Accessory-Break
This attack seeks to destroy the accessories an opponent may be using. If they have no accessories equipped, the action is wasted entirely, but the fighter becomes aware of this fact. If there are accessories present, a random one becomes the target. Make the check, and the victim should do a +resist. If the check beats the +resist, the item is destroyed.
Classes: Fighter
Accumulate
Used as an action, you gain Accumulate/5 strength for the remainder of the scene.
Classes: Fighter
Adrenaline
The ability to control one's natural bursts of pure energy, as well as the ability to harness them to their fullest potential. When activated (using an action), the user decides whether they would like strength or speed. In the case of strength, they may spend 1 MP to provide +1 successes to their next strength-based check. Up to Adrenaline / 5 may be spent this way per use of this special for the rest of the scene, or until Adrenaline is conciously deactivated using an action. If used for speed, the user spends 3 MP and gains Haste successes equal to their rating in Adrenaline / 5. This Haste state can be purposefully deactivated without using an action. One cannot have both aspects of this special active simultaneously, under any circumstances.
Classes: Fighter and Rogue and Monster
Aero
EFFECT COMPONENT: An impressive spell that washes over the battlefield in a wild flurry of slashing winds. Anyone in the spell's area of effect who is not completely immune to Air Element damage will lose one Health level and 90% of thier HP (round up, unsoakable) from thier next Health Level as the winds carve them apart. A +resist/stamina against the status resist of the spell will, if successful, reduce the HP loss to 40% of their current HP (round up, unsoakable) in thier current Health level only. Note: this includes the user and the user's allies, if either/both are in the spell's area-of-effect. If used in mass combat, this spell will affect the casting unit and those immediately north, south, east, and west of it.
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 20 - 5 - -1
Aero-Spark
SUMMON COMPONENT: This spell calls forth the lesser spirit of lightning, patron of Travellers, Explorers, and mythical beasts, Ixion. When summoned, Ixion will appear and inundate the battlefield with a storm of lightning, dealing Lightning-element damage to the spell's target(s) while leaving allies and non-combatants/non-targets unscathed. This spell can target 1 enemy per 5 points in Aero-Spark, to a maximum of 5 targets.
Classes: Caller
Shock - Casting Time - Damage: 6 - 6 - 5.75
Agility
You are especially agile. So long as the weight of your armor remains under half your allowed amount, your physical resistance is increased by half your agility score% as you roll with blows.
Classes: Fighter
Aim
For every 7 points of Aim, the character may add a success to any ranged hit check, this success does NOT carry over to damage.
Classes: Rogue
Air-Affinity
This special skill makes the character more aligned to the element of Air. This special skill will counter Earth-Affinity on a one on one basis. When dealing with Air or Wind, either offensively or defensively, the character may add Air-affinity to their check. When dealing with Earth, or Gravity, offensively or defensively, they must take Air-Affinity away from their check. Such affinities may be noticed by Arcana/Awareness.
Classes: Monster and Mage
Air-Lance
Some fighters learn to channel the vacuum and wake caused by their attacks, using the force of this unseen flow to unbalance their opponents. Declared as an attack, the character makes a standard attack check. However, no damage is dealt. If the attack lands succesfully, the victim's base difficulty rises by +1 per 6 pts of Air-Lance on all actions until the end of the turn. While this attack is accessible with any weapon, using a polearm reaps the best result allowing this attack to be used on a target up to Air-Lance feet away.
Classes: Fighter
Air-Summon
This special caller potential skill allows one to approach Air class spirits and beseech them for a chance to form a pact and later summon them for their aid.
Classes: Caller
Air-Walk
Any time a wielder of this special skill comes into a 'random' confrontation while in an Air like environment, they may opt to make an Air-walk check. If at least 2 succs are scored, the encounter is averted(Subject to judges discretion).
Classes: Monster
Alchemy
An increased skill in employing various chemicals, tinctures, and other such items. In system terms, you will gain an increased benefit when you +drink/use/quaff an item than anyone else. The higher your rating in Alchemy, the greater the increase.
Classes: Mundane
Amaze-People
EFFECT COMPONENT: When added to a spell, everyone in visual range of the spell wills top at least for a moment to 'ohhh' and 'ahhh', and otherwise show how amazed they are(clapping, cheering), this does not effect initiative as even the caster is caught up in things.
Classes: Mage and Rogue
Shock - Casting Time - Damage: 1 - 0 - -0.1
Ambush
Used whenever a surprise situation may come up for the character possesing this skill, anyone not matching or beating the succs scored with a counter roll of Perception+Alertness+Alertness/Ambush will lose 1000 ATB charge. Those who make the check are still surprised, but may act at +3 difficulty for their first action.
Classes: Rogue and Monster
Animal Call
Used to call local animals for aid. Every success implies a more powerful or more plentiful number of animals. Every success is worth three hitpoints, with a base of 80 and a base rolling pool of five per succ. For example. If 4 successes were rolled, you could have one animal with 92 hitpoints and a 20 to roll for any action it may take, or two animals with 10, etc.. Empathy/Animals helps in communicating desires to the creatures beyond just defending the caster. The animals will remain until they lose their scuffed health level. The moment they reach bashed or worse, they flee from whence they came.
Classes: Monster, Rogue, Mage
Animate Object
EFFECT COMPONENT:Imbuing a normally inanimate object with life, the target, for the duration of the spell, may move around in a manner appropriate for the object. Books will waddle, tables will walk along on all fours, and dolls will move as people. All animated objects move at 20 feet per round or less. If attacking or slamming into something, they can be considered to have twice as much strength as successes in the spell chain that spawned them and an equal amount of martial arts. Objects with hands can use weapons, but forgo the martial arts bonus. Objects are not protected from harm in any way by this spell. At the end of the duration, they will simply cease movement, freezing in their tracks.
Classes: Mage
Shock - Casting Time - Damage: 5 - 2.5 - 0.1
Animate-Dead
EFFECT COMPONENT: Working with a corpse that is no more than Animate-Dead weeks old (Animate-dead months old if working with a completely cleaned skeleton), the spell will cause the corpse/skeleton to raise up and follow the caster's orders as best as it can. Skeletons have an 'action' pool of Animate-Dead, and as many HPs as 50 + Animate-Dead / 2 (after level adjusting, round decimals down). Zombies (those created from fresher corpses) have a lower action pool of Animate-Dead / 2, and can only move at half normal speed, but have a higher HP of 75 + Animate-Dead (after level adjusting). The 'Action Pool' is used whenever a primary stat is called for in any roll. For basic skills: If, in its living form, it would have known it, assume 10; otherwise assume 0. Judge is allowed to rule higher or lower as appropriate.
Classes: Mage
Shock - Casting Time - Damage: 4 - 4 -
Any-Magic
Any-Magic allows a mage very limited innate access to any spell components they don't actually know. Any-Magic can be substituted, point for point, for any Magical Component that the Mage -does not- have on his sheet. Any-Magic adds no points to Spell Components that the mage already knows, even if the component on the Mage's sheet is lower than what Any-Magic would give them access to. Any-Magic also has absolutely no effect on helping a mage learn any Spell Component. Finally, Any-Magic cannot be used to grant substitute Component Points in studied Spell Chains.
Classes: Mage
Apply-Poison
The character can turn their blood into a thick sticky venom. By causing a small cut and allowing it to run over a weapon, they can allow it to potentially inflict this poison on someone else. Anyone drinking from a character with this special skill immediately suffers half their rating in this special skill in damage without soak, but only once per day. If they drink further on the same day, no more damage is inflicted. Weapons so annointed inflict Apply-Poison more damage than usual and if a victim takes more than 20 damage from any hit, gains the [Poison] Status. The poison coating lasts only for the combat scene, or until someone is poisoned. The character must sacrifice 1d5(+dice 1d5) times 5 HP to employ this special skill and it requires a full action. Pioneered in the month Ramuh, 1003 by someone who'd rather not be known for obvious reasons.
Classes: Rogue
Appraise
If the user has a higher or equal rating in Appraise than the target's Perception, they can get a completely accurate reading of the target's current gil.
Classes: Rogue
Aptitude
Some people excell in a learning environment, sucking up information as it is told to them or as they read it from a book. Aptitude makes a character do just that, allowing them to learn Aptitude x1.5% faster than normal when in a classroom, studying from a book, or being mentored by someone. Note that this does not incease your speed for pioneering new Specials, nor does it lower the XP costs of Specials or Skills.
Classes: Mundane
Arcane Blade Dance
Wielding a weapon with one hand, and the might of the universe in the other, a red mage seperates himself from the more sheltered mages, with the exception of perhaps the wilderness hardened geomancer. With a willpower+Arcane Blade Dance vs 18 check, the red mage can effectively dual wield melee and magic. On a failed roll, the magic cannot be attempted. In either event, the melee attack is at +2 difficulty(+diff 2 before attacking). The spell is done at +diff 4. The spell can be of any casting time, but if of a casting time of one round or more, additional rolls will be required for each round or the spell will fail and mp be wasted.
Classes: Mage
Archetype-Summon
This special caller potential skill allows one to approach Archetype class spirits and beseech them for a chance to form a pact and later summon them for their aid.
Classes: Caller
Arm Potential
You have undergone extensive training in soul synchronization, you are better at using ARM and Magitech devices. You have your rating in a percentage chance to use a magitech item not made for You(No reroll), enjoy a -1 difficulty per 10 points in activating magitech that IS attuned to you, and ARMs will fall into a higher level of synch as you gain points in this ability.
Classes: Mage, Mundane, Acolyte, Rogue, Fighter
Arm-Aim
A shot charged with supernatural energies that seeks a target's arms, restricting their movement. The user attacks as normal and the attack can be defended as normal, but the attack deals no damage. If the attack manages to hit, the target is put at a success penalty of Arm-Aim/2.1 (round results down) to all checks involving the use of their arms until the end of the target's next Turn. Before making the initial attack check, the user may spend 1 MP to extend the duration of the effect by one Turn, but they cannot spend more than Perception/5 MP on any given attempt. If the target has more than one pair of arms, the success penalty is halved. This effect is not cumulative.
Classes: Rogue
Armor
Natural armor such as shells, scales, or exo-skeletons. This Special grants AC equal to its rating. This AC is cumulative with Toughen, and can be used in combination with Armor2. If a character's rating in Armor is greater than their Stamina, reduce their rating in Armor to make them equal. Cannot be used with artificial armor of any kind, except Shields and Rings. Users of armor/armor2 should +molt to grow in their hide(And can have the hide entered into their armor list imbued like regular armor!)
Classes: Monster
Armor of Tranquility
Acolytes are well known for their ability to bless the armor they carry and those of others. By spending 10mp and a +check Armor of Tranquility+Arcana+Arcana/Enchantments the acolyte can add the successes shown to the resistance of their armor vs all status effects. This effect is an armor enchantment, any acolyte can only have one armor enchantment active at a time. This special costs 5mp per turn to upkeep the enchantment.
Classes: Acolyte
Armor-Break
This attack seeks to destroy the armor an opponent may be using. If they have no armor equipped, the action is wasted entirely, but the fighter becomes aware of this fact. If there is armor present, a random one becomes the target. Make the check, and the victim should do a +resist. If the check beats the +resist, the armor is wrecked and cannot be used until repaired.
Classes: Fighter
Armor2
Not usable with artificial armor of ANY kind except Shields and Rings, this talent gives the user a natural armor. When soaking, this Special stacks with Toughen and Armor to provide even more physical soak.
Classes: Monster
Ashes To Ashes
Calling upon the purity of the All Father, the Paragon drives his weapon into an undead creature, instantly rendering it's body to ash. Declare the use of this Special and pay 10 MP, then +attack (which may be defended against as normal by the target). If the attack successfully hits, the undead creature must +resist/willpower vs. (Ashes To Ashes / 2). Failure to successfully resist results in the undead creature's immediate and complete destruction (If used against a PC Undead Creature, this equates to the immediate loss of 2 Health Levels). If successfully resisted, then the attack deals only it's listed damage as normal, after soak/defensive adjustments. This ability requires the use of a Melee weapon, and cannot be performed with Ranged weapons or via unarmed (Brawl) attacks. Ashes To Ashes cannot be used in combination with other Attack Specials.
