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Posted: Tue Jul 07, 2015 5:55 pm
whether venting their power, accessing their in born gifts or using excessively advanced technologies; buffs, debuffs, fire, lighting, ice, flesh, or the sanguine river. All the "Magic" like abilities shared across all races even if most of such are severely restricted to the individual races, there is a variance of technologies that all races or at least most races can use.
Shaman powers
Redwash (Flushed with Shardan energy +1 attack 2d4. If used more than once in a row will cost 2 health)
Ancestor's call (OoC Sits and meditates requesting knowledge from the ancients, also grants a +5 wis for 4 turns/minutes)
Astroprojection (OoC, leaves body to inspect other areas before returning - 3 wis for three turns/minutes
Sanguine mist (Shardan energy mist, all enemies receive -2 dex -2 con)
Adept powers
Telekinetic wrath (throws enemy for 3d4 4 turn cooldown)
Fear (enemy rolls for a fear check, 5 turn cooldown)
Domination (15-19 enemy is stunned, 20 enemy fights for player and dies afterwards)
Flesh arts (closer range 1d4 healing 1 turn cooldown or 1d6 damage -2 dex -2 con -2 str 4 turn cooldown )
Elemental arts
Tech mage powers
Toss (2d6 4 turn cooldown)
high yield plasma (1d10 and 1d4 until extinguished, can be used to get through doors)
Hack (15-20 controls droids or turrets. 10-20 opens doors and unlocks computers)
Nanite swarm (1d4 to all enemies,3 turn cooldown)
Overwhelming defense (Increases AC by 5 for 2 turns one turn cooldown)
Elemental arts
Human Tech
Tech armor (+10 health 2 turns, 3 turn cooldown)
Plasma grenade (1d10 all enemies at mid range enemies get thrown. only usable once per fight)
Repair (can repair doors, weapons, gadgets, all mechanical things.)
Universal
Pinpoint burst (2d4 enemy gets -2 AC 2 turn cooldown)
Burn (melts through anything and can be added to melee strike for a 1d4 burn until put out or foe dies)
Premonition (sustained -2 wis +2 to dex modifier rolls, damage interrupts)
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Posted: Tue Jul 07, 2015 9:06 pm
Elemental arts the elements are split apart and allow for an additional d20 roll to determine an extra elemental effect IF the foe is hit.
fire, 15-20 gives 1d4 burn until foe dies or extinguished ice, 15-20 gives -3 dex Lightning, 15-20 stuns for 1 turn
Light 1d4 one turn cooldown Medium 2d4 Two turn cooldown Heavy 3d4 Three turn cooldown Last stand 3d8 Cone AOE Reduces HP to 0
each element is its own power you have to spend your power points on each ability. Their cooldowns are NOT shared
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