Jump to content

Warrior/Rogue special abilities


Mr. R

Recommended Posts

I am compiling a list of special abilities for (mostly ) warriors and rogues.  Most I found on the sight of M. Shrike, and I made a list.  But if you can think of any others that you have used in your game, please add!

 

Quote

2 Load Bearing: +6 STR; No Figured (-1/2), Only for Encumbrance Purposes (-1 1/2)

2 Strength of Will: +5 STR (5 Active Points); Requires An EGO Roll (-1), No Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2)

2 Weapon Strength: +4 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2)

10 Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack  (Trigger: when current opponent is killed in battle and there is another opponent  in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs 1 END to use; Note: takes a Half Phase Action to "Reset Trigger"

20 Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent  in HtH Range attack that opponent; Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +1/2) for up to 60 Active Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use;  Note: Trigger resets automatically after an opponent is slain; the character has no choice about using the ability -- if there is an opponent in HtH range they must attack them and further if there are multiple opponents the GM can decide which is attacked based upon events in play.

4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)

4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Heavy Armor (-1/2)

6 Passive Blocking: +3 DCV; OIF: Weapon of Opportunity (-1/2), vs HtH Only (-1)

5 Frightening Intensity: +10 PRE; Offensive Use Only (-1)

5 Fearless: +10 PRE; Defensive Use Only (-1)

5 Behemoth Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)

10 Behemoth Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)

4 Tough: Damage Resistance 4 PD/4 ED

2 Heavy: Knockback Resistance -1"

10 Precision: Find Weakness 11-: One Attack (choose)

5 Active Shield Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield; -1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END per Phase

4 Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima of Bows (-1)

5 Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)

15 Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls (-1)

15 Adept: +3 with DEX Based Skills

15 Improved Lightning Reflexes: +10 with All Actions

10 Me First!: Lightning Reflexes: +3 DEX to act first with All Actions

30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4)

25 Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range

2 *Sense Traps: Add Sense to above: +2 points

23 Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time (+1/4), Reduced Endurance 0 END (+1/2) (105 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Required Hands Two-Handed (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), No Range (-1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll -1/2)

15 Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)

15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10)

10 Advanced Climb Walls: Clinging (+15 STR) (15 Active Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)

36 Deflect Arrow Slot: Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target ; Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)

10 Missed Me!: Missile Deflection (Arrows, Slings, Etc.)

+20 It's All In The Reflexes: Add Reflection to Deflect Arrows

4 Slow Fall: Gliding 10" (10 Active Points); Only in contact with Vertical Surface (-1/2), Only to prevent falling damage (-1/2), No Noncombat Movement (-1/4)

10 Cast In Relative Safety: +3 DCV; Only When Casting A Spell In Combat Conditions (-1/2)

 

10 Last Gasp: Healing STUN 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger; Reduced To Negative BODY; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); 1 Charge (-2), Self Only (-1/2)

10 I Ain't Tired Yet: +12 END and I'll Be Good In A Few: +2 REC

5 Have My Cake And Eat It Too: +3 with DCV (15 Active Points); OAF (Shield; -1), Only When Using Shield To Bash (-1)

4 You Should Buy Fantasy HERO: Rapid Archery Talent

8 You Should Buy Fantasy HERO: Combat Shooting

7 Here Comes The Cavalry: Deadly Blow: +1d6 (when Charging On Horseback)

10 Kill Them...Kill Them ALL!!!!: +5 OCV with Sweep {allows four strikes with almost no penalty}

 

 

Link to comment
Share on other sites

4 hours ago, Khymeria said:

That’s a lot to read. Might get more response if you bold and italicize some bits. I am looking it over to add a few from my game, but it’s a chore. Thanks though, the effort is solid for conversation. 

OK   I'll go through it and organize it for ease of reading!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...