Classes: Acolyte
Asphyxiate
EFFECT COMPONENT: This component robs the victim of air, creating a vacuum in their throat or whatever device/organ they use to make sounds with. The damage inflicted by this component is 1/round due to being unable to breath. If the victim fails a stamina resist vs the spell chain's status inflict number, they are also [Mute]ed for the duration of the spell. If not, they can still rasp things out, but all spells are at half affectiveness. This component was pioneered by the Venom Cult, sometime in the year 1003, or at least, that is when it was first seen.
Classes: Mage and Rogue and Shade
Shock - Casting Time - Damage: 3 - 2 -
Assimilate
This one time use special skill allows a blue mage to gain one monster profession, ANY one monster profession. A monster that already posesses the job must be studied and worked with for as many weeks as the tier level of the job to be gained. The characters rating in this special must be 5 X that level. After that time, this special becomes useless for ever more, but the blue mage gains the job.
Classes: Mage
Athletic-Prowess
Some athletes have become so adept at their sport, that they can use the game device(Balls) as rather effective weapon. The roll to use the ball is +check Dex+Ranged+Ranged/balls. The ability also allows the user to somehow tweak the ball to act like a boomerang, and return to them... So after every attack one must roll dex+athletics+athletics/catching, to retrieve it properly. The ball can be, thrown or kicked... and in return caught in your hands, or with your foot.
Classes: Mundane
Atma Bomb
SUMMON COMPONENT: This ability summons forth the legendary Atma Weapon. Once arrived, Atma Weapon charges up and releases a non-elemental energy shot upon the caster's foes, which explodes violently, inflicting damage on everyone and everything within the blast area, which is an AoE of (Atma Bomb / 5). Once Atma Weapon has released the blast, it fades back to whence it came.
Classes: Caller
Shock - Casting Time - Damage: 16 - 15 - 14.5
attune
After studying a monster or non monster for an entire round(And taking no action save defensive ones(And no offensive spells cast in a defensive action either)), the blue mage can utilize ANY special or component their target has. Use the rating in Attune, or the targets rating, whichever is lower. 'Permenant' specials, suce as Toughen, Raise-Hp, and others, can be activated, one at a time, with an action. Such activations tend to have physical effects(Growing armored plates, getting bigger, etc.). Unlike their targets, blue mages DO have to use targetting components to utilize borrowed spell components. All gained abilities/specials/components fade away at the end of the scene.
Classes: Mage
Aura-Barrier
Aura-Barrier allows a character to channel their will into a defense against non-physical attacks. In system terms, a character with a Magery of 5 or less may add Aura-Barrier to soaking all magic damage they recieve. If their rating in Aura-Barrier is greater than their Willpower, reduce the rating to be equal.
Classes: Fighter and Acolyte
Auto-Dodge
Most people are intimidated by being swung at, shot at, and generally made the target of physical abuse, but not you! Every time you use a dodge interrupt action, you may gain five times Auto-Dodge in ATB for 1 MP automatically.
Classes: Rogue and Fighter
Auto-Potion
Some folks learn to chug potions and restorative drinks in a split second. As an interrupt action, the user may chug their weakest restorative(Any item that restores hit points on use and is expendable) item. Doing this costs 3 MP and has an ATB cost of 250 - 10 * rating, minimum of 0.
Classes: Mage and Mundane
Awaken
The ability to harness the true energy of material components to create concoctions with amazing effects. For every five points in this Special, a character may choose one 'recipe' to have. This can be an already existing one(+help equipment/recipes) or a new 'recipe'. Either way the choice goes through staff, and they make the final decision. Once the character has obtained a 'recipe' they may craft these items as normal.
Classes: Mundane
Back-Stab
Assuming the character manages to get close to someone in a non-combat environ (IE, in normal RP where ATB is -not- currently in use), they can perform a sudden 'deadly' strike with a weapon of approximately dagger size, and thus initiate combat. +Check Dexterity+Back-Stab+Stealth/Back-Stab, resisted with Perception+Alertness+Alertness/Ambush, after which a standard attack is performed. If the Back-Stab attempt is resisted successfully, then the following Back-Stab attack does it's listed damage, defended as normal. If the back-stab succeeds, listed attack damage is multiplied by 2 before soak, and the defensive successes scored by the victim are reduced by half for the purposes of hitting or not. As the assassin gains skill in the art of using back-stab, they learn to better focus upon the strike. A Back-Stab rating of 10 allows the assassin to spend 10 MP to increase the pre-soak damage multiplier to x3 instead of x2. A Back-Stab rating of 20 allows the assassin to increase this multiplier to x4 at a cost of 15 MP. A Back-Stab rating of 25 allows the assassin to use the x3 pre-soak damage multiplier without paying MP, while using the x4 multiplier still costs 15 MP. Back-Stab damage rolls over health levels up to a rating of the multiplier used +1, so a x2 back-stab can penetrate 3 health levels, x3+1=4 health levels and so on.
Classes: Rogue
Baelfire
SUMMON COMPONENT: Calling upon Morkaleb, the target(s) are scoreched with a dark flame. Only those who have been proven guilty of wrong or have intitiated the fight will be harmed by this flame. Those fleeing justic will take 50% more damage than usual.
Classes: Caller
Shock - Casting Time - Damage: 7.5 - 7 - 5.5
Ball-Lightning
Used as a standard non-interrupt action, this Special allows the user to form a ball of electrical energy which is then hurled somehow at the target, dealing Lightning-element damage equal to the rolled Successes * 15. This Special can only target one person at a time, unless Hit-All or Breath is used in conjunction. Ball-Lightning has a Range of Rating / 2 (drop Decimals), and may be dodged, if circumstances allow (Dodge check must equal or beat Ball-Lightning's successes), but not parried, blocked, or counter-spelled/deflected. The defender, if hit, must beat Ball-Lightning's successes on a +resist/stamina roll, or suffer the [STUN] status for a number of Actions equal to Ball-Lightning's Rating / 5. Ball-Lightning costs 5 MP to use. Another 10 MP can be spent by the user of Ball-Lightning, in addition to the initial 5 MP cost of using Ball-Lightning, to double Ball-Lightning's damage, but this must be done before rolling, and doing so allows this ability to be countered as a Spell (using Counter-Spell or Deflect-Spell).
Classes: Monster
Banish
Banisment is the ability of the clergy to drive off evil infuences and hostile supernatural entities. If the target is a PC, resistance is Willpower+Empathy+Empathy/Emotions. If a +Beast / +monster generated creature, resistance is willpower+stamina+(monster level divided by 5). This talent attempts to ward any undead or hostile spirit in the area. Used by itself, it will work on any one undead or hostile spirit in visual range, forcing them to retreat from the scene/area . If used on holy ground or in conjunction with a master holy symbol it will automatically target of all undead or hostile spirits in visual range.
Classes: Acolyte and Mage
Banish-Disease
This talent banishes disease, as the title suggest. It works on both natural and magic disease. The rating implies the scale of disease removed. 1=Minor colds, 5=Average cold, 10=Flus, 15=Pox, 25=Black Plague
Classes: Acolyte
Battoujutsu
The mastered art of attacking from the scabbard, that is drawing the weapon and attacking in the same motion, allowing for a quick and powerful strike designed to strike the foe down with a single blow. To do so, the user must be wielding a sword, which must be sheathed, with the scabbard either at their hip or held in hand in the vicinity of their hip, and the weapon cannot have a Str. Req greater than the wielder's Strength / 5. Battoujutsu adds a to-hit bonus of (Quick-Draw / 5) to the attack, and boosts the attack's pre-soak damage by (Quick-Draw)%. Battoujutsu may only be used as a Non-Interrupt Action, and may only be used against a single target, but the user may return his sword to it's scabbard immediately after the attack to allow Battoujutsu to be used again the on the user's next Non-Interrupt Action. No other Sword-Techs or Specials may be used with Battoujutsu unless specifically noted as being usable in conjunction with Battoujutsu.
Classes: Fighter
Berserk
EFFECT COMPONENT: This status ailment will empower a spell to make use of the status [Berserk]. Anything suffering from this status will be unable to rationally think, lashing out at anything in the area with anything they happen to have in their hands. They can still tell who their close friends are, but anyone else is a fair target for their wrath, be it enemy or ally. During this time, no spells or special skills may be used, but they also enjoy a +50 to all damage they inflict, pre-soak. If 6 succs or more are scored when inflicting Berserk on an armed victim, the victim will discard their weapon in favor of fists. This status will last for the duration of the scene, until the victim is rendered unconscious, or until the status is removed by the appropriate curative magic or item.
Classes: Mage and Monster
Shock - Casting Time - Damage: 1 - 2 - 0
Bio
EFFECT COMPONENT: This spell will deal both Poison-element damage and inflict the [Poison] status.
Classes: Mage and Monster
Shock - Casting Time - Damage: 5.5 - 5 - 3
Bio2
EFFECT COMPONENT: This spell will deal both Poison-element damage and inflict the [Fester] and [Poison] statuses (each resisted individually vs the Spell's Status Resist rating).
Classes: Mage and Monster
Shock - Casting Time - Damage: 12 - 10 - 6
Biocraft
EFFECT COMPONENT: Resisted with Stamina+Magery+Willpower, the victim of this component finds their form altered at the base level, effectively becoming something new completely. It becomes their base form and quite permanent. At 4, Biocraft can work within the same genus, at 8, the same family, at 12 in the same order, at 18, the anything of the same 'type'(Plant or Animal or Mineral)(Developed by Alynna)
Classes: Mage
Shock - Casting Time - Damage: 6 - 100 - -0.3
bird speed
This ability allows the possessor to run at substantially increased speed to cover greater distances than normal. Every Chocobo Job that the possessor reaches Level 4 or higher in allows the possessor to increase the distance they can travel by +25%, to a maximum of +100% for having Level 4 or higher in all four (Yellow, Black, Red, and Gold) Chocobo Jobs. In system terms (ie, when in Combat), the possessor would, when moving, do so normally, paying the appropriate ATB Cost, then be able to move again, covering the appropriate extra distance (round decimals Down), for free. EXAMPLE: If a Character with Bird Speed and Level 4 (or higher) in the Yellow Chocobo Job moves 4 spaces in combat, they can then move an additional 1 space immediately after at no cost (using "+move free 1").
Classes: Monster
Black-Affinity
This special skill makes the character more aligned to the element of Black. This special skill will counter White-Affinity on a one on one basis. When dealing with Black, Death, or Poison, either offensively or defensively, the character may add Black-affinity to their check. When dealing with White, or Holy, offensively or defensively, they must take Black-Affinity away from their check. Such affinities may be noticed by Arcana/Awareness.
Classes: Acolyte and Monster and Mage
Black-Cauldron
SUMMON COMPONENT: This spell summons forth Hades, Spirit of the Underworld and Guardian of the Natural Cycle of Life and Death. Hades, when summoned, will bring forth his Cauldron and spill it's noxious contents over the target(s), exposing them to a number of negative Status Ailments. This spell can target 1 enemy per 5 points in this Special. Each target hit is subjected to the Dark, Confuse, Mute, Poison, Sleep, Slow, Berserk, and Toad status ailments, each ailment inflicted with successes equal to this spell's Status Resist score, and each resisted seperately (with the appropriate +resist roll) by each target. All statuses that are successfully inflicted will last until the end of the scene, or until countered/removed by the appropriate curative item, status-removing spell, or (in the case of Sleep and Confuse) countering action. For details on each status, see thier descriptions on Board 15.
Classes: Caller
Shock - Casting Time - Damage: 10 - 9 - 0
Black-Summon
This special caller potential skill allows one to approach Black class spirits and beseech them for a chance to form a pact and later summon them for their aid.
Classes: Caller
Blade-Grasp
With this special, one can use the roll of blade-grasp instead of the usual defense check to parry weapons. If they succeed over the attacker by 3 or more, the weapon is not only stopped, but yanked from the attacker's grip and now on the floor. If it succeeds by 5, the character can choose to instead send it flying Strength yards away. For purpose of ATB, Blade-Grasp usage is synonymous with Parrying. Used on a brawler, they are thrown off balance, losing 50 ATB per success of victory. Light Armor Expert bonuses do not apply when using Blade-Grasp.
