Accessory-Break
This attack seeks to destroy the gear-like 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. Attacker declares their intent and makes a standard +attack check (though no damage will be dealt regardless of the outcome). The defender then performs a +defend. If the attacker is successful then +check Accessory-Break. If the scored successes match or exceed the Accessory's quality (Poor = 1, Average = 2, Masterpiece = 3), reduce the Accessory's effective Quality to the next lower level. When reduced below 'poor' quality the accessory is rendered useless until repaired and must be unequipped.
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 possessor of Aim may add +1 to the '(+X)' of any Ranged attack they perform.
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. Having this special makes all melee +attacks at +1 difficulty(automatic), but at a great benefit. With every single attack, there is an Arcane Blade Dance% chance of getting a chance to fire a spell immediately. The spell is considered cast directly after the swing, and must target the same person that was struck with the sword, or the caster. +attack will automatically report when ABD activates.
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 aimed at the target's arms, to rob the target of their use for a time. The user of Arm-Aim declares it's use before attacking, then performs a standard Ranged attack, which may be defended against normally. If the attack is successful, the listed damage is ignored; instead, the attacker performs a '+check Arm-Aim', resisted by the target with '+resist/stamina'. If the target's +resist score does not match or beat the attacker's successes on the Arm-Aim check, then the target is inflicted with the [DISABLE] status (see BBPost 15/34). This status will last for (Arm-Aim / 7) Turns (drop decimals), or until the victim can beat the attacker's original Arm-Aim successes on another +resist/stamina roll (one +resist/stamina roll allowed each turn, performed on the victim's Main Action, while the [DISABLE] status persists; additional +resist roll results are -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 or armor-like accessory 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. Attacker declares their intent and makes a standard +attack check (though no damage will be dealt regardless of the outcome). The defender then performs a +defend (Dodge or Parry only, if Block is used the break automatically succeeds). If the attacker is successful then +check Armor-Break then divide the succs by 5. The remaining amount will be subtracted from the armor's condition.
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. This spell will, inherently, penetrate three Health Levels, but gains no additional Health Level penetration from any other source, including the Damage spell improvement.
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, ie drawing the weapon and attacking in the same motion, this technique (refereed to by some as being part of a collection of techniques known generically as Iaijutsu) allows for a sudden and powerful attack designed to strike the foe down with a single blow. To do so, the user must be wielding a sword, which must be sheathed, and with the scabbard either at their hip or held in hand in the vicinity of their hip. 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. If the attack is successful, 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 Turn. If Battoujutsu misses, however, the attacker is left unbalanced and at a substantial defensive disadvantage, unable to defend against attacks aimed at them until their next Turn (user may only Soak, and cannot Dodge, Parry, or Block). No other Sword-Techs or Specials may be used with Battoujutsu, unless the Sword-Tech or Special specifically notes otherwise.
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) NOTE: One cannot target oneself with this component, only another, as the alteration of a person's very being requires a good deal of concentration and time, and is not without discomfort for the one being changed.(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 attempt to catch and yank a weapon out of an opponent's hands. Instead of +defending, check willpower+blade-grasp+defense/parry, and divide the successes by 3 (round down). If that amount is greater than the to-hit of the opponent's attack, the attack is nullified, and the attacker must +weapon/remove the weapon used. The weapon is now on the floor, requiring the user +wield it again to regain it to their hand. If the Blade-Grasp results are 3 or more better than the to-hit of the attack, the weapon is sent flying (strength+athletics/throwing)/10 spaces away. -- For purpose of ATB, Blade-Grasp usage is synonomous with Parrying. Each use of this special, the user should +Atb/charge -200. -- Used successfully against a brawler, the attacker is thrown off balance, losing 50 ATB for success of the special's check (undivided). -- 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 at any time for 300 ATB, gaining a 3 strength Shadows status. Any attack that would allow a dexterity or dodge based defense will automatically succeed, but the shadows strength lowers by 1. Conjuring the Shadows costs 15 MP. Area of effect attacks will remove Shadows effect, but will still have no effect on the ninja. 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
Using brute strength, and a bit of skill, a Dark Knight can grapple and maneuver a single Victim (bystander or opponent) into position to act as a shield, causing them to become the target of all non-area attacks, including non-splash Spells, against the Dark Knight. Initiating Body-Shield, which must be done as a Non-Interrupt/Main Action on the Dark Knight's turn, requires that the Dark Knight not have a shield already (be it Armor or Person). These requirements being met, the Dark Knight +checks Body-Shield, and the Victim resists with Strength+Brawl+Brawl/Holds (this Resist roll may be replaced, at Judge discretion, with a different, and logically applicable, Resist of similar format (Stat+skill+subskill) -IF-, and only if, the Victim does not possess the Resist listed above). The Dark Knight's Body-Shield check must beat the Victim's resist by 2 Successes to successfully grapple the Victim; the attempt fails otherwise. Once grappled, the Victim may roll the Resist he used again each turn to attempt to escape the Dark Knight's hold: If the Victim cannot beat the Dark Knight's original grapple roll in a single attempt, then half of the failed roll's successes from each failed attempt are carried over and added to the next escape attempt, building cumulatively until the Victim amasses enough successes to beat the Dark Knight's original Body-Shield roll. The Dark Knight, while holding the victim, becomes unable to use any Defensive Actions while holding and maneuvering the Victim (ie, while Body-Shield is being used). While grappled, the Victim, each time he becomes the target of an attack because of Body-Shield (excluding attacks made by the Dark Knight against him), may make a contested Strength check (+check Strength, no bonuses except Racial/Innate allowed) against the Dark Knight; if the Victim wins this contested check, then the attack strikes both the Dark Knight -and- the Victim, the damage split evenly (drop decimals) between the two. Critical Attacks aimed at the Dark Knight will bypass the Body-Shield Victim and strike the Dark Knight for full damage. If the Victim chooses not to struggle in favor of taking other actions (such as attacking the Dark Knight, casting a Spell, or using an Item), then all such actions are at -2 Successes. While the Dark Knight has a Victim grappled, his movement rate is halved, and any non-attack actions the Dark Knight takes (not including actions directly targeting/involving their grappled Victim) are at -2 Successes; any attacks the Dark Knight makes while he has a Victim grappled are instead at -4 successes (again, not including attacks targeting the grappled Victim); any attacks using two-handed weapons while using a Victim as a Body-Shield are impossible.
Classes: Fighter and Rogue
Break
EFFECT COMPONENT: This status ailment 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. Use of this ability is an AoE 10 centered on the user. Everyone in this range must +resist/will vs the succs of the special against the status of [Calm]. While suffering [Calm], no actions that harm others can be taken. Being attacked nullifies the status instantly and gives a 5 strength [Un Calm] status that renders the user immune to [Calm].
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 +resist/will vs (your succs). Reduce the remaining rounds by 2, the victim will effectively 'switch sides' for the duration of the status, 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
Make a standard brawl attack, increase damage by rating in this special skill. If the victim has attacked you within the same combat scene, they must +resist/stam vs (1 per 3 points of choco-beak) or suffer [Slow] via concussion.
Classes: Monster
Choco-Scratch
A wicked slash of claws leaves painful bleeding wounds. Make a standard brawling attack. In addition to standard damage, victim must +resist/stam vs (1 per 3 points of choco-scratch) and gain [Bleeding] at the specified strength. Bleeding can stack(Bleeding, Bleeding1, Bleeding2, ...).
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 regarding conspicuous activity will hold true for as long as Cloaking is active. Note: For AUTOMATED +stealth, cloaking just adds to the roll, you never auto succeed with it. For auto success, you will have to cooperate with the players on the scene.
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 possessor may remove -5 from the Dodge margin of the target of his Ranged attack. If the target's Dodge margin lists 'SUCCESS' rather than a number, then Concentration has no effect.
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 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
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 +defend counter-tackle. If the counter succeeds, you immediately lash out at them in a brawling attack. This attack may be defended(but not by any countering/hamedo type defenses), with a target of the counter-tackle's success. Damage is done via standard +brawl.%r(Note: Success of this defense mode does not reduce or prevent the incoming attack in any way.)
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
Select a target in up to Long range. They must +resist/stam vs your succs or gain [Cursed Transformation] status. While suffering this status, they become an inoffensive and harmless creature, such as a toad, piglet, rabbit or some other thing. Those suffering this status may not cast magic or use active special skills of any kind, excepting those that cure this status ailment. Cursed transformation can be used again to cure cursed transformation. NOTE: This status does not, by some strange magic, affect the user's ability to hold weapons or wear armor.
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. As a standard action, make a +brawl Dash attack. An enemy hit with this attack takes normal brawling damage, and is forced back up to 1 space per 10 missed on their best defense mode(Assume a roll of -10 if they did not defend). This movement does not cost ATB.
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(+aoe Stamina / 3) 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 targeted 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
Dispel
EFFECT COMPONENT: Designed specifically for use against Enchantments, this component, if cast on an Enchanted Item or Area, cancels out the strongest enchantment present at a rate of 1 Enchantment Success per 1 Dispell Successes. In the case of Rune-Enchanted Weapons, use the combined total of the Weapon's WP, Accuracy (subtract this value from the combined total if the Accuracy value is a Negative number), and Strength Requirement as the 'Enchantment Successes' value. Multiple castings of this component may be required to remove powerful Enchantments.
