability, but is subject to all the limitations of the Mimic ability. The guardian lasts for a number of turns equal to 1/4 your Magic modifier, rounded down. This ability requires World of Illusion to use.


~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 6:28 pm

Utility Powers Abilities_PsiBased

IMPEDE MAGIC
    Description: You can temporarily block magical abilities in others.
    Requires: Telepathy, 10th level
    Mechanic: Opponent must make a successful Resistance check against your Magic or be unable to use any magical attacks or utility powers in the next turn. This ability cannot be combined with any magical attacks in the same turn.

~@~




Last edited by Captain Peanut Butter on Fri Apr 17, 2009 6:29 pm; edited 2 times in total
Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 6:29 pm


INVISIBILITY
    Description: You can magically disappear. Though not the assassin's trick of choice, it can help a canny scout avoid detection.
    Mechanic: Upon activating this ability, you remain invisible to the naked eye for a number of turns equal to 1/2 your Magic modifier, rounded down. During this time, opponents must make a Resistance check against your Magic to detect you by sound; opponents with Awareness add their bonus onto this opposed roll, and if you have Silence, you may add the bonus from that ability. This ability immediately deactivates if you execute a physical or magical attack, but you may activate other abilities freely

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 6:32 pm


MAGICAL BRAND
    Description: By inscribing arcane insignias into your pawns upon creation, you imbue them with arcane powers.
    Requires: Animate Pawn and the desired damage-dealing magical attack to be granted
Mechanic: You may now imbue a creation made with the Animate Pawn ability with a single additional magical attack upon creation. This attack may be used separately or combined with the creature's available physical attacks as normal (the zombie is still restricted to a single action per turn) This ability must be combined with the Animate Pawn ability to be used, but is otherwise automatic.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 6:35 pm


RETURNING WEAPON
   Description: Your weapon magically returns like a boomerang.
   Requires: Any weapon-based physical attack, Throwing Arm
   Mechanic: When you throw your weapon using the Throwing Arm ability, it returns to you on the beginning of the next turn following the turn in which you threw it. This ability can only be used in combination with the selected physical attack, its combinable physical attack abilities, and one magical attack per turn, but is otherwise automatic.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 6:36 pm


SHAPESHIFT
    Description: You can alter your form, transforming into another creature.
    Mechanic: If you take no other actions for an entire turn, you transform into another creature, gaining its racial package in place of your own. You must meet the minimum attributes for any race you shapeshift into, or this ability fails.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 6:39 pm


STRENGTH OF AGES
    Description: Undead you create are tougher than normal.
    Requires: Animate Pawn
    Mechanic: Undead created with this ability gain 2 hit points more than their normal total. This ability may be taken multiple times. Each time this ability is taken, the number of additional hit points gained by all subsequently created undead increases by 2 (4, 6, 8, and so on). This ability does not actually increase the undead's Endurance, and is not factored into hit point totals based on level or maintaining abilities with Endurance. This ability must be combined with the Animate Pawn ability to be used, but is otherwise automatic.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 6:41 pm

Utility Powers Abilities_PsiBased

TELEKINESIS
    Description: Using the power of your mind, you can fling objects that normally can't be thrown, among other things.
    Mechanic: You can use physical and magical attacks that normally can only be used if the opponent is within reach at a range. This ability is taxing; it can only be combined with one physical or magical attack per turn, and is only usable a number of rounds in combat equal to 1/2 your Magic modifier, rounded down. This ability must be combined with a physical or magical attack to use, but is otherwise automatic.

~@~




Last edited by Captain Peanut Butter on Fri Apr 17, 2009 6:33 pm; edited 1 time in total
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Post  Captain Peanut Butter Wed Dec 03, 2008 6:42 pm

Utility Powers Abilities_PsiBased

TELEPATHY
    Description: You can communicate with others by thought alone.
    Mechanic: You may communicate by thought with any willing creature you have previously met; unwilling creatures may make a Resistance check against your Magic to resist. Additionally, any ability normally requiring you to speak or otherwise communicate using your senses can now by done by thought. Using this ability is otherwise automatic.

~@~




Last edited by Captain Peanut Butter on Fri Apr 17, 2009 6:34 pm; edited 1 time in total
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Post  Captain Peanut Butter Wed Dec 10, 2008 5:30 pm


BLAST STRUGGLE
    Description: You can oppose the magical attack of your opponent with one of your own, creating a battle of the blasts.
    Mechanic: When you are targeted by a damage-dealing magical attack, you may choose to oppose the Magic check of your opponent with a Magic check of your own, along with a magical attack of your choice, instead of a Resistance check. If you fail, you take damage as normal in addition to the damage of your own attack. If you succeed, the opponent takes the damage of your attack in addition to their own. Using this ability is otherwise automatic.

~@~

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Post  Captain Peanut Butter Tue Feb 24, 2009 4:17 am

ENLIGHTENED, OFFENSIVE
    Description: You have attained enlightenment. With your mystical insight, you are capable of seeing opponents for who they really are.
    Requires: Sixth Sense, 5th level, must have your third eye opened by training or an intense emotional experience (as deemed appropriate by the storyteller)
    Mechanic: If you spend time observing your opponent, taking no other actions, you glean information about them as follows;

      1st Round: The presence or absence of lifeforces in the immediate area. For the purpose of determining immediate area, consider this ability to be sight-based, even though it does not actually rely on sight. Note that a lifeforce is a living creature; automatons and undead cannot be sensed with this ability.

      2nd Round: The aura of all lifeforces in the immediate area (good or evil, based on the lifeforce’s intentions at the time of being sensed)

      3rd Round: The level of the strongest lifeforce in the immediate area.

      4th Round: The levels of all lifeforces in the immediate area.

      5th Round: The favored attack (or attack combo, as the case may be) of the strongest lifeforce in the immediate area.