Classes: Fighter
bless
EFFECT COMPONENT: The target(s) of a spell with the bless component receive a bonus of bless to their next action. The blessing fades at the end of the duration of the spell, or after a full round(6 seconds).
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 2 - 3 - -0.1
Bless Armor
Acolytes are well known for their ability to bless the armor they carry and those of others. By spending 10mp and a +check Bless Armor+Arcana+Arcana/Enchantments the acolyte can add the successes shown to the soak of their armor vs all physcial and elemental assaults. This effect is an armor enchantment, any acolyte can only have one armor enchantment active at a time. This special costs 5mp per turn to upkeep the enchantment.
Classes: Acolyte
Bless Weapon
Acolytes are known for there ability to bless the weapons they carry and the weapons of others. By summoning the keen mind of the all father an acolyte can cause the weapon to become more accurate in striking. At the cost of 15mp, the acolyte add Bless Weapon/5 successes to the basic attacks of the enchanted weapon, but not to the damage of the weapon. The acolyte must spend 1mp per attack made by this weapon to upkeep the enchantment. Only one weapon enchantment can be focused upon by an acolyte at a time.
Classes: Acolyte
Blighted Embrace
Any non shadow foolish enough to accept you into their arms will find themselves ruing the act. This special activates whenever willing physical contact is had with a non shadow. The hapless victim becomes pallid and shrivelled, losing 10 points of stamina, strength, and appearance, to a minimum of 1. This remains until a remove disease of equal rating to the shadow's rating in this ability is applied to the victim to remove it.
Classes: Shade
Blind-Strike
A trained fighter knows how to charge an attack with dark energies that cut to the chase and make it almost impossible for the victim to see. Used alongside an attack, if the attack hits the enemy the victim must +resist/Stamina. If the result is less than half your rating in blind-strike, they are struck with the [Dark] status for three turns(+atb/effect Dark=3). This ability can be stacked with normal/special attacks, but only one such ability can be stacked, barring special ability.
Classes: Fighter and Rogue
Blitz-Follower
The second step in the Blitz Style, it teaches further methods of developing one's spirit and anima. A person with Blitz-Follower has learned how to sacrifice some of their spirit to charge the spirit of those around them, mending wounds by taking the spiritual pain from those they heal. Used as a Standard Action, the user may sacrifice any amount of HP, up to a maximum of (Blitz-Follower * 4), to restore twice the amount of sacrificed HP to a single target within touch range. This technique can restore Health Levels, as excess HP above the target's current maximum rolls over into the next higher Health Level. This technique may only be used (Blitz-Follower/5) times per scene as it puts a tremendous strain on the user's body. The user of this technique cannot use it on himself. Blitz-Follower may not be increased past Blitz-Student.
Classes: Fighter
Blitz-Master
The final step in the Blitz Style, culminating in mastery of spiritual focus. This allows them to pour extra power into any Punch Arts they might have, increasing the power. When using a Punch Art, they may spend 2 MP. If they do, add Blitz-Master x 2% to the final result. Blitz-Master cannot be used if the user is charging the Punch-Art with Blitz-Student. Blitz-Master may not be increased past Blitz-Follower.
Classes: Fighter
Blitz-Student
Declaring their next attack ahead of time, which may be any brawl attack, with or without special(s), a blitz-student delays their action(skips this turn but takes a positive charge) in return for bypassing the armor of the opponent. For every 100 UNDER 1000(Max 200 per 5) they +atb/charge themselves, they may bypass up to 5% worth of resistances(Never past 0) for that next declared attack.
Classes: Fighter
Bloody-Roar
Through sheer courage and force of will, an individual can let out a roar of pure pain and burning anger. This cry can send their allies into an intense bloodlust of sorts. Used as an action, the user makes a check of Bloody-Roar. The user may then target up to Bloody-Roar / 5 targets (Including themselves), splitting the successes up amongst the targets. Each success granted to a target gives the an extra success on all combat related rolls, and the successes granted are cumulative. Every round, they lose one bonus success until they've run out of bonus successes. Due to the energy spent channeling such a sound, Bloody-Roar costs 2 MP, and may only be used Stamina / 5 times per day. Also, due to the beastly nature of the roar, it can only be used by someone with atleast 1 Tier in Monster and a beastial form.
Classes: Monster
Blur
A technique developed by ninja to counteract their lack of armor with a powerful defense. A character may use Blur to grant them extra successes on Defensive checks, at a price of 2 MP per success. This ability may be used any time. However, a character cannot use Blur if they are using Metal/Crystal armor or armor with a combined weight greater than their Stamina or Dexterity, whichever is lower.
Classes: Rogue
Body-Shield
Resisted with Strength+Brawl+Brawl/Holds, a dark knight can grapple and maneuvre someone into position to act as a shield, causing them to be the target of all non-area attacks, including non-splash Spells, against the knight. This maneuvre costs a Main Phase action, of course. At leasts two successes over the resist roll are needed to successfully grapple someone into possition to act as a shield; if only one is scored, it is saved for the next action should the dark knight continue the attempt. Once so grappled, the victim may roll the resist check, with each resist check costing the victim an action; if the victim can, in a single roll, beat the dark knight's last grapple check, then the victim breaks free of the dark knight's hold. The dark knight, while holding the victim, becomes unable to use any Defensive Actions he/she may have (these Defensive Actions are immediately available again once the victim is released/breaks free). If the victim chooses not to struggle in favor of taking other actions, then all such other actions are at -2 Successes. While the dark knight has a victim grappled, his/her movement rate is halved, and any actions the dark knight takes (not including actions directly targetting/involving thier grappled victim) are at -2 Successes; any attacks the dark knight makes while he/she has a victim grappled are instead at -4 successes (again, not including attacks targetting the grappled victim), and attacks using two-handed weapons are impossible while grappling a victim.
Classes: Fighter and Rogue
Break
EFFECT COMPONENT: This status ailment, combined with some status action(Status-Null, Status-Inflict, etc..), will empower a spell to make use of the status [Break]. Anything suffering from this status will be unable to move(unless already made of stone) and will become a statue of their former selves until the spell runs it's course(Duration listed in the spell chain) or until cured. During this time, they are immune to all forms of assault and trauma.
Classes: Mage and Monster
Shock - Casting Time - Damage: 5 - 3 - 0
Breaking-Point
The perfect art of channeling mental energies in a way that aids in guiding a blow to the weakest point on a target. A character with Breaking-Point may spend 2 MP to add Breaking-Point / 5 successes to any form of Break Sword Tech. These are things like Weapon-Break, Speed-Break, and Mental-Break and not things like the [Break] Status.
Classes: Fighter
Breath
Used with any other Monster Special Skill, the effect gains an AoE in one direction(left OR right, not both!) of 1 per 10 points of stamina and breath the character possesses. Cut the damage and succs in half for the other special skill. When using a spell component, +cast just that component, and then do the halving. If the Special or Component's rating is over the rating in Breath, add +2 to the difficulty.
Classes: Monster
Breath-Weapon
While Breath attacks are common, few monster truely gain the full potential. When using a Breath attack, add Breath-Weapon x 2% to the damage. This special allows a Breath attack to do full damage once Breath-Weapon is maxed out.
Classes: Monster
Burden of Sin
By decrying the sins of a target the acolyte can afflict them with the weight of their sins. +check Willpower+Burden of Sin+Performing/Sermons the target gets a standard resist. If the target is effected they cannot fly, leap, or run, only walk as they feel the weight of the sins cast upon them. The target is allowed an attempt to resist the effect at the start of every turn.
Classes: Acolyte
Burrow
This special skill allows one to dig with supernatural speed. In average conditions, Burrow feet can be done every minute. Double this rate if one doesn't mind the tunnnel collapsing moments after passing, half it to take the time and try and make it stable. Burrow can also be used to batter down barriers using the provided roll. 2 succs will break a thin wooden door, 3 for average, 4 for thick. Metal doors and stone walls would require 6. If unsure, contact staff.
Classes: Rogue and Monster
Burst-Slash
Used with the various 'break' abilities, this special allows the character to attack a specific piece of equipment while still inflicting harm upon the person holding/wearing it. The damage done in the attack(which is a normal melee strike) is halved(halved /after/ the soak is calculated). For an expenditure of 3 MP, the slash may be done up to Burst-Slash+20 yards away. The rating of the break special employed is limited to the rating in burst-slash.
Classes: Fighter
Burst-Wave
Dark Templar, through effort of mystical will, have developed a way to target multiple enemies around them with the various Break Sword-Techs. An extention of the ranged portion of the Burst-Slash technique, Burst-Wave must be used with a standard Melee attack in conjunction with Burst-Slash. By spending 10 MP, a Dark Templar with Burst-Wave may use Burst-Slash in a 180 degree arc in front of him, at a greatly reduced range of Burst-Wave+5 Feet. This MP Cost is added to the Burst-Slash MP Cost, as Burst-Wave must be used at-range, and the rating of Burst-Slash used in this way is limited to the Dark Templar's rating in Burst-Wave. All effects of Burst-Slash (such as halved damage after soak) still apply. If the Dark Templar chooses to use Burst-Wave, in conjunction with Burst-Slash, against a single opponent, then all items of the selected type (weapons if using Weapon-Break, for example) must resist individually vs. destruction, as described in the Break Technique being used.
Classes: Fighter
Business-Sense
You have good business sense... In system terms, when dealing with +market, you can avoid the bad effects of luck, while still enjoying a good roll, if you get a good roll. Mastered, the worst roll you will get is what +market reports for your price.
Classes: Mundane
By My Command
When in a situation of leadership the General may add a bonus of By My Command/5 to any individual following his orders to /any/ offensive or defensive checks made so long as they are directly involved in following the orders of the General. This effect may be doubled for the cost of 5mp and the General remaining aloof of the situation. Only issuing orders or making use of shock for the duration of the scene.
Classes: Fighter
Called-Card
See random-Card. You may choose any card you own, in a deck or in free pool. The cost to activate the card and to use any abilities/effects it has is doubled. No matter how many of any card is owned, the same card may not be summoned through this special more than once in any particular scene.
Classes: Mage
Calm
Usually focused through performance of an instrument. This talent causes all those in visual and/or audio range(depending on the focus) to become calm and complacent unless they can resist with Willpower+Subterfuge+Magery. Those so calmed may not attack or take aggressive actions, but are free to defend themselves. Being struck nullifies the effect for at least an hour.
Classes: Rogue and Mundane
Captivate
Dreamers know how to awe even the most apathetic listener, how to impress the most indifferent critic, and how to play to an audience. Dreamers may add Captivate / 2.5 (Divide your rating by 5, then double it) to all Performing checks.
Classes: Mundane
Card-Trick
By channeling powerful energies of deception and illusion through a card, a person can force the images there upon to take form and shape. This false creation is realistic enough to fool the senses, even to the point of a person believing they are being effected physically by the illusions. When activated, the user makes a check of Magery+Card-Trick+Arcana/Illusions. The successes scored determine the relative believability of the illusions. Each turn the characters in the surrounding area need to make a check of Perception+Alertness+Alertness/Illusions. Outside of dramatic time(Rounds, turns, etc.) this check may be made once every five minutes, modified as appropriate by the Judge on duty. If they meet the successes of the user's initial successes, they manage to banish the illusion from their minds. Otherwise, they believe the illusions to be entirely real. The effect of these illusions is up to the Judge, but they are controlled by the creator. A character must succeed at the check to see through the illusions and be uneffected. Simply being told they aren't real will not be enough to convince them.
Classes: Rogue and Mage
Catapault
Used in addition to leap, for every five damage done, the victim is also hurled one feet in a direction of the users choice. If some physical object stops the victim from travelling the full distance, they take five times as much damage as feet left to travel in physical damage from the sudden stop. The victim is knocked down and has to spend a defensive action getting up.
Classes: Lifepath Restricted
Chakra
A form of mind-over-matter that allows a person to redirect their spiritual energy to expedite healing of mind and body. Used as a Standard Action, the user makes a check of Willpower+Athletics/Inner-Skills+Chakra. The user then recovers 5% of their current Max HP and 2.5% of their Max MP per scored Success. This ability can only be used in deadly combat, requiring the combat auras found there. Chakra does not restore Health Levels, and is limited to (Chakra/2.5) uses per scene.