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 10 - 50 - -0.2
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. -- The system benefit is described in further detail here: http://scross.homeip.net/Wiki/index.php/Code/Cast
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 incredible speed, the swordsman slashes towards the ground, then out, the motion creating a vacuum behind the blade that draws rocks and earth from the ground and flings them at the target at high speed. The attacker makes a standard melee attack after declaring the use of DoRyuSen. DoRyuSen can strike at a target up to 2 spaces away, and is treated as an Earth-element attack regardless of the element of the weapon used, and is immune to any element-altering abilities or specials. DoRyuSen, being considered a non-magical Ranged attack in system terms, is defended against normally, but cannot be Parried, even if used in Melee range; it can only be Dodged or Blocked (Parry results in +defend are treated as failed, regardless of the reported results).
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. This spell will, inherently, penetrate two Health Levels, but gains no additional Health Level penetration from any other source, including the Damage spell improvement.
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
Einherjar
SUMMON COMPONENT: Calling upon Odin's noble Valkyries, the Choosers of the Slain, this spell summons one of his Battle Maidens to the field. Upon arrival, the Valkyrie will call to her side a host of Einherjar; great warriors and heroes from ages past who have died gloriously in battles long ago, and chosen to be Generals in Odin's armies. Once assembled, the Valkyrie and her party descend on the target(s) of this spell, dealing Physical damage to the target(s) before they all return from whence they came. This spell gains an AoE of 1 once the Summoner's rating in Einherjar reaches 15.
Classes: Caller
Shock - Casting Time - Damage: 6 - 5 - 6.0
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, +resists as normal, but the duration reduction is reduced by half(If reduced to 0, however, it is reduced to 25% instead). To take any action requires 10 MP while under affect of this status.
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 +(Rating X 20) ATB charge. This action must be physical, and should probably pertain to whatever Extra-Appendages the user has be they legs or arms.
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. When using Imbue-Weapon, a Mystic Knight may opt to use Feign-Element in place of a component, and pays less MP as a result. They may choose any element, paying 3 MP if they choose Fire, Ice, Water (Aqua), Lightning, Earth, or Air and 5 MP if they choose Black or White. The damage modifier used with Feign-Element is always 0.8 for the purposes of calculating extra damage.
Classes: Fighter and Mage
Fester
EFFECT COMPONENT: This status ailment 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 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 a 5% chance of being inflicted with Gaia's Wrath during the trip, due to the Ley Line's close connection with the planets flows of Life Stream. Requiring a great deal of concentration and magical energy to initiate, the Geomancer must have available their max MP, and must spend all of it, and then concentrate for five minutes per person travelling; if the Geomancer lacks even 1 MP, initiation of travel is impossible until Full MP is restored. Once the Geomancer and his passengers are on the Ley Line, travel is effortless, though somewhat limited in nature in the following ways: Travel is restricted to the path the Ley Line follows; there is no stopping, though speed can be adjusted from 30 Leagues per hour to 3 Leagues per hour; reaching a Ley Line Nexus immediately ends travel along the Ley Line, and travel must be initiated along a new Ley Line, as described above, if further travel is desired. During travel, the Geomancer remains aware of the terrain they are passing by, though his passengers do not, and the Geomancer (and only the Geomancer) may end travel instantly at any time before reaching a Nexus by disconnecting himself (and thus his passengers; passengers cannot be left behind even intentionally) from the Ley Line's flow.
Classes: Mage
Gaia's-Rage
EFFECT COMPONENT: By calling upon the life within the planet itself, the wielder of this spell can do amazing damage. This damage counts as physical damage, as the caster borrows the Planet's will to attack, which will use anything and everything natural around the target to attack with. Plants will lash out, rocks will be hurled, ect.
Classes: Mage
Shock - Casting Time - Damage: 6 - 2 - 8
Gambit
Used with another action, call before hand 1 or 2, then +dice 1d2, if you win, you gain the amount of succs you can get in a +check Gambit, otherwise, you lose the same amount. If the action is a spell or special ability, spend 1 MP for every success added or subtracted. This ability can only be used at most once per round. %r-%rIf used on an attack that is +defended against, reduce/raise all defense modes against it by an amount equal to the succs altered.%rExample: You add 3 successes to punching bob. Bob dodges and gets a +2, close, too close, as your +3 comes out of it and reduces it to a -1. Bob fails to dodge and is punched.
Classes: Rogue and Acolyte
Gatotsu
There are some that are trained in a rather devastating combat strike, one that allows the wielder to strike at their opponent not with finesse and skill, but with simple brute force. Such is Gatotsu. Gatotsu is declared prior to the user's attack, and cannot be used in combination with any other active melee Special. The user makes a standard Melee Attack, adding (Gatotsu/5) to the attack's To-Hit modifier. If the attack is successful, the attack's pre-soak damage is increased by (Gatotsu*2)%. If the attack fails, however, the attacker must spend his next non-defensive Action recovering his balance, as an unsuccessful Gatotsu attack throws the attacker off-balance, limiting them to standard Dodge-based defense only. To use Gatotsu, the user cannot be using a Shield or Weapon in his off hand, as the off hand will be used for the Gatotsu attack, and the weapon used must be a sword (or similar-sized melee weapon, such as a Battle Axe; no Daggers or Shortswords or small one-handed axes allowed).
Classes: Fighter
Ghost's Touch
SUMMON COMPONENT: Ghost reaches out and touches the target(s) of this spell, causing black damage. All damage caused by this component is in turn restored to the caller, or allies within Short range, as the caller sees fit to divide it. It is said that the victim gets a glimpse of the Abyss, a most unsettling thing. NOTE: Being a summon, this spell automatically has immunity 5, allowing the caller to pick and choose who is affected.
Classes: Caller
Shock - Casting Time - Damage: 3 - 4 - 1.4
Giga Flare
SUMMON COMPONENT: Giga Flare. The name alone inspires awe among even the most powerful Summoners, it is the hallmark of the greatest Spirit of them all, the King of All Beasts, Bahamut. Summoning Bahamut is never done lightly, and Bahamut sometimes refuses to respond, especially if the situation is not of world-threatening importance. But when Bahamut *does* answer a call... It can only be described as epic, as the power that Bahamut can unleash is nigh unto earth-shaking in magnitude. If Bahamut answers this summons, he will appear in the sky above, and blast a massive bolt of Non-Elemental energy down dealing the listed damage to all that are caught in the massive blast. This spell will, inherently, penetrate five Health Levels, but gains no additional Health Level penetration from any other source, including the Damage spell improvement. -- Wizard Note: This spell is generally considered less of a ATB combat tool, and more of a Plot Event.
Classes: Caller
Shock - Casting Time - Damage: 35 - 25 - 20
Grand-Blow
It's a matter of focus, a matter of will. A swordsman being able to channel the mind and body into a single powerful blow with the intent of ending the battle at times well before it had even fully begun. System: The user may, at any time, +atb/effect Grand Blow=1. While this status lingers, all +attacks and +brawls will cost 40 more ATB per grand-blow point, and do 4% more damage. The strike will also penetrate an additional health level. Pioneered by Ryais Solotares.
Classes: Fighter
Grand-Rage
The epitome of Monster development, Grand-Rage is the final step in the Rage 'style', allowing Monsters to fully harness their potential. Monsters with Grand-Rage add (Grand-Rage * 3) Pre-Soak Damage to -all- basic and non-basic unarmed attacks and -all- damage-causing Monster-category Specials.
Classes: Monster
Grudge
SUMMON COMPONENT: This spell summons forth the Tonberry King, Greater Spirit of Punishment and Penance. When summoned, the Tonberry King will approach it's Target and thrust it's knife, Tonberian, into the victim's heart, dealing damage to the target equal to the total amount of damage the target has successfully dealt to others (ie, after soak) since the beginning of the scene. Attacks made by the target that were to protect themselves or another, or that were to punish a wrong-doer, do not count towards this damage total. Damage dealt by the Tonberry King is capable of piercing Health Levels without restriction. Grudge can only ever target a single victim: Grudge receives no effect from the MIRV or AoE Spell Improvements. Non-Combatants, Innocent Souls (such as Slaves), and those with the Saintly merit will never receive any damage from Tonberry King.
Classes: Caller
Shock - Casting Time - Damage: 12 - 8 - 0
Guts
Used as an action, you gain Guts/5 willpower for the remainder of the scene.
Classes: Fighter
Hagele's Step
So called for the small shuffling steps that a geomancer tends to do while using this ability. Every round they make activate this skill, they gain a bonus of the succs towards a specific task as they find just the right place to be to get it done. The maximum bonus they can attain is the rating in this special. Alternatively, they can re-arrange a house and add various energy gathering and redirecting devices and crystals to make the home or building more conductive to what goes on in it. Actions that are in line with the function of the building as the geomancer saw it will then have a permanent bonus. The bonus is determined by first rolling Hagele's Step+Lore/Feng Shui+Perception, then The same, but with intelligence instead of perception. The lower of the two rolls is the bonus. This permanent application is very fragile. Smashing one of the crystals or other energy devices nulls the effect immediately, causing it to have to be redone completely. The ritual takes about an hour per room in the building.
