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Croaker 10th of March, 2010 05:55

Particular Strengths
 
Naming
  • The power to call upon the True Names of all things.
  • It requires you to call upon the thing being Named and recite the entirety of their true name. It can be very dramatic, and often involves flashy effects.
  • It has to be used directly. For NPCs, it's good for action.
  • Significance 1: it's potent.
  • Its die is a d10.
Sympathy
  • The power to affect the energy of the world; transferring heat between objects.
  • It requires you to have a link to the thing being affected; a piece of it, a facsimile, etc. Quiet incantations are required to focus the mind; nothing flashy (though the effects themselves can be quite flashy).
  • It has to be used covertly. For NPCs, it's good for action.
  • Significance 1: it's far-reaching. You can use it to affect things across the world, so long as you have a sufficient link.
  • Its die is a d8.
Sheld Family Amulet
  • A small golden amulet with a brilliant emerald at its center.
  • It grants the wearer increased understanding of the workings of spells, if they have some innate magical sensitivity.
  • It has to be used for yourself. For NPCs, it's good for action.
  • Significance 1: it's unique. No one else may have it listed on their sheet.
  • Its die is a d8.
Iraj's Shortsword
  • A short sword, plain and serviceable with a worn hilt, even more of a veteran than Iraj
  • It requires that you have the sword on your person and the opportunity to use it.
  • It has to be used with violence. For NPCs, it's good for action.
  • Significance 1: it's consequential. When used, it threatens directly and self-protection above all other forms.
  • Its die is a d8.
Perfect Memory
  • The ability to perfectly recall anything a person has experienced in their lifetime.
  • It requires that you take a few seconds of uninterrupted concentration to "find" a particular memory. Alternatively you can "prep" a memory in advance (say in preparation for a performance).
  • It has to be used for others or for yourself. For NPCs, it's good for action.
  • Significance 1: it's broad. It can be used for yourself.
  • Its die is a d8.
Possessed
  • The character in question is possessed by a powerful demon or spirit, and receives boons from said entity.
  • It requires that you willingly make a deal with the entity in question. You must offer your body up to draw power from the entity in return.
  • It has to be used With Violence. For NPCs, it's good for action.
  • Significance 1: It's potent.
  • Its die is a d10.
Command
  • A natural born leader, this character's words and gestures motivate others into obeying their orders, so long as they are within reason.
  • It requires that you are capable of speech and that those commanded can understand
  • It must be used Directly or For Others. For NPCs it's good for Action.
  • Significance 1. It's Broad.
  • Its die is a d8.
Symbols of Office (Waystone Province)
  • These are the items that symbolize the authority vested in the bearer by the Realm. Each province has its own symbols, and they are all unique. Waystone's symbols are the key, crown, and sword.
  • It requires that the character bear or display the symbol(s) and verbally invoke their authority.
  • It must be used For Others. For NPCs it's good for maneuvering.
  • Significance 1. It's unique.
  • Its die is a d8.
Hakken Raiders
  • This is a group of Hakken raiders under the command of the character.
  • It requires that the you be capable of communicating orders to the raiders.
  • It must be used With Violence. For NPCs it's good for Action.
  • Significance 1. It's far-reaching. You can send the raiders out to do harm without you.
  • Its die is a d8.
Summoning
  • This is the ability to summon all manner of magical beings, from ghosts and spirits and the undead all the way to elementals, demons, and devils.
  • It requires that you be capable of speech.
  • It must be used Directly or For Myself. For NPCs it's good for Action.
  • Significance 1. It's Broad.
  • It's die is a d8.

AoM 1st of September, 2010 07:36

Massive
  • A trait indicating extreme size and physical strength.
  • It grants the user increased influence during physical feats.
  • It requires the user to be able to physically touch a target if used offensively.
  • It must be used Directly. For NPCs it's good for Self-Protection.
  • Significance 1: It's Potent
  • It's die is a d10.
Soul Catcher
  • The power to contain the soul of the newly dead and bind it within another corpse, now animated under the user's control. Victims' souls are overwhelmed with an alien desire to serve.
  • It requires that the user ritually prepare a corpse to receive the soul prior to its release. The preparation ritual takes an hour, and requires a ritual knife, which must also be used to kill the victim intended to be contained.
  • It has to be used With Violence. For NPCs it's good for Action.
  • Significance 1: It's consequential. It threatens For Myself and Maneuvering.
  • Its die is a d8.
Witch's Hex
  • The power to curse someone or something with a non-lethal (at least not directly) malady.
  • It requires that user immediately ages seven times the length of time that a person or place is held under the hex, and that this time limit be set at the time of casting. The caster may undo the hex at anytime, but doing so will not recoup the time aged.
  • It has to be used Covertly. For NPCs it's good for Action.
  • Singficance 1: It's Far Reaching. The Hex can affect anything the caster has seen or been in contact with before.
  • Its die is a d8.
The Key
  • This power refers to Kimya's purpose. It will allow her to fulfill or deny the prophecy.
  • It requires that Kimya be holding the sacred orb of the Alim Drati.
  • It has to be used Directly. For NPCs it's good for Action.
  • Significance 1: It's unique. Only Kimya may unluck the orb's true purpose.
  • It's die is a d8.
Consume
This is the ability to force the possessed to devour all in its path, even those things that that normally would not be affected in the material world. The possessed person's mouth opens wider that seemingly possible, turning into a great fanged maw.
  • It requires that you be able to attack another.
  • It must be used With Violence. For NPCs it's good for Action.
  • Significance 1. It's Far-Reaching in that it can affect both corporeal and spiritual matter.
  • It's die is a d8.
Warding
  • This power encompasses protection against spiritual and magical power. It is purely defensive and is indiscriminate - it will nullify benevolent forces as well as malicious.
  • It requires a time-consuming process of glyph making - either carving the glyphes into inanimate objects or tatooing them onto the flesh of a person or beast.
  • It may be used For Others or For Myself. For NPCs it's good for Self Protection.
  • Significance 1: It's Broad.
  • It's die is a d8.
Devil Bone Casting
  • This is a power of limited prescience, involving the casting and reading of the bones of a demon's dead avatar. The bones will never give a complete answer, but will always be truthful with what they do tell.
  • It requires the bones of a devil, and that the invoker have knowledge of how to interpret the divination.
  • I must be used Directly. For NPCs it's good for Action.
  • Significance 1: It's Potent.
  • It's die is a d10.


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