Classes: Fighter and Acolyte and Mage
Charge
You may forgo a round's actions in the middle of combat to double the damage on your next attack. This attack must come immediate in the next round, or Charge has to be used again. If charged is used again, increase the damage 50% with each use. Using this special skill requires five MP. *May not be used with spells* May penetrate 1 health condition level at the inital rounds use. Additional health condition, at the cost of and additional 5mp per round charged. This can only be used in dramatic combat time within a scene.
Classes: Lifepath Restricted
Charm
A very short term but intense infatuation. The victim may resist with Willpower+Empathy+Empathy/Lies. If it suceeds by at least 3 succs, the victim will effectively 'switch sides' for the duration of the scene, or until physically struck. By switching sides, we mean you suddenly see the person as a close, close friend, and most likely would defend him in an attack, or not attack him yourself. Once either condition is met, they will come to their senses, and still remember everything that happened, perhaps with some measure of guilt and/or anger and/or confusion.
Classes: Monster and Rogue
Cherry-Blossom
EFFECT COMPONENT: Calling on the forces of Phoenix, this component unleashes White Fire, which is a distillation of the combined Holy and Fire essences of Phoenix, upon the target of the spell. Pioneered by Keyz in the month of Phoenix, 1014 AH.
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 11 - 8 - 7.5
Chi
EFFECT COMPONENT: This effect component adds raw energy to the spell. This is most often used for direct damage. It will inflict 50% more damage to black aligned creatures and inflict 0 damage against energy based beings.
Classes: Fighter and Monster
Shock - Casting Time - Damage: 1 - 0 - 1
Chill Breath
EFFECT COMPONENT: As per Ice 3, has an inbuilt Immunity 3 improvement, allowing all damage/effect from a spell it's involved in to skip over anyone the caster wishes.
Classes: Caller
Shock - Casting Time - Damage: 20 - 12 - 11
Choco Cure
Using cruder gestures that are capable without even fingers, this component causes white elemental healing to the target(s) of the spell it is involved in. This effect has no built in range, but does have an area of effect of 5 feet radius from the caster. Its area of effect can be enhanced as normal but no magic can cause it to be cast on any target other than the caster(Except the rare few magics that allow something else to count as the caster)
Classes: Monster
Shock - Casting Time - Damage: 1 - 2 - 1.2
Choco Meteor
Exploiting Chocobos' strange affinity with heavenly bodies, the bird yanks a meteor from an unknown space to come crashing down on the target. If the caster is not a chocobo, any spell this is included in costs twice as much mp as it normally would. This spell has an Area Effect of 3 (+aoe (target)=3). This AoE cannot be enhanced with spell improvements.
Classes: Monster
Shock - Casting Time - Damage: 16 - 8 - 2.4
choco-beak
By slamming their sharp beak against an offender, a chocobo who succeeds this check against the usual opponents defenses will do an additional ten points of damage in a brawling strike. Choco-Beak can be added to any Burrow check. The extra damage can be added to ANY brawling attack, and stacks with anything, however, the damage it adds is always added last, and will not bolster or mingle with any other effects, for example, it will not increase the amount drained in a draining brawl attack, but will add 10 damage.
Classes: Monster
Choco-Scratch
Delivering a wicked slash across someone with their claws, a chocobo who succeeds this check, used alongside a standard Brawling attack, against the Opponent's Defense roll will do an additional 1d(Rating in Choco-Scratch)*2 points of damage, before Defender's soak.
Classes: Monster
Chocobo-Summon
This special caller potential skill allows one to approach Chocobo class spirits and beseech them for a chance to form a pact and later summon them for their aid.
Classes: Caller
Cloaking
This Special allows the user to become less noticable to those around them and even cause them to forget features about them like what color hair they had, facial features, clothes, and even what direction you left in. When activated, only those with Perception equal to or greater than your rating in Cloaking will notice you. If activated immediately after a scene with specific intent, you can make a directly opposed roll of Cloaking+Willpower resited by each person's Willpower+Alertness. If you win, all details about you are fuzzed over outside of what was actually said in the conversation or what happened. (IE, they know what happened, just not who did it or where they went). Should a Cloaked individual do something conspicuous (casting /offensive/ magic, attacking, screaming, etc.), Cloaking will be nulled, and cannot be reactivated that scene. Cloaking is to let you get away after a crime, not during. If activated upon -entering- a scene, then immediately make the opposed rolls as described above. Anyone who's Willpower roll beats the user's Cloaking roll will be able to remember the features and identity of the user, and any who fail to beat the Cloaking roll will be affected as normal, as described above: they will see the user, and be able to remember what the user says and does, but will not be able to recognize the features or voice of the user (in other words, Cloaking is -not- Invisibility, and entering a scene with it active will not prevent people from -seeing- you). The above stipulation reguarding conspicuous activity will hold true for as long as Cloaking is active.
Classes: Rogue and Mage
Coin-Toss
Using the amount of gil spent as WP, they can hurl a handful of coins at a foe as a weapon. The amount of gil that can be spent is at most Coin-Toss / 4, round up. The damage done is (To-Hit succs X 5) + 50 + (5 per WP).
Classes: Rogue
Cold Snap
Used as a standard non-interrupt action, this Special allows the user to form a ball of frozen ice which is then hurled somehow at the target, dealing Ice-element damage equal to the rolled Successes * 15. This Special can only target one person at a time, unless Hit-All or Breath is used in conjunction. Cold Snap has a Range of Rating / 3 (drop Decimals), an AoE of Rating / 8 (drop Decimals), and may be dodged, if circumstances allow (Dodge check must equal or beat Cold Snap's successes; non-target victims caught in this ability's AoE may also attempt to Dodge in order to reduce Cold Snap's damage to them by 50%, before soak), but not parried, blocked, or counter-spelled/deflected. The defender(s), if hit, must beat Cold Snap's successes on a +resist/stamina roll, or suffer the [FROZEN] status for a number of Actions equal to Cold Snap's Rating / 3. Cold Snap costs 5 MP to use. Another 10 MP can be spent by the user of Cold Snap, in addition to the initial 5 MP cost of using Cold Snap, to double Cold Snap's damage, but this must be done before rolling, and doing so allows this ability to be countered as a Spell (using Counter-Spell or Deflect-Spell).
Classes: Monster
Colossus
Everyone concentrates on finding ways to knock people down, and push em around. But on rare occasion, people have decieded to focus on the defensive. Folks with the Colossus special aint moving, if they dont want to. System-wise, for every rating in Colossus, subtract said rating from the total strength of the person(s) trying to move/knock you down. Damage is still received as normal, though if a brawling attack, the attack will still be lessened. King of the Hill, anyone?
Classes: Monster
Combine
Imported by heretical mages of Wutai, this strange technique can combine the targets of the spell into one meta object. Living objects are difficult to combine, and get a stamina check. Three times the succs are reduced from the spells succs, possibly fizzling it. If a sentient being is targeted, they may roll willpower, and three times that number is taken away from the succs of the spell. A spell reduced to 0 or lower fizzles. A sentient being may forgo this willpower check if they desire. Every sentient target weakens the spell in the same fashion. The resultant object of non-sentient combinations is subject to the approval of the Gear Wiz (Rush). Sometimes combinations are symbolic, other times it's straight forward. The original objects are lost. Sentient creatures who score at least one success on a willpower check retain their awareness. If more than one sentient is so combined and succeed, they share their new form and must contest one another with further willpower checks should they desire differing actions. Purely mental actions can be taken separately. Magical items may combine into a new magic item, but mundane items will never create a magic item from combination. Living objects will usually produce other living objects. If the judge feels that the change is far too dramatic, they may call for a stamina check, if no succs are scored, the being perishes in the combination. (Introduced in Ifrit, 1006) This component is permanent and non-dispellable. Chimera(living combinations) radiate magic. In the case of Self or Player Judging, Gear Wiz (Rush) reserves the right to overrule a combination.
Classes: Mage
Shock - Casting Time - Damage: 15 - 10 -
Comet
EFFECT COMPONENT: By literally yanking on a passing bit of debris from outterspace, a mage can draw it down through the atmosphere to smash into whatever target(s) they have in mind.
Classes: Mage
Shock - Casting Time - Damage: 5 - 5 - 2.3
Command-Dead
Used on an undead who was infused with no more than the rating in Command-Dead, the caster assumes control of the target Undead. The undead must be in sight and somehow restrained for the long casting time of 12 hours from dusk till dawn. At the end of this time, the undead may roll willpower(action pool) as a resistance to the mages Willpower+Command-Dead roll. Victory for the mage means he can now order the undead around with reasonable security.
Classes: Mage, Monster
Command-Rabble
In learning this special skill, one re-affirms the society that the Empire is based upon. When dealing with someone of a lower 'Caste', you may add Command-Rabble to your social rolls. When dealing with someone of a higher 'Caste' than you, you must take command-rabble away from your effective willpower. If the target is not obviously of a lower case then the individual using Command-Rabble, then the special has no effect.
Classes: Fighter and Acolyte
Commanding-Presence
You exude leadership qualities from every pore of your body. You may increase your leadership by up to Commanding-Presence, but by no more than doubling(up to 50).
Classes: Fighter
Conceal Darkness
Simply enough, it allows an agent of the shade or horde to appear as a normal person. rating% of the time it will even fool gems of true seeing. Against magic less than a gem, it is foolproof. Note: Investigation and observation may reveal such an agent, with diligence.
Classes: Shade
Concentration
For every 7 points of Concentration, the character may remove a success to any ranged defensive check against their own attacks(an opponent trying to dodge), this success does NOT carry over to damage.
Classes: Rogue
Confess
Resisted with Willpower+Subterfuge+Subterfuge/High, the character can try to determine if the next question asked is answered truthfully. The character has no way of knowing if this ability worked or not. If the user beats the victim by 1-3 successes, the victim is free to lie by omission without the answer being detectedas a lie; if the victim is beaten by 4 or more successes, then any lie they tell when answering the question will cause the answer to be detected as a lie. A victim who has cloaking equal to, or greater than, the character's confess rating may double their resist successes to be able to reply as they wish. Pioneered by Avalorne in the month of Ramu, 1003 AH.
Classes: Acolyte
Confuse
EFFECT COMPONENT: This status ailment, combined with some status action(Status-Null, Status-Inflict, etc..), will empower a spell to make use of the status [Confuse]. Anything suffering from this status will be unable to discern fantasy from reality. Old memories, glimpses into the planetwide consciousness and to other points in time/space disorient and confuse the hapless victim. System wise, the player may continue to choose what action they take, but what target the action has is determined randomly. This status will last for a day if not treated. Any physical blow dealing at least one point of damage will break the status.
Classes: Mage and Monster
Shock - Casting Time - Damage: 1 - 2 - 0
Confusion
Through some sort of discordant sound, smell, mental wave, or other such thing, you can send a wave of confusion over the area. Anyone without this talent within Confusion yards must resist with +resist/willpower or gain the [Confuse] status. Anything suffering from this status will be unable to discern fantasy from reality. Old memories, glimpses into the planetwide consciousness and to other points in time/space disorient and confuse the hapless victim. System wise, the player may continue to choose what action they take, but what target the action has is determined randomly. This status will last for a day if not treated. Any physical blow dealing at least one point of damage will break the status.
Classes: Rogue and Monster
Conjure-Self
**This special skill can only be taken if you have at least one job in the Group path! If you didn't actually gain cap in this by taking one of the Group path tiers, then don't buy it, or it will be removed without refund!!!** This talent will allow you to conjure up multiples of yourself, as many as Conjure-Self/5. Each has half the user's rating in each of the user's primary stats, and up to three special skills the user possesses at half the user's rating. (Special Note: Any special transfered, Binary or otherwise, will have 1/2 the standard effect/duration/etc when coming from the clone.) Any MP a clone uses for any special or spell is paid by the user of Conjure-Self, as thier essence fuels the clones' existence. These clones have the same HP as the user of Conjure-Self at the time of casting, but clones only possess a single Health level and are destroyed once thier HP reaches 0 or less. Any Mutations the user has are given automatically to the Clones, without exception, though all effects of the Mutations, both possitive and negative, are halved. The Clones work under the user's guidance in whatever way needed, until dismissed, destroyed, or the scene ends, though any clones that move more than (Conjure-Self x 2) yards away from the user perish instantly. This special skill can only be used once per day. Intended as a monster special, it should be noted that the Clones do not come into existance with a copy of anything but the individual, meaning all equipment, perks or anything not noted directly in the special simply isn't there.