Classes: Lifepath Restricted
Hamedo
This is a counter. When attacked within melee range, +defend hamedo. %rIf the hamedo defense mode succeeds, then you may immediately make a melee or brawl basic attack. The attacker's original attack is considered nulled at the same time.%rPioneered by the blind monk Hiroki Hamedo, in times long past.
Classes: Fighter and Monster
Hand of God
There are Practitioners of the Will of the All-Father. And then there are people are avatars of His Power, entities capable of exacting Divine Retribution with a zealot's fervor. By spending all of his MP, so long as he still has at least 50% left, a Knight Templar may activate this special, giving him a number of benefits for the remainder of the scene, or until KO, whichever comes first. First, the wielder becomes White-aligned, being healed from white-element attacks, and taking double-damage from black. Also, all of the wielder's attacks will channel Holy energies (ie, become White-Element, regardless of the attack's listed element, be it Physical or Magical), and in this state all Physical damage received by the Knight Templar will be halved before soak. This Special can only be activated as a non-interrupt action, and may only be used once per IC Day.
Classes: Acolyte
Haste
This beneficial status gives the [Haste] status to the target(s). While under the affects of this status, the target will regain ATB 50% faster than normal.
Classes: Mage and Rogue
Shock - Casting Time - Damage: 2 - 2 - -0.1
Healer
Add Healer to all medicine checks of any sort.
Classes: Acolyte
Hellfire
Used as a standard non-interrupt action, this Special allows the user to form a ball of hellish flame which is then hurled somehow at the target, dealing Fire-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. Hellfire 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 Hellfire's successes; non-target victims caught in this ability's AoE may also attempt to Dodge in order to reduce Hellfire's damage to them by 50%, before soak), but not parried, blocked, or counter-spelled/deflected. The defender(s), if hit, must beat Hellfire's successes on a +resist/stamina roll, or suffer the [IMMOLATE] status for a number of Actions equal to Hellfire's Rating / 3. Hellfire costs 5 MP to use. Another 10 MP can be spent by the user of Hellfire, in addition to the initial 5 MP cost of using Hellfire, to double Hellfire'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
Heretic Chimera
You can take -other people's- inventions and slap them onto your own for fun and profit. The resulting menagerie gains a whole new permanent quirk, but functions. The roll needed to do this is dependant on the inventions being combined, and the sciences they are based on. If you wish to use this to combine two of your own inventions that weren't originally designed to be combined, then this roll can be made at +1 difficulty.
Classes: Lifepath Restricted
Hesitate
Resisted with Perception+Subterfuge+Subterfuge/Poker Face, 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: Acolyte and Rogue
Hidden-Stab
Upon a successful Back-Stab attempt, the user may spend 2 MP to attempt to quasi-magically hide the origin of the strike entirely. A roll of Hidden-Stab+Stealth+Stealth/Back-Stab is made, and if it beats the victim's perception+alertness+alertness/ambush roll by 2 successes or more, it becomes impossible to determine the source of the attack.
Classes: Rogue
Hide-Monster
This special skill will thwart special skills and spells designed to ferret out monstrous presence. Subtract Hide-Monster directly from the dectector's rating in the special skill or spell. If this reduces it to 0 or lower, the attempt fails automatically. If not, the detection may be made with the reduced value.
Classes: Monster
Hit-All
Used alongside another Monster Class Special, who's rating can't be higher than Hit-All's, this special skill allows all enemies/members of an opposing party in visual range to be affected. If the Monster Class Special's rating is higher than Hit-All's, then it CAN NOT be used with Hit-All in any way. If the Monster Class Special being used with Hit-All generates damage, then all damage the Monster Class Special deals is halved before soak. Using Hit-All doubles all MP costs of the Monster Class Special it's being used with; if the Monster Class Special has no MP cost, then pay MP equal to Hit-All's rating to use Hit-All. This can NOT be used with Spell Components.
Classes: Monster
Holy Might
Understaning the will of the all father the acolyte can enchant there weapon to do holy damage. At a cost of 10mp, the acolyte causes their weapon to be come white elemental in nature and adds Holy Might+5 to the overall damage. A cost of 2mp per attack with this weapon must be paid to upkeep this enchantment. Only one weapon enchantment can be focused upon by an acolyte at a time.
Classes: Acolyte
Humanity's Grace
Suffusing the user with all that is that makes humanity humanity, the user's humanity rating becomes 30. If they were not human, they become human instantly and gain half of Humanity's Grace against any attempt to subvert them via mind affecting or shape shifting monsterous tricks. If they were human, they become immune to these effects and have a 50% chance of shrugging off gaia's wrath when they would have normally gained it. The talents: Peaceful-Aura, Commanding-Presence, Command Rabble, and uses of the leadership skill are all enhanced by the rating in this special. If the user does not have 25 in this ability, it may not be turned off, but it can be dispelled. While under the affects of this, the user becomes aligned to the positive aspects of humanity, going out of their way to be a perfect saint in regards to helping others and making the world a better place.(You gain the Saintly flaw so long as this special skill is active.)
Classes: Mundane
Hunter Prestige
This special represents the character's known exploits as a Mark Hunter. Every member of a group who participates in a Mark Hunt will receive a point in this special, which over time may be used to prod Hunters toward special, off-the-books missions that they'll have the chance to bid on. Also, the more Prestige a Hunter has, the more famous they'll be locally.
Classes: Non-Job Special Issue
Ice-Affinity
This special skill makes the character more aligned to the element of Ice. This special skill will counter Fire-Affinity on a one on one basis. When dealing with Ice or Water or Cold, either offensively or defensively, the character may add Ice-affinity to their check. When dealing with Fire, or Heat, offensively or defensively, they must take Ice-Affinity away from their check. Such affinities may be noticed by Arcana/Awareness.
Classes: Monster and Mage
Ice-Summon
This special caller potential skill allows one to approach Ice class spirits and beseech them for a chance to form a pact and later summon them for their aid.
Classes: Caller
Icy-Breath
SUMMON COMPONENT: This component represents a pact with Puck. Casting this component summons Puck to the battle, where he will assault the spell's target with an exhaled blast of frigid breath before disappearing again.
Classes: Caller
Shock - Casting Time - Damage: 3 - 2 - 2.75
Illusion
A form of psychic ability known to few. It allows one to put for, scenes, or images into ones mind To confuse them, or for a nicer purpose, perhaps. The illusions may NEVER cause physical harm, though emotional damage might result if the scene calls for such. One can resist such an image to their minds with Willpower+Intelligence+Empathy. If they fail the illusion is perfectly real to the touch, but will... again, cause no damage. Illusions last until dismissed, until the creator leaves the scene, or until the end of the scene, whichever comes first. This ability only lasts while at least one action a round is spent concentrating on it.
Classes: Mage and Rogue
Imbue-Strike
Some martial artists advance to the point where they can manipulate and use their inner energy, their Chi, and then there are those that go a step beyond, becoming able to harness it to it's full potential. Using Imbue-Strike, a Martial Artist can enhance his or her blows with the living force of their Chi. At a cost of 3 MP per use, the Martial Artist may '+check Chi' and use the successes scored to do one of two things, which must be declared before the +check is made. Option 1: Add the Successes scored * 10 to the damage of a single standard Brawling attack, which becomes an elemental attack of the element Energy (soaked by 'Other' instead of by 'Physical'). Option 2: Use the successes scored to inflict the [STUN] status (+bbread 15/8), resisted with +resist/stamina, leaving the victim stunned for a number of non-interrupt Actions equal to the successes scored on the Chi check if the resist fails. If the user's rating in Chi is higher than their rating in Imbue-Strike, then use the +check Imbue-Strike instead.
Classes: Fighter
Imbue-Weapon
Mystic Knights have mastered the art of channeling magical energy through their weapons, allowing them strike with elemental force. By spending MP and using a Main Phase action, the Mystic Knight can cause their weapon to inflict elemental damage by infusing the weapon with the energies of any single Elemental spell component they possess (the component being imbued into the weapon must be stated at the time Imbue-Weapon is used). The cost is 4 MP for Fire, Ice, Water (Aqua), Lightning, Earth, or Air, or 6 MP for White (using Cure will not cause the weapon to heal, but will simply cause the weapon to deal White Element damage) or Black. Not only is damage influenced by standard elemental alignments, bonuses, and penalties, but on a successful attack the Mystic Knight +checks the component used with Imbue-Weapon, modifying the successes of the +check by the damage rating of the component used and then multiplying that result by 5, and adds that to the base damage of their attack, before soak. The effects of Imbue-Weapon lasts 1d3 rounds. When the effect would end, the Mystic Knight may spend 4 MP at Initiative to add 1d3 rounds to the duration. However, the Mystic Knight must let the effect expire before a new element can be chosen.
Classes: Fighter and Mage
Imitate
By watching and repeating, a rogue can repeat any singular mundane ability that was performed this round. Any basic skill used can be chosen to be imitated when the mime's turn comes around without the usual penalty for 'changing ones mind'. The limit of the skill so imitated is the level of Imitate, and only last for the moment of use before being forgotten.
Classes: Rogue
Immaculate
You never look mussed up or anything but your best! Immaculate can remove up to Immaculate worth of penalties in social situations that would occur due to being dirty, dishevled or surprised. Mud will slide of your suit, your hair is fine the moment you wake up. You seem always prepared.