~@~
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Post  Captain Peanut Butter Sat Jun 13, 2009 10:41 am

Utility Powers Abilities_SoundBased

UPBEAT MELODY
   Description: Your music inspires hope in the hearts of allies.
   Required Abilities: Silence, Sonic Attack
   Mechanic: While maintaining this ability, which you may do for a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier, rounded down, you grant all allies that can hear your music a +2 bonus on all Defense and Resistance checks. Opponents affected by Silence do not gain the benefits of this ability. This ability cannot be combined with any physical or magical attack in the same turn.

~@~


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Post  Captain Peanut Butter Thu Jun 25, 2009 2:08 am

VERSATILE GOLEM
   Description: Most golem pawns crated by the same master look and act exactly the same. Your golems are specialists.
   Requires: Animate Pawn, Advance Golem
   Mechanic: The points you gain from Advance Golem can be tracked separately for specific pawns. Similarly, you can choose to apply or not apply any ability that would improve your golem as you see fit. Even if a customized golem falls in battle due to loss of hit points or duration expiring, you can still choose to re-summon that particular pawn in a later battle, although you may not summon the same customized golem in the same battle. Although you may chose how to spend the point totals for each golem from points collected by taking Advance Golem, the point totals for all your golems remain universal. Using this ability requires Animate Pawn, but is otherwise automatic.

~@~


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Post  Captain Peanut Butter Tue Aug 11, 2009 1:18 am

Utility Powers Abilities_MindAltering

CONTEST OF WILLS
    Description: Your will is strong. Very strong.
    Mechanic: When you are targeted by a mind-altering magical attack, you may choose to oppose the Magic check of your opponent with a Magic check of your own, along with a mind-altering magical attack of your choice, instead of a Resistance check. If you fail, you are affected as normal in addition to the effects of your own attack. If you succeed, the opponent is affected by your attack in addition to their own. Using this ability is otherwise automatic.

~@~
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Post  Captain Peanut Butter Wed Oct 14, 2009 1:18 am

GRANT ENHANCE ARMOR
   Description: You may endow others with supernatural agility.
   Requires: Enhance Armor
   Mechanic: You may grant another the benefits of Enhance Armor for a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier, rounded down. This ability may only be used on a number of targets equal to your level. Using this ability is automatic.

~@~
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Post  Captain Peanut Butter Wed Oct 14, 2009 1:20 am

GRANT ENHANCE MAGIC
   Description: You may endow others with supernatural power.
   Requires: Enhance Magic
   Mechanic: You may grant another the benefits of Enhance Magic for a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier, rounded down. This ability may only be used on a number of targets equal to your level. Using this ability is automatic.

~@~
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Post  Captain Peanut Butter Wed Oct 14, 2009 1:21 am

GRANT ENHANCE RESISTANCE
   Description: You may endow others with supernatural resilience.
   Requires: Enhance Resistance
   Mechanic: You may grant another the benefits of Enhance Resistance for a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier, rounded down. This ability may only be used on a number of targets equal to your level. Using this ability is automatic.

~@~
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Post  Captain Peanut Butter Wed Oct 14, 2009 1:22 am

GRANT ENHANCE WEAPONS
   Description: You may endow others with supernatural strength.
   Requires: Enhance Weapons
   Mechanic: You may grant another the benefits of Enhance Weapons for a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier, rounded down. This ability may only be used on a number of targets equal to your level. Using this ability is automatic.

~@~
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Post  Captain Peanut Butter Sat Oct 24, 2009 3:03 am

CHARGED ATTACK
    Description: When you can charge your magic with latent energy, patience really is a virtue.
    Mechanic: Choose any damage-dealing magical attack. For each round you hold your attack, you gain a cumulative +1 bonus on all Magic rolls with this attack. The bonus is lost the moment you attack and must be regained anew for each attack. You may gain this ability separately for each damage-dealing magical attack you have access to. If you take this ability more than once for the same attack, your bonus from holding your attack is multiplied by the number of times you have taken it (for example, Charged Attack (Lightning Attack) taken 3 times would grant a +3 bonus each round the attack is held). This ability can only be combined with the magical attack selected in the same turn under normal circumstances and is otherwise automatic.

~@~
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Post  Miss Mustard Fri Jan 01, 2010 7:10 am

Utility Powers Abilities_PsiBased

PRECOGNITION
   Description: You see a fraction of a second into the future.
   Mechanic: +1 to all Defense, Resistance, and Swiftness rolls.

~@~


Last edited by Miss Mustard on Fri Jan 01, 2010 8:26 am; edited 1 time in total
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Utility Powers Empty Re: Utility Powers

Post  Miss Mustard Fri Jan 01, 2010 7:11 am

Utility Powers Abilities_PsiBased

IMPROVED PRECOGNITION
   Description: You have flashes of insight.
   Requires: Precognition, 5th Level
   Mechanic: Once per game session, you can ask a question of the storyteller that they are obligated to answer, but may make his answer as short as he wishes or as vague.

~@~


Last edited by Miss Mustard on Sat Apr 03, 2010 9:58 pm; edited 2 times in total
Miss Mustard
Miss Mustard
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Utility Powers Empty Re: Utility Powers

Post  Miss Mustard Fri Jan 01, 2010 7:12 am

Utility Powers Abilities_PsiBased

DEEP TELEPATHY
   Description: Your ability to communicate mentally improves, making you capable of two way communication. In addition, if you take the time, you may read more of the subject's mind then just their responses.
   Requires: Telepathy
   Mechanic: Telepathy now allows for two way communication. In addition, you may make a Magic roll to read the thoughts, both past and present, of a target. You may use this ability at range as long as you can see your target.

~@~
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Utility Powers Empty Re: Utility Powers

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