Classes: Monster
Conservative-Spending
Knowing how to keep your moneypurse tightly closed and always look for the better deals for every day items. In system terms, you lose half the usual amount in daily leaking.
Classes: Mundane
Construct-Gadget
Construct-Gadget allows for the construction of Gadgets(via +gadget/create) and is necessary for repairing damaged Gadgets(via +gadget/repair)
Classes: Mundane
Control-Sea
Every success either riles up or calms the sorrounding area of sea. This skill only works in the sea or ocean. Every use of this ability takes ten minutes for every time it will have been used(10 for the first, then 20, 30..). 0=Calm, 5=Rough, 20=Hurricane, 30=Typhoon. Anyone in a boat must match half the succs of the current weather conditions to remain standing upright. Boats may take damage and/or sink, staff discretion.
Classes: Rogue
Control-Technology
For an expenditure of two magic points per use, a heretic can employ a device from up to Control-Technology yards away as if it were held in their hands. Before they can use any particular device, they have to roll Control-Technology+Control-Technology+Control-Technology+Control-Technology and add 14 years for every succ to 1650 to determine the year of tech they can influence. Mundane tech can be influenced with two succs. If the device in questiomn is something the heretic made themselves or controlled in the past, the difficulty drops by 3(to 8, usually).
Classes: Mundane
Cook
Chefs have the ability to prepare foods that taste amazing, and in some cases even have recuperative abilities! By taking 6-Cook/5 rounds to prepare, Chefs can use any combination of Food +market items, up to Cook/5 items. Dull-Food=10HP, Average-Food=25HP, Exotic-Food=10MP. Fully prepared recipes have no effect with the Cook special. Food must be prepared on the spot to have effect, lack of freshness eliminates abilities. Standard rules on quaff or consuming in combat still apply. Players must be in the Chef job in order to use this special.
Classes: Mundane
Counter-Flood
Province of the Hagele Geomancers, when attacked, the geomancer may opt to immediately counter with a +cast of a basic elemental spell(fire/ice/etc) as an interrupt action, if they can succeed the check of this special by at least 4 succs. The spell must be cast with MP. If the skill is successful, do a +atb/charge -50, then +cast the spell with '#instant' added at the end. The element chosen MUST be present somewhere in the area.
Classes: Mage
Counter-Spell
This ability allows mages to better counter offensive spells that are approaching them or their allies. It is added to +defend Resist rolls automatically for 1 MP.%r- %r If the user wants to protect an ally, they may spend 5 additional MP and have their resist roll(if successful) apply to all allies in short range or apply it to any single ally up to long range.
Classes: Mage, Rogue and Acolyte
Counter-Tackle
The innate reflex to throw your weight against an assailant. When attacked, you may spend 3 MP per round of use. If you do, +check Counter-Tackle. If you score half or more of your opponent's To-Hit successes (after being modified by your Defensive Action) you may immediately counter attack with Dash. Counter-Tackle does not affect the incoming attack in any way. This counter-attack does not consume an action, and the target must be in melee range. This is NOT a defensive action, and can be done as many times as you wish in addition to defensive actions so long as you have MP, and only one opportunity per incoming attack.
Classes: Fighter
Cover
Allows the user to become the target of any non-area effect assault or action against someone or something within Cover feet of them. The character must score at least half the succs of the 'attacker', or the assault reaches its normally intended target. If the Cover roll meets this condition, then the user takes the damage in place of the attack's intended target, with no defense roll. Damage soak from natural and artificial armor, however, still applies. If the Cover roll scores more successes than the attack, then the user may attempt to parry or block, but -not- dodge, the incomming assault, if applicable. This is a free defensive action, and does not count against the number of defensive actions available to the User. The only defensive option against spells in this instance is the use of Deflect-Spell; otherwise the user may only soak spell-generated damage.
Classes: Acolyte
Cover-Fire
By firing rapidly with no intent on causing harm, the user can attempt to instead 'pin someone down', inhibiting the target's ability to move and act freely. Declared as a dedicated continuous action, the user looses half of the successes from any Defensive Action they take while Cover-Fire is in use, and the target suffers a penalty of -up to- (Cover-Fire/3) to the successes of all their movement and action checks until the user's next turn; The user may elect to inflict less than the maximum penalty available, if the user wishes, but this must be declared at the time Cover-Fire is used. For every 1 success of penalty applied, the user must spend 1 MP. Note: This can only be used if the Weapon Power of the Ranged Weapon in use is equal to or greater than the target's Willpower / 5.
Classes: Rogue
Crazy-Blow
For a massive penalty of Crazy-Blow / 5 succs to the hit roll, the user of this special skill may gain a bonus of Crazy-Blow X 5 to the damage they inflict, /AFTER/ soak has already been figured out. This does not allow them to damage goops. This ability can stack with other weapon abilities, but only one such stacking ability can be used, barring other abilities. If the victim has already lost a health level, during soak, the crazy blow damage does not occur.
Classes: Fighter and Monster
Crippling-Strike
A Dark Knight knows that to truly defeat an enemy, you must break his will to fight and teach him that you absolutely will NOT yield, no matter the circumstances. And in some cases, this lesson must be taught in spectacular fashion by robbing the enemy of his sight, voice, and senses. To do this, Dark Knights often study their enemies, finding the weaknesses in defense or armor, and exploiting them the fullest to cripple their foe using finely honed skill and precision strikes. In combat, the Dark Knight declares at the beginning of their turn (before any other actions are taken) that they are using this ability, selecting a target within range of their weapon which they will study intently until their next turn. The turn in which Crippling-Strike is declared is immediately consumed, and the Dark Knight immediately takes a -1500 ATB Penalty. When the Dark Knight's next turn comes, the Dark Knight may then make a standard attack against this chosen target at a cost of 15 MP, paid whether the attack succeeds or fails. If the attack succeeds, the Dark Knight makes a single +check of Perception+Torture+Torture/Crippling-Strike, the successes of which are used to inflict the [MUTE], [BLIND], and [CONFUSE] statuses, in that order, for a number of Turns equal to half of the +check's successes. The target may use +resist/stamina vs the Dark Knight's inflicting successes (resist against Mute, then against Blind, then against Confuse, in that order) in an attempt to resist each status effect individually. The damage dealt by a Dark Knight's Crippling-Strike attack can penetrate 1 Health Level.
Classes: Fighter
Crushing Blow
Every 2.5 points of this special increases the weapon power of the weapon used for all purposes.
Classes: Fighter
Cry-of-the-Banshee
Resisted with Willpower+Folk-Lore+Folk-Lore/Curses, this allows the user to sing a song of impending doom. 1 target at Rating 10, 3 at 15, and 4 at 25 in audio range, will be affected by the [Death-Sentence] status, with a duration of 30-Rating Rounds. The ending of a scene will end the status before it ends.
Classes: Rogue and Monster
Curse
EFFECT COMPONENT: The target(s) of a spell with the curse component receive a penalty of curse to their next action.
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 2 - 3 - -0.1
Cursed-Transformation
The character may force a new shape upon someone else. This is resisted with Stamina+Willpower+Folk-Lore/Curses. If this resistance is failed by two succs or more, the character may alter the appearance of the victim by a margin depending on their value of cursed-transformation. At 5 only minor shifts like color can be done. At 10 sex can be shifted one or the other. At 15 species can be shifted and at 25 anything from quarter sized to double sized is possible. In addition to this, if the character wishes, the victim gains a penalty of cursed-transformation until cured. This effect lasts for a number of hours equal to the user's rating in Cursed-Transformation.
Classes: Monster and Mage
Cyclone
Used as a standard non-interrupt action, this Special allows the user to form a ball of swirling winds which is then hurled somehow at the target, dealing Air-element damage equal to the rolled Successes * 15. This Special can only target one person at a time, unless Hit-All or Breath is used in conjunction. Cyclone has a Range of Rating / 2 (drop Decimals), and may be dodged, if circumstances allow (Dodge check must equal or beat Cyclone's successes), but not parried, blocked, or counter-spelled/deflected. The defender, if hit, must beat Cyclone's successes on a +resist/stamina roll, or suffer the [SLEEP] status for it's default duration (as defined in Board Post 15/21), or until removed by the methods described in Board Post 15/21 or by Esuna. Cyclone costs 5 MP to use. Another 10 MP can be spent by the user of Cyclone, in addition to the initial 5 MP cost of using Cyclone, to double Cyclone's damage, but this must be done before rolling, and doing so allows this ability to be countered as a Spell (using Counter-Spell or Deflect-Spell).
Classes: Monster
Damning Touch
Any time the character attacks in melee or with a projectile weapon, they infuse the weapon or fist with pure shadow energy. A creature struck with it must make a stamina +resist vs the level of the attacker or roll 1d4 to determine status effect. 1 - Darkness, 2 - Sadness, 3 - Curse, 4 - Fester. Use default duration. Darkness-Affinity adds one to the resistance roll per 5.
Classes: Shade
Dark
A magic component that binds dark energies into a spell. It inflicts the listed Black element damage and the [Dark] status equal to the successes of the spell component. Used non-combatively, it dims all non-magic light in the room by Successes x5%.
Classes: Mage
Shock - Casting Time - Damage: 2 - 2 - .5
Dark Will
You pursue your objective endlessly, never being swayed from your path. Every scene, for every 6 points you have in this special(round up), you may completely cancel a status spell or effect aimed at you. You must make this decision BEFORE rolling resistance. It does allow resistance of statuses that may otherwise be unresistable. Area of effect spells/effects will only be cancelled vs you, not anyone around you.
Classes: Fighter
Dark-Bolt
EFFECT COMPONENT: This effect component adds darkness to the spell that it's a part of. If used offensively, the attacking element of black is added. It will also reduce the effective strength of an opponent by 1 point per every 10 points of damage after soak for the duration of the battle/scene. This stat reduction is limited to Dark-Bolt/4 points, a max reduction of 6 per blast. Its element is of course, black, and will cause double damage to white aligned entities.
Classes: Shade and Mage
Shock - Casting Time - Damage: 2 - 1 - 1
Dark-Messenger
SUMMON COMPONENT: This spells summons Diabolos, Greater Spirit of Darkness. Upon arrival, Diabolos will envelope a single target in a Dark Gravity Well, which will cause the target to immediately, if they fail a +resist/stamina vs Dark-Messenger's Status Resist score, loose two Health Levels, regardless of their current Condition, and also attempts to inflict the target with the [DARK] status, which is resisted with a separate +resist/stamina check vs this spell's listed Status Resist score, until the end of the scene, or until removed by the appropriate curative item or effect. If the Summoner also possesses Night-Affinity, this spell's Status Resist is increased by 1 for every 5 points of Night-Affinity the Summon possesses. Diabolos cannot be summoned at all if the Summoner possesses any points in Day-Affinity.
Classes: Caller
Shock - Casting Time - Damage: 10 - 10 - 0
Dark-Slash
A powerful technique that channels a warrior's emotions into a syphon, drawing the very life essence from their enemies. When a character makes a Melee attack they may declare they are using Dark-Slash with the strike. The character makes a normal attack but only deals 75% of the damage shown. The attack is defended and soaked as normal. The character that made the attack then gains Dark-Slash x4% of the remaining damage to their HP. Dark-Slash can heal the user one Health Level above there current status if harmed. Willpower is important to the use of this technique. When Dark-Slash is used the character may spend 4 MP to increase the percentage of the inital damage done by their rating in Willpower. (Example: A character with 15 Willpower would do 90% of the damage shown rather than 75%)
Classes: Fighter and Acolyte
Dark-Wave
Self-Sacrificing oneself of life energy. For Every 6-(Dark-Wave / 5 ) hitpoints spent, the next offensive action will do one more damage(before soaking). If the attack/spell is missed, the HP is wasted. This must be done within the same scene as the dark-wave use(which takes an action). Dark-Wave can peirce 1 health condition level, per health condition level that the user sacrifices to fuel the skill.