Classes: Fighter and Mundane and Acolyte
Immolate
This status ailment will empower a spell to make use of the status [Immolate]. See the status ailment board for details.
Classes: Mage and Monster
Shock - Casting Time - Damage: 3 - 4 - 0.4
Imp Bond
You have learned the secret of summoning small Minor Elementals known, collectively, as Imps. You may, once per day, summon a Normal Demon with a rating equal to your rating in this Special. When this special reaches a rating of 15, you may replace the 'Normal' Modifier with 1 Modifier of choice, and may add a second Modifier of choice when this Special reaches a rating of 25. The Imp, once summoned, remains until defeated, until you dismiss it, or until as many hours as your Level (up to 24 hours at best) have passed, whichever comes first. You may, at any time, pay 10 HP to sacrifice the Imp, gaining an amounts of MP equal to the Imp's remaining HP (this counts as dismissing the Imp; if done in combat, this must be done as a Non-Interrupt Action). If an Imp is dismissed by sacrifice, then you will be unable to summon another Imp for 48 hours. The Imp that is summoned by this Special is completely random, and it is unlikely that the same Imp will ever be summoned twice.
Classes: Mage
Imp!
SUMMON COMPONENT: This spell summons forth the being known only as Imp, Spirit of Mischief and Trickery. When this diminutive trickster is summoned, he will, with great glee, apply his little pitchfork to the target(s) with mischievous creativity, and afflict the target(s) of this spell with the [MINI] status (as described on board 15), which will last until the end of the scene, or until removed by the appropriate curative item or effect. Imp's target(s) may attempt to resist the [MINI] inflicted by Imp's mischief with +resist/willpower.
Classes: Caller
Shock - Casting Time - Damage: 3 - 2 - 3.00
Imp-Summon
This special caller potential skill allows one to approach Imp class spirits and beseech them for a chance to form a pact and later summon them for their aid.
Classes: Caller
Imprint
Druids are very intune with their own gardens. At home in it, and one with it as well. When casting magic inside their own glade, Druids add Imprint / 5 to both the successes on the spell. Damaging spells reduce resistance(Even at/below 0%) by Imprint %.
Classes: Lifepath Restricted
Improvement Mastery
This special skill allows a character to add more improvements to a spell, +1 for the 1st five points and +1 for every 10 pts after that. At no point can the mage add more than 5 pts of improvements to a spell due to this special.(AUTOMATED)
Classes: Mage
Incite-Rage
This special skill both allows the user to self-inflict the [Berserk] Status if done with three succs, it also allows them to resist attempts at [Berserk] Thrown at them against their will. In the latter case, the succs are taken away from the attacker's succs.
Classes: Fighter and Monster
Induce Nightmare
Any time the character uses their dream ability, the victim will suffer nightmares for as many days as the character has levels. During this time they will be tired and fatigued, waking up in a cold sweat with visions of impending doom. Besides interrupting the victim's life in general, if the character should choose to make the dream come true by attacking the victim, the victim must immediately make a Will +resist against 5 + the level of the attacker or freeze with fear for 1d3 rounds, taking no actions but to defend against attacks, but neither attacking back or running away or calling for help.
Classes: Shade
Inertial-Field
By making use of their own innate magical prowess, user of Inertial-Field can create a field of densely resistant invisible energy in the area around their body. This field, usually extending no more than a foot out from the user, makes it particularly difficult for objects coming in contact with the field to move towards the field's creator, most notably hindering other people's ability to physically strike them with weapons or projectiles. When attacked, a character with Inertial-Field may spend 3 MP as a Free Action to create the Field, which imposes a penalty to the Attacker's attack margin (the number listed in () in the Attacker's attack) of (Inertial-Field)/2.5 (drop decimals). This ability does not, in itself, prevent the user from being struck, it simply makes it easier for the user to actively avoid being struck; if the user is bound, immobilized, or otherwise incapable of defending himself/herself normally, then this ability is of little help. This ability must be activated (paying the listed MP Cost) each time the user wished to apply it's effect to an incoming attack.
Classes: Mage
Inferno
SUMMON COMPONENT: This ability summons forth Ifrit, Lord of Fire. Ifrit conjures up an intense, blindingly hot explosion of erruptive fire, engulfing the target(s) in searing, scorching flames. 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
Inferno-Technique
Some warriors have created techniques with polearms and staves that allow them to strike with the raging passion of a burning flame, their emotions channeling into an inferno around the weapon. By spending 10 MP, the user activates this Special for use alongside a standard Melee attack. If Inferno-Technique is 5 or higher, the user's attack gains the element of Fire. If Inferno-Technique is 15 or higher, they also add (Inferno-Technique * 2) to the damage dealt by the attack, before soak. Additionally, if Inferno-Technique is at 25 and the attack is successful, the target is also subject to being inflicted with the [IMMOLATE] status for +dice 1d4+1 Turns/Main Actions if they fail the Resist portion of their Defense attempt. Inferno-Technique must be used with a polearm or staff, and cannot be used if the user is wearing a shield. Also, due to the energy released by this Technique, one cannot use it while mounted.
Classes: Fighter
Inflict Wrath
This powerful ability allows the user to inflict gaia's wrath on another. Be warned, every other use(starting with the first) causes a negative wrath to be inflicted on yourself. After use of this ability, magic cannot be cast and all special abilities of all kinds deactivate for 1d3 rounds within the area(room).
Classes: None
Infuse-Dead
If used on an animated corpse or skeleton, this spell can infuse them with an intelligent spirit. The undead is of course capable of betraying the caster, but is also now not an automotan and can actually think tactically for the benefit of its master, if controlc an be mantained. Infuse-Dead will only work on skeletons who were created with an equal level or less of Animate-Dead. Its duration is permanent until dispelled or the undead is destroyed. This spell requires 12 hours to cast.
Classes: Mage
Infuse-Element
Used with any other component that has an element, the target(s) gain [(Element) Infuse] status. Allies may choose to not resist the spell, otherwise +resist.(Infuse-element+fire would give Fire Infuse status). The status causes their elemental alignment to shift, taking more damage from the opposing element and less from the infused element. Strength varies with the status strength and degrades as the status does.
Classes: Mage
Shock - Casting Time - Damage: 3 - 3 - -0.1
Insanity Points
This special represents an existing insanity on a character that is curable. Check the individual player's +jnotes for more information about what that precise insanity on the individual is. Insanity Points can be reduced by an appropriate charisma+Empathy+Empathy/subskill check, once per IC week. A wizard will need to note this. An attempt made to reduce Insanity by an Acolyte-jobbed character enjoys +1 successes. When this stat hits 0, the character is cured of the Insanity, and the +jnote may be removed.
Classes: Non-Job Special Issue
Inspire
With assisted meditation and thoughtful pondering and brainstorming, a dreamer can rouse a fellow artist to higher states of possibility. Add Inspire to the target's next artistic roll. This ability can be used only once a week on any particular target and only once a day at most, this is OOC time.
Classes: Lifepath Restricted
Instill-Blessing
Rolled alongside a beneficial or protective spell or acolyte ability, up to the amount of succs in Instill-Blessing can be imbued on a location. This process is long and ardous, often taking up to six hours to do properly. Once done however, removing the ward can be next to impossible without days to months of effort. Anyone attempting to dispell must quadruple the succs of placing it, with only one roll per IC day. Such wards are noticed with a Perception+Arcana+Arcana/Awareness with 10-(succs of the blessing) successes, that is, stronger wards are easier to notice.
Classes: Acolyte
Instill-Curse
Rolled alongside an offensive spell or acolyte ability, up to the amount of succs in Instill-Blessing can be imbued on a location. This process is long and ardous, often taking up to six hours to do properly. Once done however, removing the ward can be next to impossible without days to months of effort. Anyone attempting to dispell must quadruple the succs of placing it, with only one roll per IC day. Such wards are noticed with a Perception+Arcana+Arcana/Awareness with 10-(succs of the blessing) successes, that is, stronger wards are easier to notice. As a general rule, damaging spells/effects will not hurt every round unless approved to do so by staff. More likely, it will harm anyone entering the warded area.
Classes: Acolyte
Instill-Faith
By calling out the good word and praising God and the might of the True One, the target(s) (up to Charisma / 5 within audio range; maximum of Long range if in combat) will, at least for the moment, find themselves doubting their original faith and starting to actually beleive the prattling. System wise, all magics performed by ally Priests against the target(s) of Instill-Faith gain a bonus equal to the User's rating in Instill-Faith, minus the Willpower of the magic's target (if the end result is a negative number, then it is applied as a penalty instead). Enemies who's Intelligence is higher than the User's rating in Instill-Faith are not elligable as targets. Instill-Faith only works on 'non-beleivers' (people NOT of the User's religion/faith), and will last until the end of the scene, or until the User cancels the effect, whichever comes first.
Classes: Acolyte
Invisible
EFFECT COMPONENT: This component will grant to the spell's target the [INVISIBLE] status, as described in BBPost 15/5. This status, once inflicted, will last, in the absence of a stated Duration, for one hour, until the End Of Scene, or until the conditions described in BBPost 15/5 regarding removal of [INVISIBLE] occur.