Classes: Fighter, Mage, Shade
Darkness
Having this talent allows the shade to emit an aura of darkness around themself. The rating determines the minimum amount of levels any countering agent will have to beat the shade to work. The aura of darkness extends only three feet in any direction, but will combine with other shade auras to create entire fields of darkness. No vision but other Shades operates within the field, reducing the physical action of most activities by half succs.
Classes: Shade
Dash
A simple attack of throwing your weight at an enemy. +Check Dash. Use the successes for To-Hit, resisted as a normal physical attack of the brawling type. If you succeed, the target must increase their +diff by 2 until the end of your next turn, otherwise YOU must increase your +diff by 1 for the same duration. Brawling special skills may stack with this attack. Both the penalty to the opponent and use when applicable can be cummulative.
Classes: Fighter and Monster
Day-Affinity
This special skill makes the character more aligned to the day. During the day, they can add day-affinity to all their rolls(except damage rolls). During the night, this is reversed and taken away from rolls. This Affinity counts as 50% White / 50% Fire if used by anything that uses it to apply elemental damage (such as Dragon-Flare).
Classes: Monster and Acolyte
Death's Call
SUMMON COMPONENT: Calling on the conductor of the doom train, an eery train's whistle rings out with an impressive splash of 100 ft from the target of the spell. This component does not lend its splash to other shared effects, nor does it use the splash from others, except for war enhancements. Any living target in this splash that the user has not specifically omitted in the maimed or lesser health condition will fall asleep on a failed stamina resist vs the spell. IF they are not awakend within 3 rounds, they die peacefully. A raise spell will dispel this effect if done within the 3 rounds. Awakening someone counts as a full action. Used in mass combat, this will cause any damaged unit to lose 33% more(30 damage becomes 40 damage) of its health. It has no effect on undamaged units. Round up.
Classes: Caller
Shock - Casting Time - Damage: 20 - 6 -
Death-Sentence
EFFECT COMPONENT: This status ailment, combined with some status action(Status-Null, Status-Inflict, etc..), will empower a spell to make use of the status [Death Sentence]. Anything suffering from this status will have five rounds before losing all hit points and lapsing into critically wounded stature. The status is revoked upon critically wounded status.
Classes: Mage and Monster
Shock - Casting Time - Damage: 3 - 4 - -0.3
Defend
Defend has two applications. As an action, and as an interrupt action. As an action, it adds +500 ATB and is active until the users next turn. As an interrupt it subtracts 500 ATB and is active until the users next turn. While active, Defend may then be added to all resistance checks of any kind. For attacks that deal damage, while defending, increase resistance by half of Defend%(Defend 25 adds +13%, 25% resist would become 38%). This applies to all forms of damage.
Classes: Fighter
Defile
A defiling touch is common amongst members of the shade. With an expenditure of 20(level adjusted) MP, the shade can corrupt life around it. Used against vegetation, the shade can passively wilt and destroy up to their rating in yards around themself after an hour of contact, divided by the number of shade in the area, so long as all pay the MP to activate Defile once. Against animals, the expenditure allows them to weaken a target, inflicting a +1 difficulty to the target's roll per 3 shade present(Minimum +1). A stamina resist vs 12+number of shade present will shrug this off. Having 25 defile allows the shade to count as two shades.
Classes: Shade
Deflect-Shot
A showy display of defensive technique involving swatting aside incoming projectiles. A person with Deflect-Shot can abandon one of their actions to attempt knocking aside an incoming ranged attack. They make a check of Dexterity+Deflect-Shot+Defense/Parry. If they score three or more successes over the To-Hit roll of the attack and they are using a weapon the shot will be deflected to hit a random enemy. If a shield is used with Deflect-Shot this chance is forfeited, but increase successes by 25%(Round up). Deflect-Shot cannot be used on magic. Light Armor Expert bonuses do not apply when using Deflect-Shot.
Classes: Fighter
Deflect-Spell
Used in place of a standard Parry (using the roll listed below, and costing -200 ATB Charge as per other Defensive Actions/Interrupts), this skill allows incoming magic spells to be parried with sword or other melee weapon. Anything less than total success (matching or beating the incomming spell's successes) has no effect. However, on a successful Deflection, the spell can be turned back on it's caster if the Defender spends half the MP the caster did and an additional -500 ATB Charge, making the original caster the spell's new target. If the MP and additional ATB Charge are NOT spent on a successful Deflection, then the Defender is simply rendered immune to the spell's effects (Defender is still considered the target point, and all Area affects the spell may have happen as normal based on the Defender's location). Spells that do not target the user of Deflect-Spell cannot be deflected. Defensive Master and Light Armor Expert perks do not apply to the use of Deflect-Spell.
Classes: Acolyte and Fighter
Demi
EFFECT COMPONENT: If the target of of a spell including this component fails a +resist/stamina vs the status resist of this spell, they lose a health level immediately. This cannot reduce someone past Injured.
Classes: Mage and Monster
Shock - Casting Time - Damage: 4 - 4 - -2
Destructive Trance
As a Dark Sorcerer weaves the powers of the universe to unweave reality itself, they create a tide of uncreation that builds into a mighty hurricane of unmaking. Every directly harmful/destructive spell the Sorceror casts in a scene makes further spells deal +5% more damage, cumulatively (+5%, then +10%, then +15%, then +20%, ect.). The Sorceror can increase this incremented boost from +5% to +10% for any given destructive spell they cast -if- they take that spell's listed damage (before the bonus % is added) upon themselves as well (the Sorceror must take double the spell's listed pre-bonus damage if the Sorceror is himself the target of his own destructive spell). Bonuses gained from Destructive Trance do not reset if other actions are taken between the casting of destructive spells, but the bonuses gained -are- reset to 0 at the end of the scene.
Classes: Mage
Detect Enchantment
By making use of this special (costs 10 MP per use), the acolyte can see if an individual, item, or area within visual range is under the effects of any enchantments. This does not reveal the nature or purpose of the detected enchantment(s), if any are present.
Classes: Acolyte
Detect-Faith
By chatting with someone and watching their reactions, a confessor can determine the victim's beleif and determine it to be true or not. make the roll, resisted with Intelligence+Subterfuge+Subterfuge/lies or fast talk, if the confessor wins, he knows, if he loses, he thinks the victim is loyal to the faith.
Classes: Acolyte
Detect-Gold
When concentrating, the character can detect gold up to as many feet away as their rating in Detect-Gold. They may roll Detect-Gold+Perception to counter any wards that have been placed to hide the gold. If no ward is present or the check beats the ward and it is within range, the pirate knows what direction to go and the general distance.
Classes: Rogue
Detect-Magic
With a successful check, all magic items within Detect-Magic feet are realised as such, though the exact nature of the item remains a mystery. Standing enchantments and wards are also noticed.
Classes: Mage and Acolyte
Detect-Spirit
EFFECT COMPONENT: This spell will notice any spirit within the area of effect of the spell. This spell can also be used as a targetting component to target all spirit that are visible/known within the area(assuming you also have the targetting range in addition). It can't accomplish both of these effects at once unless added to the chain twice.
Classes: Acolyte and Mage
Shock - Casting Time - Damage: 1 - 1 -
Detect-Trap
Used in conjunction with security. So long as this special skill is declared active in a scene, the presiding judge can have the player make rolls(sometimes at inappropriate times) before encountering a trap. If they succeed their security check, then the trap is noticed before walking into it. The rating in security or security subskills used for this auto-detection is limited to the rating of detect-trap.
Classes: Rogue
Detect-Undead
Countered with Willpower+Subterfuge, this ability allows a cleric to notice any undead within visible range(up to 100 yards). Even one success is enough to know an undead is present, four or more over the resistance tells the character who is or is not undead. Pioneered by Delia in Chocobo, 1003.
Classes: Acolyte
Detonate
Desc:A last ditch special skill, everyone within stamina X 2 yards of the character will receive ten times the amount of successes on this roll, including the monster themselves. The monster's resistance is halved towards this damage. This damage does roll over and can cause more than one health condition of damage.
Classes: Monster
Diagnose
Used on a peice of technology, for every success exceeding the target's technology level + the creators Science/Masking subskill / 5, information is gleened on the item. 1 success=How to turn it on, 2=What its general purpose is, 3=How it goes about it vaugely, 4=Fairly detailed understanding of its working, 5=Complete understanding, not enough to be able to just build another without work, but enough to get started, or to perhaps make a counter measure.
Classes: Mundane
Diamond-Dust
SUMMON COMPONENT: This spell summons forth Shiva, Queen of Ice. Shiva conjures up an intense, bitingly cold wind on which is driven a storm of razor-sharp ice shards, surrounding the target(s) of this spell with a blizzard of freezing pain. This spell can target 1 enemy per 5 points in this Special, and deals it's damage, un-divided and in-full, to all selected targets. No enemy can be targetted more than once.
Classes: Caller
Shock - Casting Time - Damage: 10 - 9 - 9
Directed Strike
For every 6 point of this skill, the character may add one success to any strike made from a hidden place against a victim that has been attacked previously in the room by an allied combatant. The strike can be melee or ranged, but must be physical.
Classes: Shade
Dispatch
By locking their next action to be a melee attack, the character gains 20 ATB charge per success on activating this special. Use of this special does not take an action.
Classes: Rogue and Fighter
Dispell
EFFECT COMPONENT: The target of a spell with this component(s) has its standing effects eroded. The caster may designate negative, positive, or all spells to be so targetted. The succs of the spell are compared to the most powerful spell that matches that is affecting the target. If it has more succs then the dispell's spell chain, move to the next. If an effect has an equal amount or less, it is nulled and the dispell is finished. If no effect has less or equal to dispell, then the weakest effect that matches is reduced in succs by the amount of succs that dispell has.
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 6 - 5 - -0.4
Displacement
The Sinister Shadow has mastered the art of being in two places at once. Or, at least, being in one place, and appearing to be somewhere else. When this special is active, the user appears to be a few feet away from where she actually is; the false image mirrors the shadow's actions perfectly. This special is activated as a defensive action, and costs 10 MP per round to maintain. While in effect, any physical attack made against the user will have a Displacement x 2% chance of missing outright, regardless of other considerations.
Classes: Rogue
Distract
Resisted with Willpower+Empathy+Empathy/Lies, if the character wins, the victim's planned action is delayed until the next round. Can be done out of turn, but if it is not the character's turn, they lose 1000 ATB. Victim loses 750 ATB. If it was the victim's turn, they instead GAIN 250 ATB, but forfeit the turn.
Classes: Mundane and Rogue
Divine Astrology
You have learned the ways of the stars and can use it to your benefit in your magics. Whenever a nexus occurs, you are far more likely to wield it positively, instead of the chaos that your fellow magi experience.
Classes: Mage and Acolyte
Divine Boon
Calling upon the power of the All Father the acolyte may add divine boon to the 'damage' of any healing spell or healing effect used by the acolyte. At a cost of 5mp add Divine Boonx2 to any healing spell or effect made use of by the acolyte.
Classes: Acolyte
Divine Healing
Calling upon the powers of the divine the acolyte may channel healing energy through their body. At the expense of one action the acolyte may heal a target indivdual of damage equil to Divine Healingx2 at no mp cost. If the acolyte is given enough time they can heal health levels of the target, a rule of thumb is 2hrs per health level and a successful +check Intelligence+Medicine+Divine Healing roll and gain better then 3 successes.
Classes: Acolyte
Divine Inspiration
The Priest, by quite words alone, can often inspire others to great feats and profound actions. Divine Inspiration may only be used once per combat scene at a cost of 5 MP per target to initiate, and upon a maximum of Divine Inspiration/7 target allies. The Priest cannot use Divine Inspiration upon him/her self. Use of this ability offers a bonus of Divine Inspiration/5 successes to all attack and defensive rolls made by those under it's effects (this bonus does NOT count towards damage dealt in attacks or to soak). The effect only continues if the Priest is in reasonable proximity of those affected (maximum effective range of Divine Inspiration/5) AND can pay 2 MP every turn after the first for each affected target to upkeep the enchantment (5 targets is 10mp per turn).
Classes: Acolyte
Divine Protection
The father protects those faithful to him. At a point for point value, Divine Protection reduces for the acolyte any direct damage attacks against them, at maxumum level they reduce any damage against them by 25 points before soak.
Classes: Acolyte
Divine-Presence
Around other worshippers of the same creed, the characters exudes a field of warmth and comfort. Around those of different beliefs, they feel cold and threatening. For every five points in this ability (Round down), add +1 to all checks to true believers. Animals as well as children below the age of comprehension will be unswayed either way, while monsters lacking sentience will be made quite uneasy.
Classes: Acolyte
DoRyuSen
A technique only masters of the blade can perform. Using a strike of unbeleivable speed, the swordsman slashes towards the ground, then out, the speed of the strike creating a vacuum behind the blade that draws rocks and earth from the ground, which are then flung at a target at extremely high speed, allowing the swordsman to strike at range. The attacker uses a standard melee attack, and can strike at any single target within Perception yards of him, provided the target is not behind some kind of cover. The attack is defended against as normal, but can only be dodged (or blocked, if using a shield), not parried. The damage dealt by this attack is of the Earth element, reguardless of the element of the weapon used in the attack.
Classes: Fighter
Double-Slash
It is often possible to make two very quick strikes, though doing so makes them both lack a certain something. If declared as an action, the player makes a standard attack, splitting the To-Hit success into two seperate pools. Treat these pools as seperate attacks, both dealing Double-Slash x 3% of the listed damage. Both attacks may be defended and soaked as per normal attacks.
Classes: Fighter and Rogue
Double-Splash
Calculator Effect: Anyone within the range of the spell with an even numbered DBref is considered a target of the spell and all of its effects, even if this includes the caster. The damage/effect is not dilluted
Classes: Mage
Shock - Casting Time - Damage: 3 - 2 - -0.1
Dragon Bond
You have learned the secret of dragon bonding. You may, once per day, conjure a Normal Dragon with a rating equal to your level or your rating in this special, whichever is lower. The dragon remains until defeated or as many hours as your level(up to 24 hours at best) have passed. If the dragon is at least rating 10, it can carry the dragoon in flight, with one extra passenger per 3 points of rating exceeding 10. While the dragon is present, the dragoon enjoys +20% succs on any dragoon ability they employ. The dragon is always the same, it is not a randomly determined dragon, in name and personality.
Classes: Fighter
Dragon-Flare
A dragon attack, using the element of the highest affinity on the dragon. A dragon may make use of their well-known flare attack. The damage is 10*Successes for damage. This damage can be doubled for 10 MP. -- Addendum: If paired with a status-inflicting element, victim additionally must Stamina-resist against the successes of the blast. If they fail by 5 or more, they suffer the status in addition to the damage.
Classes: monster
Dragon-Spirit
Whenever a Dragoon possessing this skill is the target of a non-magical attack, he may elect to use Dragon-Spirit as a Counter-Attack type Interrupt Action, abandoning any attempt to defend against the attack (the Dragoon may still Soak) in order to attempt to inflict himself with the [Re-Raise] status. When using Dragon-Spirit, the Dragoon, instead of defending, pays 20 MP and makes a +check of Dragon-Spirit. If the +check scores 5 or more Successes, then the Dragoon is inflicted with the [Re-Raise] status, which will last until the end of the scene or until it takes effect or is dispelled. Multiple instances of [Re-Raise], regardless of source, do NOT stack, as the status is either present, or not present; subsequent attempts to inflict [Re-Raise] on the Dragoon while under the effect of Dragon-Spirit's [Re-Raise], regardless of source, will automatically fail.
Classes: Fighter
Dragon-Summon
This special caller potential skill allows one to approach Dragon class spirits and beseech them for a chance to form a pact and later summon them for their aid.
Classes: Caller
Drainer
An attack all of its own, used both as to hit and damage roll, resisted with whatever defense the character has available depending on the method of draining used. The defense roll does lower the damage. The leftover succs(Times 5) are taken away from the victim's HP and added to the character's HP. The damage and draining can be doubled by spending 10 MP before the roll.
Classes: Monster
Draw-Element
EFFECT COMPONENT: Drawing upon the elements of the area, the caster can change the environment or direct it towards their opponents offensively. Any would be victim(s) must be in the target range/area of effect of the spell. When use, this spell takes upon the primary element of the room it is used in. For 1mp the spell for the duration of the scene may take on a secondary element of the area. Example, Ice Tundra: Primary Element would be obviously Ice, Secondary Elements would Air, Earth, and the slim possiblity of Water. It is expected the player read over the desc of the area and draw elemental choices from the obvious. These alignment changes overrule any alignment caused by other components.
Classes: Mage and Monster
Shock - Casting Time - Damage: 2 - 3 - 2
Draw-Weapon
By drawing upon the weapon's spirit of any melee weapon that the Samurai is holding, they can cause magical effects to occur. These effects are very personal and must be developed(contact a staffer for each weapon you plan to use to have an effect decided upon and noted in a +jnote). Should the activation roll ever fail, the weapon breaks in half. This ability can be used on a new weapon, but the effect is up to the residing judge, and the weapon stands a good chance of breaking. (As a general rule of thumb, the weapon spirits can do successes shown x10 damage to any opponent within Draw-Weapon yards, radius, element and 'method' selected in the jnote. Weapon spirits could also heal using the same method, or inflict a status. In the case of status effects, if there is any damage added it would only be x5, and the status would be resisted at the successes shown.)
Classes: Fighter
Dream
Usable on anyone with an Intelligence -or- Willpower lower then the user's rating in Dream, this special, on a successful roll, allows the user to affect the target's dreams, making them dream whatever the user wishes them to dream. Due to the interprative nature of dreams, the user cannot control the actual form of the dream, but can determine the nature of the dream they alter or create using this special. The roll to use this special is Willpower+Dream, and may be resisted with Willpower(or Intelligence)+Humanity, with every 5 points in No-Mind adding 1 success to this resist roll. Each victim to be affected must be rolled for individually, and each victim rolled for must be in sight and within Willpower feet of the user. The user can take part in a dream they alter/create using this special if they are in the presence of the victim while the victim sleeps, but, in so doing, the user submits him/herself to anything that may happen to them while within the dream, as they can only direct the dream's nature, and have no control over the final form the dream takes.
Classes: Mage
Dual-Wield
Dual Wield allows two weapon fighting. Wield a weapon in primary and off hand, then +attack primary and +attack secondary. You will see that the secondary attack gave you a penalty of ATB charge. %rAs your ability in dual wield increases, you will lose less ATB to swinging with your off hand. %rSwinging the second weapon causes you to gain 'Dual Wield Recharge' status. You may not off hand attack while dual wield is recharging(automatic). %rOff hand attacks deal less damage than primary hand(automatic). %rThe off hand weapon must be light enough to hold in one hand(Automatic, more dual wield makes your off hand stronger too).%rPioneered in Ifrit, 1003 by Cole.
Classes: Rogue and Fighter
Durability
Whenever the character should suffer from Gaia's Wrath, they have a 50% chance of shrugging it off. Chance increases to 90% in case of physically harmful/deadly effects.
Classes: Lifepath Restricted
Dwagon-Call
SUMMON EFFECT COMPONENT: When called, roll +dice 1d10, on a 5 or lower, a small dragon of crystalline nature appears and screams at a high volume 'HI!', the effects of confuse and slow are inflicted on the target(s), resisted seperately against the listed Status Resist of the spell, checking Willpower Vs. Confuse and Stamina Vs. Slow. On a 6-9, the same dragon will appear and pounce on someone in a 5 success brawling attack with a WP of the damage of the spell. On a 10, all the foes of the caster are so pounced in a great stampede as the dragon chases after a charbunkle, the attack is only 2 successes in this case.
Classes: Caller
Shock - Casting Time - Damage: 3 - 3 - 1.1
Dwarven-Belly
At any level, allows one to ignore alcohol and continue without any ill effect for as long as they please. Against any poison, injected or of any other kind, they can add Dwarven-Belly to the resist roll, or just use Dwarven-Belly if no resist is normally given.
Classes: Rogue and Monster
Eagle-Eye
Used as an action, you gain Eagle-Eye/5 Perception for the remainder of the scene.
Classes: Rogue
Earth's Transport
Embracing the element of Earth, the Hagele geomancer finds their movement much easier as the ground under them bends, sinks, rises, and otherwise undulates to obey their thoughts. While their feet remain solidly planted on the ground under them, that surface is not so restricted, and will flow rapidly(200% increase in speed, or, if using +move, they may move two additional tics freely for every +move usage. Not automatic.) in whatever direction the geomancer wishes, even upwards. When above ground level, a columb of dirt or stone, as appropriate, will support the character. Use of this special is almost effortless once mastered, and does not impinge on the character's concentration or ability to act or react.
Classes: Mage
Earth-Affinity
This special skill makes the character more aligned to the element of Earth. This special skill will counter Air-Affinity on a one on one basis. When dealing with Earth or Gravity, either offensively or defensively, the character may add Earth-affinity to their check. When dealing with Air or Wind, offensively or defensively, they must take Earth-Affinity away from their check. Such affinities may be noticed by Arcana/Awareness.
Classes: Monster and Mage
Earth-Cutter
By channeling some form of energy through a medium, in this case a melee weapon, some people can draw on the power of the earth. Using this technique, a person strikes the ground during their attack, drawing dirt and stone with their attack. When a character uses this attack, they make a standard attack that is defended as normal but it deals 50% + (Earth-Cutter x 2%) of the shown damage and is thus soaked as Earth damage, not physical damage.
Classes: Fighter and Mage
Earth-Summon
This special caller potential skill allows one to approach Earth class spirits and beseech them for a chance to form a pact and later summon them for their aid.
Classes: Caller
Earthquake
SUMMON COMPONENT: This spell summons forth Titan, Lord of Earth. Titan will, when summoned, cause the ground beneath the feet of his targets to buckle and heave by slamming his mighty fist into the ground with tremendous force, followed by ripping chunks of rock up from the ground and hurling them down upon the enemy. This spell can target up to 2 enemies per 5 points in this Special, and deals it's damage, un-divided and in-full, to all selected targets. No enemy may be targeted more than once.
Classes: Caller
Shock - Casting Time - Damage: 14 - 13 - 12
Egg of Life
Calling on Gerna's nature, an egg is created. A random beast of up to your rating in this ability will hatch from it your next turn. The creature will be loyal the first round of its life, but every action it has after that has a chance that it will rebel. Roll 1d(rating in this ability), if equal or higher than the rating of the beast, it stays, otherwise, it leaves to start its life.
Classes: Caller
Elemental Correction
By correcting the elemental imbalances in the target(s), this component cures and mends their wounds in a non-elemental fashion, which is to say that it ignores weaknesses or strengths, as it restores the objects natural elemental order. In cases where the damage suffered by the object was mostly due to elemental damage, this can rollover and restore lost conditions at judge discretion.
Classes: Mage
Shock - Casting Time - Damage: 5 - 5 - 3
Elusive Target
Rolling Elusive Target vs. the Attacker's Perception (+Check Elusive Target), the Ninja attempts to avoid being the direct target of an attack. Specials and Physical Attacks cannot target the Ninja without succeeding this check. Elusive Target has no effect on the use of Spells against the Ninja. If the Attacker fails to beat the Ninja's Elusive Target roll, then the Attacker must choose another target, Attacker's choice, even if no other desired target is in range; the Attacker does -not- have the option of cancelling the attack. In the case of melee attacks, the Attacker him/herself becomes a valid alternate target. Elusive Target must be declared active by the Ninja at the beginning on any round in which it is to be used, and the Ninja may use no other specials, Offensive or Defensive, while Elusive Target is active. Note, this is a mental ability, No-Mind will add to the Attacker's roll to resist. Enhanced-Senses and Eagle-Eye may also be used to aid the resist roll, if the Attacker possesses these specials.
Classes: Rogue
Enhanced-Senses
Enhanced-Senses does exactly as it is named to do. Add Enhanced-Senses to any roll involving perception.