Classes: Rogue and Mage
Shock - Casting Time - Damage: 1 - 2 - 0
Iron-Skin
Through rigorous training, martial artists train their bodies to be able to withstand levels of punishment that seem nigh-supernatural! This special is the hallmark of such training, which is often called the Iron Skin Technique. When defending against an attack using Dodge or Parry, Iron-Skin doubles -all- listed soak values, both physical and elemental, but -only- if the defender is wearing absolutely no artificial armor. Wearing artificial armor of any kind (including Rings and soak-granting Accessories) negates the effectiveness of Iron-Skin (Blocking is not usable with Iron-Skin, as it requires a Shield to perform). No matter what, Iron-Skin cannot increase the user's soak percentage above 80%.
Classes: Fighter
Jinx
Luck is a fickle mistress. And sometimes people have good luck gone horribly wrong. Jinx allows a person to smite an opponent's luck, turning it round to make it bite them in the rear. A player with Jinx recieves Jinx / 5 in Bad Luck Points(Here after referred to as BLPs) per scene. A BLP may be spent to force a re-roll on an opponent. BLPs may also be spent to put people at a -5 to their check, an effect that is cumulative. Oh no! I can't beat that check! Hey chump. Let's see you get that lucky twice..
Classes: Fighter and Rogue
Jokes-On-You
EFFECT COMPONENT: Added to a spell chain, this component will cause the target(s) to suffer three sepertate status inflicts of Berserk, Confuse, and Sleep. Each status can be resisted seperately with willpower+Survival+Folk-Lore/Riddles or the appropriate +resists, defender's choice.
Classes: Caller
Shock - Casting Time - Damage: 2 - 2 - -0.1
Judgement-Bolt
SUMMON COMPONENT: Judgement Bolt summons Ramuh, the Spirit of Lightning, to rain down fierce bolts of electricity upon the target(s) of this spell, razing and blasting the area with numerous lightning bolts that cascade from the tip of his staff. 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
Jury Rig
Given a pile of parts, or a backpack of junk, you can assemble wonders of technology! It's a shame they fall apart so quickly though.. This ability allows you to use make-plan to create a functional prototype(With quirk and flaw) over the course of two rounds. The device has a 33% chance of breaking or falling apart after every use, or whenever it's turned on. It will fall apart in an hour even if it somehow survives that long. Your rating in make-plan is limited to your rating in Jury Rig when working at this rapid rate. Gil costs must be paid as usual, but only 25% the usual cost(Round up). NOTE: Use of this special in no way affects your timer for usual invention, since it is entirely temporary.
Classes: Mundane
Kick-Art
Not everyone kick the same... right? Right... well this ability allows one to develop their own SPECIAL KICK! Right now how to get such a move... contact your current Brawl-Styles wiz and it will be set up. Remember this is like a Martial-Artist's signature... be original! The roll depends on the move, it will be +jnoted with your special kick.
Classes: Fighter
Klingenfaust-Follower
The art of Blade and Fist, this style focuses on speed and versatility with a combination of small blades and unarmed attacks, treating the blade as an extention of the body of the wielder. The second step in this style, Klingenfaust-Follower allows the user to make strikes against vital points of the body, rending muscle, ligmanets, and causing temporary nerve damage. Upon a successful melee or brawl strike when this is declared (the strike dealing half the listed damage, before defensive adjustments), and resisted by the target with '+check Stamina', the opponent takes a penalty of Klingenfaust-Follower/5 to any actions taken during the remainder the scene. The successes scored by the victim counters the penalty to be inflicted by the attacker, down to 0, but the resist cannot erase penalty points already inflicted from a previous attack. Penalty points inflicted upon the victim are cumulative, but this penalty cannot exceed the victim's Stamina; further strikes using this special beyond the victim's Stamina limit for penalty points inflict the attack's full damage plus Klingenfaust-Follower/5, before defensive adjustments. A successful healing spell will remove as many penalty points as the spell scores in successes; the caster of the healing spell must declare thier intent to remove the penalty before casting, and the spell will not heal HP. This special cannot be used if the user is holding a weapon or shield in thier off-hand. You cannot raise this Special higher than your rating in Klingenfaust-Student.
Classes: Rogue
Klingenfaust-Master
The art of the blade and fist, this style focuses on speed and versatility with combination of small blades (shortsword or smaller)and unarmed attacks, treating the blade as an extention of the body of the wielder. For every 10 points in Klingenfaust-Master, the user may make an extra Brawl -or- Melee attack in the Haste Phase, provided at least one of each type of attack (Melee and Brawl) is made in the Round (Main Phase Attack included). At 25 points, the user may additionally add 25 points to the pre-soak damage of any Brawl or Melee attack made using this style. This special cannot be used if the user is holding a weapon or shield in thier off-hand, or if the user is weilding a weapon larger than a shortsword. You cannot raise this Special higher than your rating in Klingenfaust-Follower.
Classes: Rogue
Klingenfaust-Student
The art of Blade and Fist, this style focuses on speed and versatility with a combination of small blades and unarmed attacks, treating the blade as an extention of the body of the wielder. The first step in this style, Klingenfaust-Student, allows the user to add Klingenfaust-Student/5 to all melee checks, including Parrying, using a blade-type melee weapon of Short-Sword size or smaller. However, this special cannot be used, and all bonuses from this special are negated, if the user is holding a weapon or shield in thier off-hand.
Classes: Rogue
Knife-Mastery
The Sinister Shadow has honed the use of knives to a fine art. With these light weapons, she has taught herself to strike quickly and effectively. Anytime she could normally make an attack with a knife, she may add 10% damage before soak, for every five points of Knife-Mastery. After earning a rating of 15, she may spend 4 MP to regain 200 ATB after a knife attack.
Classes: Rogue
Know-Book
Somes scholars have the supernatural ability to draw information out of books by simply touching them. A moment of concentration and some focused energy and the knowledge in the book is transfered into their mind. The user touches the book and concentrates for one minute, or one round if in dramatic time. After the time is up, the user spends 5 MP. The user makes a check of Perception+Know-Book+Linguistics/Writing. The user then uses the Successes x2 as a bonus to any checks that this knowledge would aid in(Ex: A book on agriculture would grant bonuses to farming checks). This bonus may be adjusted +/- 5 depending on the quality of the book. The knowledge remains for one day. Know-Book may be used only once a day.
Classes: Mundane and Mage
KuzuRyuSen
KuzuRyuSen is considered a Master-level technique, using ungodly and punishing speed to strike multiple points on the target nigh-simultaneously. This provides the KuzuRyuSen with the double-effect of maximizing the potential damage while minimizing the effectiveness of the target's defensive attempts. Declared before use, the user of KuzuRyuSen pays 15 MP prior to making a standard Melee attack. The target suffers a penalty of -10 to all Defensive results (Dodge, Parry, and Block) as the seemingly simultaneous strikes leave confusing after-images that hinder and deceive the target's senses and perceptions. If KuzuRyuSen successfully hits the target, the attack's damage is increased by +30% of the listed Damage value, before soak.
Classes: Fighter
Lady's-Fury
If a character has this ability, they can use cards and dice as ranged weapons. In the case of dice, +dice 1d6 for the WP of the attack. For cards, +dice 1d3+2. The WP must be re-rolled for every attack made using this special. To throw is a Dex+Ranged+Ranged/Dice, doesn't matter if cards or dice are used. Range is long and damage type is physical. The formula for the damage dealt in the attack is (WP * 10) + 50.
Classes: Rogue
Lady's-Wrath
An upgrade to Lady's-Fury, Cards now are 2d3+4 WP and dice 2d6.
Classes: Rogue
Last-Shot
If the character is reduced to critically wounded status, they may make a Last-Shot activation roll, requiring but one success(Which may be hard with dying's difficulty modifier). If they succeed, they may take one last action before collapsing. This action may not be Raise, the use of a Pheonix Down, or the use of any other curative type effect on themselves. The exception to this is the summoning of Phoenix, but in such a case remove 1 success from last-shot's activation roll, which may cause it to fail.
Classes: Monster
Lay on Hands
Once per combat scene the paladin may call upon the mercy of the all father to heal all the wounds of an ally. This effect cannot be used upon the palidin, and will heal one ally to full health and no conditions once per combat scene. For this act of mercy the Paladin gains a bonus of Lay on Hands/5 to successes in any defensive or standard offensive action when next they take an action.
Classes: Acolyte
Leap
Leaping into the air, the Dragoon propels himself high overhead, adjusting their ATB Charge by -500 and becoming untargetable by any and all spells, effects, and attacks until their next Action (the Dragoon also cannot use Interrupt Actions during a Leap). If, when the Dragoon returns to combat on their next Action, their target is still within range (which is (Athletics/Jumping) / 2.5 spaces (drop decimals)), an attack can be made on the target by the Dragoon, which the target can defend against using the usual methods. If using a Polearm type weapon, the pre-soak damage of this attack is increased by 20% per 5 points in Leap, can penetrate 1 Health Level, and reduces the target's applicable soak by 2% per 5 points (10% reduction at max, cannot reduce Soak below 0%). Any other weapon type used increases the attack's pre-soak damage by only 10% per 5 points in Leap, and grants no other added effects. Once the Dragoon's attack is completed, regardless of success or failure, the Dragoon immediately returns to their original starting position. Targets that are elevated more than 20 feet above the Dragoon's starting point cannot be targeted by Leap. This includes both airborne targets and targets on walls/elevated terrain.