Classes: Monster and Rogue
Epochal Struggle
This component thrusts the target(s) out of the local time stream. Through active will and expending of energy, they can force themselves to act normally. Inanimate objects will usually not take this option, except for artifacts and significant magic items, which are considered to do so on their own at judge discretion. A person struck by this spell must resist the status, but must succeed by over 5 to resist this component. To take any action requires 10 MP while under affect of this status. Like other statuses, status-null or -inflict is required.
Classes: Mage
Shock - Casting Time - Damage: 15 - 4 - -0.5
Equip-Any-Armor
The normal equation for maximum weight is Strength + (Athletics/Armor * 2). With this ability, Athletics/Armor is instead multiplied by 3 instead of 2.
Classes: Fighter
Escape
Used to flee from hostile situations. When activated, the character can run at an amazing rate, this speed is limited to their rating in Escape. For example, a character with escape can add escape*5 feet to any movement listing, and add an Escape/5 bonus to any physical roll involving their escape. This function only works when fleeing from a source/scene of hostility or immediate danger. (a bomb about to explode will work, someone who thinks you're a jerk is not good enough, unless they're about to swing a sword at you).
Classes: Rogue and Mundane
Esuna
EFFECT COMPONENT: This component will empower a spell to combat any and all desired status ailments in the target(s), nulling them if more succs are scored than what put them there in the first place(cummalative castings may be needed). Each casting attacks each status with full strength of succs and is not divided.
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 4 - 7 - -0.5
Expand
EFFECT COMPONENT: Allows the spell to expand the area of effect(splash) of the target, assuming the target is also a spell. The area is enlarged by the splash of this spell. As always, the caster may always cancel their own effect. If the spell in question was not initiated by the caster, the most they can accomplish is removing their extended portion of the area of effect. This component may not be cast with shock.
Classes: Mage
Shock - Casting Time - Damage: 5 - 5 -
Extend
EFFECT COMPONENT: Allows the spell to extend the duration of the target, assuming the target is also a spell. The duration is extended by the duration of this spell. As always, the caster may always cancel their own effect. If the spell in question was not initiated by the caster, the most they can accomplish is removing their extended portion of the duration. A spell may only be under the effect of one extension at any particular moment. The -normal- duration of a spell is expended before the extra time gained from this spell comes into effect.
Classes: Mage
Shock - Casting Time - Damage: 4 - 10 -
Extra-Appendages
After any action NOT affected by this ability, the character may pre-declare using their extra appendage on their next turn, gaining a +500 ATB charge. This action must be physical, and should probably pertain to whatever Extra-Appendages the user has be they legs or arms. The cap on any skill or Special used during extra action is limited to the rating in Extra-Appendages. In the case of specials this also includes a reduction of subskills and other stats or skills involved to the rating in Extra-Appendages.
Classes: Monster
Face Me
You are a warrior bound by no man, and demand the attendance of even your enemy. The more flash you can find in a battle, the more opponents, your glee and flamboyence only increases. For every opponent past the first engaged in combat with you, you may add a bonus of Face Me/5 to all of your basic attack and defensive rolls. You also gain 1 additional defensive action per opponent attacking you, as well as can add Face Me to /any/ damage done by you to any of the engaged opponents.
Classes: Fighter
Feather-Walk
Any trap of lesser rating than the characters rating in Feather-Walk will not activate due to being stepped on. In addition, the characters actual weight is reduced by Feather-Walk X 4 %, allowing them to walk over fragile surfaces and eventually things like water and quicksand without problem.
Classes: Fighter and Rogue
Feign-Element
Powerful Mystic Knights have learned to emulate the elements, even those they have yet to learn to harness fully. When using Imbue-Weapon, a Mystic Knight may opt to use Feign-Element in place of a component. They may choose any element, paying 2 MP if they choose Fire, Ice, Water, Lightning, Earth, or Air and 4 MP if they choose Black or White. The damage modifier used with Feign-Element is always 1 for the purposes of calculating extra damage.
Classes: Fighter and Mage
Fester
EFFECT COMPONENT: This status ailment, combined with some status action(Status-Null, Status-Inflict, etc..), will empower a spell to make use of the status [Fester]. Anything suffering from this status will find their body growing weak and ill, unable to mend its wounds. Regen and Cure will have no effect as even accelerating the process has no tangible results in this weakened state. As days past, the victim will look pale, haggard, and almost undead with weakness. Oddly enough, despite the discomfort(-2 successes to any willpower check), the character can function fully, but should take great care to avoid injury. This status will last 3 IC weeks, -1 for every 10 stamina the character possesses. Banish-Disease with equal or greater succs than the status-inflict that put this status will terminate the illness and cause the victim to recover within a day's rest.
Classes: Mage and Monster
Shock - Casting Time - Damage: 3 - 4 - -0.2
Fevor
The focus of the clergy, the ability to serve the All-Father until the moment they die. For every level of Fevor possessed by a character who is a diligent member of the clergy, an effective +1 is given to both Perception and Willpower under certian situations. This bonus to Perception may only be used when the clergy member is trying to ferret out lies, or question an individual. The willpower bonus will only apply when the clergy member is resisting coersion, or effects that would cause them to act against creed or cause. Both bonuses apply in full and are unrestricted by situation while standing on holy ground, if the acolyte desires to spend (35-Rating)MP per round of use. Regardless of your level in Fevor, you may only use up to your number of acolyte jobs times 5, if you are a member of the clergy and have no acolyte jobs, the most which can be used is 5.
Classes: Acolyte
Fickle-Fates
The owner of this special may spend 1 MP at any time to force a reroll of a check, the second roll however is stuck and may not be rerolled again.
Classes: Rogue
Field Surgery
With a blade and a few seconds, surgeons save lives. Negatives statuses, diseases, bleeding wounds, and toxins can be purged from the target in a painful but effective moment of violence. Make a dexterity+field surgery check. 1 success will prevent someone from dying, and will restore them to maimed condition, 2 successes will negate a single status. 3 will remove common diseases, 4 will restore a lost condition(Can only be done once a day per target), 5 will negate poisons or moderate diseases. 7 will take care of terminal diseases. 10 successes will negate any and all negative conditions, diseases, toxins, and ailments. Any attempt causes 40 damage to the target.
Classes: Acolyte
Final Message
At the time of death, the owner of this special may send a message of up to 20 words in length to anyone they know within rating miles, who will receive it and know who sent it and that you are now dead.
Classes: Rogue and Shade
Find-Book
Knowledge is power, and where better to find knowledge than in books? Using this ability, a person can think of a subject of interest to them and where next they turn a book on the subject can be found. At 1-10 this ability can be used to find a real book known to the person or a rather simple subject. At 11-20 this ability can be used to find a book unknown to the person but known to have existed or a rare subject. At 21-25 this ability can be used to find a book that has information on any subject the person wishes, regardless of if the information could have actually been gathered or not. A judge may rule this power unworking on secret/hidden topics. Pioneered in the month Kujata, 1004 AH by William.
Classes: Mundane and Mage
Fine-Tune
Useful for making technology beyond the normal 'accepted' norms BETTER!. Staff discretion.
Classes: Mundane
Fire-Affinity
This special skill makes the character more aligned to the element of fire. This special skill will counter Ice-Affinity on a one on one basis. When dealing with fire or heat, either offensively or defensively, the character may add fire-affinity to their check. When dealing with Ice, Water, or Coldness, offensively or defensively, they must take Fire-Affinity away from their check. Such affinities may be noticed by Arcana/Awareness.
Classes: Monster and Mage
Fire-Summon
This special caller potential skill allows one to approach Fire class spirits and beseech them for a chance to form a pact and later summon them for their aid.
Classes: Caller
Florintene
Some have developed the ability to use their off handed to efficiently parry incoming attacks. A character with the skill parries with -1 difficulty per 8 points of florintene(Use +diff -1/2/3 before +armor/defend). The character must have a weapon in each hand, and must use Dexterity+Defense+Defense/Parry.
Classes: Fighter and Rogue
Fly
The basic ability to fly! Having this ability does not denote any form of grace(which your total of dexterity, fly and Athletics/Flying help to determine), but does mean you can get off the ground and move from place to place. A character with the special skill Fly, who is flying can cover +move run feet + Fly or Flyx2 feet for greater speeds. Though there are chances of failing and crashing at higher speeds unless the user has a fly of greater then 18. If the character has no natural means of flying, generally wings for fleshies and propellers or some such for mechanical constructs (IE, Golems), the character must spend 3 MP to Fly. Sprouting ethereal wings does -not- void this cost, being merely a representation of the ability to fly with the expenditure of energy.
Classes: Monster
Focus
Used as an action, you gain Focus/5 Magery for the remainder of the scene. Focus cannot be used to increase your Magery if you have -any- points in Nega-Magic.
Classes: Mage
Follow-Orders
Mercenaries are notorious for their ability to achieve their goals. When following orders a Mercenary gains Follow-Order / 2.5 (Divide your rating by 5 then double it) to all checks involving, you guessed it, following orders. Orders must be based on a written contract, though bload oaths often work.
Classes: Fighter and Rogue
Fortune
Once per 5 points per day, a user of Fortune may cause an ally(Or themself) to reroll a roll. The reroll must be kept, even if it is bad. Gaia's wrath may not be so influenced.
Classes: Fighter and Rogue
Free Water
SUMMON COMPONENT: P'tolea appears and strikes down the target in a spray of water. The water vanishes at the end of the round, but any damage inflicted remains. Used non-violently, it can spray down as many cubic feet as successes with water.
Classes: Caller
Shock - Casting Time - Damage: 5 - 5 - 5.25
Frozen
EFFECT COMPONENT: This status ailment, combined with some status action(Status-Null, Status-Inflict, etc..), will empower a spell to make use of the status [Frozen]. If the target(s) fails a Stamina check against the Status Resist of the spell they are struck by the [Frozen] status. Anything suffering from this status will be held immobile for a number of rounds equal to the difference between the target(s) resistance check and the total successes of the spell. Any damage received is divided by 10 and reduced from the status' duration. When attacked while in the [Frozen] status, the victim takes no damage.
Classes: Mage and Monster
Shock - Casting Time - Damage: 4 - 2 - -0.2
Gaia's Hunger
EFFECT COMPONENT: This component causes the target(s) to be engulfed by the ground under them. If they are air borne or under the Float status, this component has no effect, like most earth element components. Targets suffer the listed earth damage. In addition, targets must +resist the status or become effectively under the [Break] status. Those stoned in this fashion continue to +resist each round(Though at -3 resist target each roll) and take the same earth damage each time until they break free of the earth, or are claimed by it.
Classes: Mage
Shock - Casting Time - Damage: 5 - 3 - 3
Gaia's Mercy
Bathing yourself and your target in a bubbling pool of mako that this ritual summons, you commune with the mother planet, and she will forgive the target of their sins, cleansing them of magical error. In system terms, a random gaia's wrath, which could be good or bad, is removed. The geomancer gains 1 point of the special skill lose-mp, dwindling their mp pool.
Classes: Mage
Gaia's Song
This song echoes the bliss of the mother planet. Those listening to it are lulled into a peaceful and inner-reflecting state. On the positive, negative mental status ailments(Berserk, confuse, blind, etc) are countered succ for succ, or allow a second resist roll, as appropriate. On the negative, anyone benefitting from gaia's song is also at +1 difficulty for a round due to slow reaction time. The roll for Gaia's song is Gaia's Song + ( 26 - humanity ). This special was discovered on Kujata 27th, 1014 AH by Shun.
Classes: Monster
Gaia's Transport
The product of gruelling research into the nature of Ley Lines by the Geomancer Hanare, Geomancers have discovered how to use these flows of magic for speedy travel, though there is some risk involved in the process. If the Geomancer is in close proximity to a Ley Line Nexus or Ley Line, they may tap into it's energy and use it for travelling along the Ley Line's course. When travelling along Ley Lines, the Geomancer can take with them 1 passenger per point in Gaia's Transport, and travel is extremely fast, allowing the Geomancer and his passengers to cover up to 30 Leagues (ie, 90 Miles) per hour travelled. The risk involved, however, can be harrowing, as each traveller runs