Classes: Fighter
Learn
The ability to learn the magic of monsters. A blue mage may learn as many monstrous tricks as their rating / 5, +1 per 5 full base levels(500 total JP). These tricks are things that monsters do in plots that are not covered by other special skills. Blue mages MAY teach one another these skills, if the student has an available space to contain the knowledge, or forgets an existing one. Staff has the final call on the mechanics of learned abilities, which may be active(a fireball), passive(immunity to an element or attack form), or reactive(behemoth meteor counter). New abilities may only be learned in blue mage, mime, or a job derived from blue mage(has it as a requirement parent). Known abilities may be used in any job, barring flaw.
Classes: Mage
Leg-Aim
A shot aimed at the target's legs, to rob the target of their use for a time. The user of Leg-Aim declares it's use before attacking, then performs a standard Ranged attack, which may be defended against normally. If the attack is successful, the listed damage is ignored; instead, the attacker performs a '+check Leg-Aim', resisted by the target with '+resist/stamina'. If the target's +resist score does not match or beat the attacker's successes on the Leg-Aim check, then the target is inflicted with the [IMMOBILIZE] status (see BBPost 15/35). This status will last for (Leg-Aim / 7) Turns (drop decimals), or until the victim can beat the attacker's original Leg-Aim successes on another +resist/stamina roll (one +resist/stamina roll allowed each turn, performed on the victim's Main Action, while the [IMMOBILIZE] status persists; additional +resist roll results are -not- cumulative).
Classes: Rogue
Life Link
By devoting oneself completely to the protection of another being, one ties their own well being into their own. Activating this ability is a defensive action. Whenever the target, (who must be within line of sight or (Rating/5) range ticks in ATB combat) receives damage, roll Life Link. If even a single success is scored, the paladin takes the damage in their stead. The soak of the victim stands, however, as the damage that transfers is pure wounds, and without any element or option to avoid it.
Classes: Acolyte
Lightning-Affinity
This special skill makes the character more aligned to the element of Lightning. When dealing with Lightning or Electricity, either offensively or defensively, the character may add Lightning-affinity to their check. When dealing with Water, offensively or defensively, they must take Lightning-Affinity away from their check. Such affinities may be noticed by Arcana/Awareness.
Classes: Monster and Mage
Lightning-Summon
This special caller potential skill allows one to approach Lightning class spirits and beseech them for a chance to form a pact and later summon them for their aid.
Classes: Caller
Limit
Many warriors of old, including the fabled SOLDIERs, could harness the power of their wounds and adrenaline from battle long enough to wield it as a devastating weapon against their foes in a technique known as [[Limit Breaks]]. Each point in this special grants the buyer access to a new Limit Break technique, which is created as a JNote (see below). Only one Limit Break can be used per scene (unless the presiding Scene Judge rules otherwise), and only on the user's Turn. Using a Limit Break of any Level requires at least 150 TP. The end effect of the Limit Break used (typically Damage) can be boosted by 50% if 300 TP is spent instead. In any case, similar to Job Limits, once a Limit Break is used, TP is reset to 0. The user should determine the exact nature and effect of their Limit Break techniques ahead of time by consulting with the Specials Wiz, who will JNote the technique.
Classes: Fighter
Lock-On
Target acquired. An almost mindless focus on one specific target, where the user sacrifices mental energy and a bit of reaction time in order to maintain their aim. By spending 3 MP, the user may select a target, gaining Lock-On / 4.2 (round decimals down) To-Hit successes (Along with corresponding damage of +1 per point in Lock-On). However, they're also at a penalty of Lock-On / 7 successes to any action that relies on reactions, such as dodging. This effect is declared active at the beginning of the turn, and lasts until the end of the turn. At the end of the turn, the user may pay 1 MP to continue using Lock-On, but if they end Lock-On or choose a different target they must spend 3 MP again.
Classes: Rogue and Fighter
LoudMouth
The owner of this special can amplify their voice by up to Loudmouth/5 times(2 X at 5, 3 X at 10, etc..).
Classes: Mage, Rogue, Monster, Mundane
Lower-MP
The opposite of Raise-MP, this special lowers your maximum MP points.
Classes: Special-Purpose
Lunar-Flare
EFFECT COMPONENT: This component adds a beam of pale white light to the spell. The target(s) of the spell receive non-elemental magical damage. They must also do a willpower resistance against the status or gain [Confuse] for a round.
Classes: Mage
Shock - Casting Time - Damage: 5 - 5 - 2
Madeens-Blade
SUMMON COMPONENT: Calling on the spirit Madeen, wolf-knight and father of Terra, to visit his wrath upon the target, leaping high and throwing his sword down upon the target like a spear, then breathing a blast of pure Holy energy down onto the sword, and the victim, from above. This spell has an AoE of Rating/4; the direct target takes full damage, anyone else caught in the AoE takes half damage. Any undead taking damage from this spell, be they the direct target or merely in the splash-effect area, suffer double the listed damage.
Classes: Caller
Shock - Casting Time - Damage: 7 - 6 - 8
Magic-Arrow
An ability that allows a ranger to focus their will into a non-physical ranged assault. It can be used in conjunction with any other ranged special, except for those that grant additional firing actions. The ranger makes a Willpower+Ranged/Bows+Magic-Arrow check; the damage is 40 + 5x the success scored, and the element is considered 'Other'. Each use requires the expenditure of 5 MP. Note: This can be defended like any other ranged attack, but the damage is soaked like a spell. Pioneered by the Ranger Dupre.
Classes: Rogue
Magic-Break
An attack against your opponents soul, resisted with a standard +check (Dexterity+Defense+Defense/Appropriate Subskill). Remaining succs are taken away from the victim's Magery for the period of one day(Use +deflate). Someone with a Magery of 0 is unable to employ any magic of any sort.
Classes: Fighter
Magitech
This special skill allows the research of Magitech Technology, and the augmentation of current items via http://scross.homeip.net/Wiki/index.php/Magitech_Science. This Special cannot be raised higher than 10 by any means, even by Espers.
Classes: Mundane
Make-Plan
Make-Plan allows for the design Mad Science (http://scross.homeip.net/mad_science.htm)
Classes: Mundane
Mana-Burst
Used as a standard non-interrupt action, this Special allows the user to form a ball of pure Mana energy, which is then hurled somehow at the target, dealing non-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. Mana-Burst has a Range of Rating / 2 (drop Decimals), and may be dodged, if circumstances allow (Dodge check must equal or beat Mana-Burst's successes), but not parried, blocked, or counter-spelled/deflected. Mana-Burst costs 5 MP to use. Another 10 MP can be spent by the user of Mana-Burst, in addition to the initial 5 MP cost of using Mana-Burst, to double Mana-Burst'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
Mana-Shock
This ability is considered Always-On: it cannot be deactivated, and costs no Actions when triggered. If the possessor of this ability is the target of any Spell, the possessor may elect to voluntarily forgo any Defensive or Counter Actions, as well as the opportunity to Soak the Spell's damage, thus taking the Spell's full damage. In exchange for this sacrifice, Mana-Shock rebounds the spell's energy back upon the Spell's caster, dealing the Spell's damage back to the caster as unsoakable non-elemental damage. If the possessor of Mana-Shock utilizes any form of Defensive or Counter Actions against the incoming spell, or if the damage from the spell is soaked, then Mana-Shock instead rebounds only a portion of the spell's energy back upon the caster, dealing only 25% of the spell's total damage to the caster as unsoakable non-elemental damage. Energy rebounded from Healing spells affect the caster as damage. HP adjustment (be it Damage or Healing) is required for this Special to trigger: Mana-Shock has no effect on Status Ailment spells or spells that do not directly affect HP.
Classes: Rogue and Mage
Manaball
With this talent, the character can create a ball of energy that can be, in the same action, hurled at something. The ball itself is immaterial, having a WP of 0, 1 vs ghosts and spirits. It bounces off warded objects, but passes through living matter until it vanishes a moment or two later. Athletics/Magipong can be used in the stead of Ranged/Magipong for aiming. Compatible with With-Weapon and any special skill that affects ranged eapons. Pioneered by Djehutis in Leviathan of 1004 AH.
Classes: Mage
Martial-Arts
The art of dealing more damage with your body than normally possible. Add Martial-Arts to strength for the purpose of how much damage is inflicted in your standard brawling attacks.
Classes: Fighter and Monster
Martyr's Gambit
Giving of their own flesh an acolyte can fuel the lives and holy fires of there allies. The acolyte selects an amount of health to give up, that amount+Martyr's Gambit x2 is given to an ally in the form of healing. This effect can heal health levels.
Classes: Acolyte
Martyr's Paling
Martyr's Paling allows a group to work together for mutual benefit and protection. Activated as a regular Action by the Paragon, the Paragon pays 10 MP per Turn (paid at the beginning of their Turn) to maintain the Paling, while any allied members within range of it may choose to pay 4 MP per Turn (also paid at the beginning of their individual Turns) to gain it's effects and protection. All those within (Martyr's Paling/5) range who pay the MP per Turn enjoy an effective rating in the Cover special equal to the Paragon's rating in Martyr's Paling. Additionally, any and all post-soak damage received by a participant of the Paling from any source is instead divided equally amongst all participating members as unsoakable damage. AoE attacks that hit multiple members of the Paling are treated as multiple individual attacks for the purpose of this Special's effect. Any participating member of the Paling may disengage from it by using a Defensive action. If the Paragon disengages in this fashion, then the Paling is immediately dissolved and all members instantly lose it's benefits.
Classes: Acolyte
Meatbone-Slash
Some warriors have harnessed the power granted when near death. Any time the character is reduced to Dying health condition, the may make a free Melee or Brawl attack on someone within Melee range. If the attack hits, it will inflict 10 times the Attacker's current maximum HP as bonus pre-soak damage, which will roll over as many Health Levels as needed, without restriction. This attack may be defended and soaked as normal. When attacking with Meatbone-Slash, '+diff -10' to negate the Dying health condition difficulty penalty.
Classes: Fighter and Monster
mental-break
A charged strike that rips away any magical defenses a person may have. It is resisted with a standard +check (Dexterity+Defense+Defense/Appropriate Subskill). Remaining succs are accumulated and remain until the end of the scene. For every success, remove 2% of non-physical resistance the person may have.
Classes: Fighter
Meteo
EFFECT COMPONENT: By tearing a rift in space to the asteroid belt, the automatic splash area of AoE/4 around the target is pelted with small to very large rocks for the indicated damage.
Classes: Mage
Shock - Casting Time - Damage: 6 - 4 - 2.5
Meticulous Perfection
Simply, this special skill reduces the chance of producing poor quality items while synthing items or using battle synths while increasing the chance for masterpiece results.
Classes: Mundane
Mimic
By watching and repeating, a blue magus can repeat any singular supernatural ability that was performed in the round. Their action is delayed until the very start of the haste phase, at which point they may choose any special skill that was used earlier in the round. They use their own primary stats for rolling, but may use up to their rating in mimic the rating of the original user. For example, if someone used with 10 in throw-rock used that ability, a blue mage with 5 in mimic could then use throw-rock with up to 5 as their rating for that split second. The special skill is then forgotten.
Classes: Mage and Monster
Mimic-Daravon
By emulating the teachers that have put people to sleep for years, this maneuver allows the user to become so absolutely boring that those around him can't help but nod off. If the successes of the use of this special are equal to or greater than the listener's Willpower / 3, then the person hearing the speaker may +resist/willpower against the successes scored in this special's roll. If the resist fails, then the person goes to sleep for eight hours. If the successes are under the listener's Willpower / 3, then they are unaffected. Any physical action taken against the sleeper(s) will wake them, after the action of course. This hits everyone within ear shot.
Classes: Mage and Mundane
Mind-Link
EFFECT COMPONENT: The caster can communicate with the target(s) of the spell for the duration of the spell that this component belongs to. Language is not a barrier, and the conversation happens very rapidly, so far as the outside world is concerned. Pioneered in Ifrit, 1004 AH by Amathea.
Classes: Mage and Shadow
Shock - Casting Time - Damage: 1 - 2 -
mini
EFFECT COMPONENT: This status ailment will empower a spell to make use of the status [Mini]. Anything suffering from this status will be greatly reduced in strength, physically, and usually in stature as well. Equipment will shrink along with the victim. Any physical strike will only do one damage for every 3 it should have normally(round up). The victims are still just as easy to hit and don't find it any easier to hit anyone else(it's magic).
Classes: Mage and Monster
Shock - Casting Time - Damage: 3 - 6 - -0.1
Minor Creation
The mage can conjure forth minor items from the stuff of magic itself. The items are temporary in nature, and the technique can be draining, but it is quite effective when neither time nor materials are had to produce the items normally. The user of this ability must be intimately familiar with the object to be created, a description or picture will not suffice. The object's base price may be up to two times the rating in Minor Creation. The item requires a full round to summon, denying multiple or defensive actions while so conjuring. The items will remain until used(Potion) or the end of the scene, as appropriate. Items will be of poor quality if 1 MP is spent per 5 G base price, average for 2, masterpiece for 5.
Classes: Mage and Acolyte
Minor-Elemental
EFFECT COMPONENT: Used in a spell chain that contains only Minor-Elemental, an Elemental Component(Ex: Fire, Ice2, etc.), and a Duration Component, this component enables one to make an Elemental. The Elemental has the caster's rating in Minor-Elemental + Spell Successes for all checks, and HP equal to the listed damage. It has no Soak. The Elemental will not participate in combat as it is only capable of simple functions, such as manual labor. Depending on the Elemental Component used it will recieve certain bonuses, consult +help Rules/Magic/Elementals for the list.
Classes: Mage
Shock - Casting Time - Damage: 3 - 3 - 2
Misplace
Used with one of the other steal specials, the target will, if their willpower is lower or equal to the users rating in Misplace, become convinced that the item in question was simply 'misplaced' instead of stolen, when they notice the item is missing. Misplace is a skill to be used out of an combat environment to allow the user to make steal checks upon a person with some semblence of safty. If the steal attempt fails and the diffrent between the failed inital check and the defensive roll is no greater then Misplace/7 the attempt remains un-noticed. If the inital check vs defense is passed, then the attempt will go un-noticed regardless of the success of the final check.
Classes: Rogue
Mix
A strange technique that works alongside with +synth to create synthesizations that create effects instead of items. Protective fields, curing, fire balls, and other strange things. The higher the rating of mix, the more potent these synths become and the more unlock to the user automatically.
Classes: Mundane, Rogue
Mountain-Walk
Any time a wielder of this special skill comes into a 'random' confrontation while in a mountain like environment, they may opt to make a Mountain-walk check. If at least 2 succs are scored, the encounter is averted(Subject to judges discretion). The owner of this talent may safely ignore all penalties related to craggy or uneven ground.
Classes: Monster
Mounted-Charge
This Special can only be used while mounted, or if the user is a natural, non-shape-shifted tauric creature. The user must be able to move at least 30 feet before making a normal melee attack with a Polearm weapon, which is defended against normally. If the attack hits then it will deal an extra (4 * Mounted-Charge)% damage. After this attack the user may complete his/her full move by continuing in his/her original direction. This attack may not be combined with any other Specials, with the exception of automated Specials (Like Crushing Blow) and the special Trample. Mounted-Charge must be used in the Main Phase, and must be announced at Initiative, and the user forgoes and looses all other actions in the round (with the exception of Defensive Actions), including Quick and Haste actions, reguardless of how these additional actions are granted. This attack may penetrate one health condition level.
Classes: Fighter
Mug
Mug is used alongside a standard Melee or Brawl attack. +Check Dexterity+Mug+Alertness/Quickscan, if the user scores 3 or more successes on this check, they may attempt to use any Steal-(item) special they possess against the target of their attack, as a Free Action. Regardless of the success or failure of the Steal attempt, the user's attack will deal 50% of it's listed damage, before soak.
Classes: Rogue and Monster
Multiple-Shot
Make a single attack standard attack. For every point of this special, you will inflict +50% damage per 10 points that your attack beats their defense. This extra damage is caused by another shot being taken and striking. It is all soaked as one large attack for purpose of HL piercing, but NOT for purpose of damage per hit shrugging or damage retribution effect the defender may have. Each extra 'hit' costs 5 MP and +atb/charge -250. This attack gains HL pierce 1 if 2+ points are had. Ex: 1 point, beat by 20, max of 1 extra hit, deal listed +attack damage +50%(Once), no HL pierce. Ex2: 3 points, beat by 100(FAIL), max of 3 extra hits which results in deal listed +attack damage +150%(ONCE), 1 HL pierce.
Classes: Rogue
Musk
Most commonly associated with skunks, this ability is shared with more species, specially in this time and age. The user of this power emits a liquid cloud of highly irritating and smelly musk, usually from glands somewhere on their body. The targets so enveloped in the cloud of (Musk/5) feet must make a saving throw of Willpower+Stamina+Dwarven-Belly to throw off the debilitating effect. The resulting successes of the character spraying them is the penalty in ~successes~ that is substracted after their checks for as many rounds. The offensive odor clings untill washed off (usually with tomatojuice/paste).
Classes: Monster
Mute
Status component: Like most other statuses, this one inflicts the target(s) with the status of the same name. Those suffering the mute status cannot cast spells or use special skills that require magery. To resist this status, use +resist/will.
Classes: Mage and Acolyte and Monster
Shock - Casting Time - Damage: 5 - 2 -
Mute-Strike
A trained fighter knows how to charge an attack with malevolent energies that dig deep and seal off the ability to speak and form magic. Used alongside an standard attack; if the attack hits the enemy the victim must +resist/Stamina. If the result is less than half your rating in mute-strike, they are struck with the [Mute] status for three turns.
Classes: Fighter and Rogue
Nature's-Call
A druid can call companion beasts of the forest to him to aid him when in need, commanding them as a general commands his troops. The beasts will do whatever the Druid commands so long as it does not conflict with their nature. The Druid can, once per scene by using this special in a strait roll of Nature's-Call, summon one creature per success, with a guaranteed minimum of 1 creature and an absolute maximum of one creature per 5 points in Nature's-Call. Each creature summoned is created using the +beast command, with the Normal modifier and with a Rating equal to the Druid's level of Nature's-Call. Two Rating 10 Normal beasts with Nature's-Call of 10, for example, or 3 Rating 15 Normal beasts with Nature's-Call 15. The types of beasts that can be summoned in this way are: Behemoth, Chocobo, Giant-Bug, Lobo, Malboro, Roc, and Unicorn. Summoned creatures must all be of the same type (selected by the Druid when Nature's-Call is used), and each remains until the end of the scene, or until reduced to 5% or less HP.
Classes: Mage
Natures-Spirit
EFFECT COMPONENT: When added to a spell chain that is 100% Earth in element, numerous Kodama will appear to support the users efforts. For every three successes scored, add one. This benefit is applied after all other benefits in effect and modifies damage appropriately.
Classes: Mage and Monster
Shock - Casting Time - Damage: 2 - 3 - 0.5
Nega-Magic
This defensive special negates any and all magic coming from a caster whose Magery is lower than your rating in Nega-Magic. Magic items with a +check are considered to have a magery of (check)/4. If a tie occurs, caster and target both roll raw willpower, if spell-target wins, spell is negated, otherwise, full damage/effect. This skill may only be bought if your Magery is 5 or under, as it's possession indicates your body is disconnected from the magic of the world around you. Also, this skill is considered always-on. You cannot choose to NOT use it; it activates at any and all times (including being targeted for benificial magic, like healing spells). Finally, it only protects from the direct consequences of a magic spell and splash damage. If a caster uses Levitate to lift you, you might resist, but if they use Levitate to drop a big rock on you, it'll hurt just as bad.
Classes: Monster
Negate-Armor
Any time the character makes a strike, they may make a Negate-Armor check. The successes scored are doubled then removed directly from the Defender's soak percentage. Every 5 points of Toughen that the Defender possesses removes 1 success from the Negate-Armor check before it is applied to the Defender's soak. Negate-Armor has no affect if the Defender does not use at least one item of artificial armor accessories do not count toward this artifical armor standard.
Classes: Rogue
Night-Affinity
This special skill makes the character more aligned to the night. During the night, they can add night-affinity to all their rolls(except damage rolls). During the day, this is reversed and taken away from rolls. This Affinity counts as 50% Black / 50% Ice if used for anything that uses it to apply elemental damage (such as Dragon-Flare).
Classes: Monster
Night-Slash
By channeling dark energies, some peope can strike at the mental reserves of their foes. A character using Night-Slash makes a normal attack, defended as usual. However the damage inflicted is soaked as if it were an Elemental Other spell. The victim's Other resistance is increased by 50 - Night-Slash%. The remaining damage is halved and the damage is dealt to the target's MP instead of HP. The damage dealt is returned to the user as MP, up to the amount of MP actually lost.
Classes: Fighter and Acolyte
Niten
Using two weapons, the character can defend themselves better than usual, add Niten to parry checks. If done in automatic way, add +1 success for every 10 niten. Not stackable with Flourentine. Pioneered by Kobayash Yasahiro in Ifrit, 1004 AH.
Classes: Rogue
No-Mind
The user of this special skill can blank out all thought(If there were any to blank out in the first place), making it more difficult for mental magicks to work on them. No-Mind is added to Willpower for most defensive purposes(Most automatically). This ability also passively negates pain, making it easier to act when injured. It will reduce the difficulty modifier for injury by no-mind%(Up to 25% at mastery).
Classes: Fighter and Monster
Odins-Glare
SUMMON COMPONENT: Calling down the attention of the great spirit Odin to stare balefully at the target(s) of the spell. Anyone under this glare must +resist/willpower against the Status Inflict successes of this spell. For every success under the target number, the target(s) feel a greater measure of fear and uncertainty: Target(s) suffer -1 success to -all- actions per every 2 successes below the Status Inflict of this spell until the end of the scene. If failing the resist by 5 or more successes, complete panic sets in, forcing a Willpower check with a target of 3 successes to avoid fleeing the scene outright in terror.
Classes: Caller
Shock - Casting Time - Damage: 5 - 3 - -0.2
Oil
EFFECT COMPONENT: This spell will inflict the status [OIL] on the target(s). Anything suffering from this status will take double pre-soak damage from *subsequent* fire-element attacks. This status is resisted with a generic +resist. Spells that combine Oil with any other fire-element damage in the same chain automatically negate this status from inflicting itself.
Classes: Mage and Rogue and Monster
Shock - Casting Time - Damage: 3 - 3 - 0
Originate-Doll
RANGE COMPONENT: This spell allows a spell to have an originating point of any doll or human like object(that's not alive) within visual range. All range, splash, and other things are calculated as if the doll had cast the spell. Pioneered by Mistrana in Kujata, 1004 AH.
Classes: Mage
Shock - Casting Time - Damage: 1 - 1 -
Ougi
Ougi. The Final Attack. An extremely difficult technique that requires the purest focus, this technique is actually a refined and expanded form of Battoujutsu that harnesses not only the attacker's skill, but his spirit as well. Similar to Battoujutsu, this technique requires that the user be wielding a sword, which is sheathed at the hip. The similarity, however, ends there, as this technique goes beyond the limits of what is possible with Battoujutsu. Using supreme focus, the user of Ougi draws his blade with blinding speed, stepping forward with the off-hand foot instead of the leading foot. The speed involved, as well as the altered stance, allow the user of Ougi to carry the strike through a complete revolution around them, the incredible speed of the turning strike creating a vacuum that slices into anything and everything around him. Declared before use, the user of Ougi pays 20 MP before performing a standard Melee attack, with a to-hit bonus of (Quick-Draw/5). This attack, regardless of the element of the weapon used, is treated as an Air-element attack, and strikes everyone within range (which is an AoE of 1), friend and foe alike, for the listed damage, which may only be Blocked or Dodged (Parry results are considered failed, regardless of the results reported). Furthermore, anyone defending against Ougi is at +3 Difficulty for the attempt. The focus and exertion required to perform Ougi has a price, however: The user of Ougi may not perform any action (except Defending) until the end of their following Turn.
Classes: Fighter
Overcharge
This special can only be used when casting a spell chain, and counts as a free action. The user may spend 2 HP to add 1 point to the spell's final damage, or may spend 4 HP to add 1 Success to the spell's Status Resist score. Successes added using Overcharge do not affect the spell's final damage. Only (Overcharge/2.5) bonus points (Bonus Status Resist Successes and Bonus Damage Points combined) may be added to a spell as it is being cast.
Classes: Lifepath Restricted
Peaceful-Aura
Anyone within Willpower feet of the user, including the User him/herself, suffers a penalty to all offensive actions (such as Attack checks, useage of any offensive Specials or Spells, etc.) equal to the user's rating in Peaceful-Aura; For automatic checks, remove Peaceful-Aura/5 successes. Peaceful-Aura requires a Main Phase action to activate in combat, and will remain active for Peaceful-Aura/5 rounds (the round in which it is activated counts towards this) at no cost, requiring 2 MP per round (paid at Initiative) to sustain after the 5th round. Peaceful-Aura may be deactivated at any time by the user, and failure to pay MP at initiative after the 5th round will immediately deactivate the effect. Once Peaceful-Aura is deactivated, it may not be reactivated for the remainder of the scene.
Classes: Acolyte
Penetrate
MODIFYING COMPONENT: Every success of this component reduces the resistance of the target towards this spell's damage by 1%, towards a minimum of 0%. Against an opponent with nega-magic, consider the opponent's nega-magic reduced by 1 for every 3 points of extra damage created by this component. If Nega-Magic is brought down to a level where the spell can affect the target, the spell goes through, but with only half damage and successes to be defended with normally(With armor/other specials/etc.) Pioneered by Silverleaf.
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 4 - 1 -
Perfect Lie
Perfect Lie is added to the difficulty of any empathy roll or power use trying to discern if the user is lying. This is a completely automatic ability and cannot be detected in and of itself.
Classes: Lifepath Restricted
Phoenix
SUMMON COMPONENT: By invoking the power of the ancient firebird, the summoner infuses the spell formula with the energy of rebirth and flame. Increase area by 10ft. Any party member of crippled or worse condition is restored by 1 condition per 5 successes in this component instantly. For every condition so restored, any hostile presence in the area of the spell takes 10 fire damage. If used as a war spell(With war enhancement), every unit caught in its effect that is friendly will be restored by as many % of max HP as your rating in phoenix. Enemy units in the area will take 1/4th the damage restored in damage, reduced by magic resistance.
Classes: Caller
Shock - Casting Time - Damage: 15 - 5 - 0
Phoenix-Crest
This ability allows the Phoenix Avatar to extend the three-round resurrection limit, giving the Avatar more time to successfully use resurrection magics (such as Raise and Raise2) on others. An extra round is added on to the Resurrection Limit for every 8 points they have in Phoenix Crest, and at 25 points the Phoenix Avatar's resurrection spells can reverse conditions that would make a person unraisable, such as decapitation (by rejoining the head to the body in the process of resurrection). At least 50% of the body must remain, however, and the body's head must be among that 50%, or the resurrection will fail. This ability only affects the Phoenix Avatar, and not those around him or her, and this passive ability cannot be deacivated. Pioneered by Keyz in the month of Phoenix, 1014 AH.
Classes: Acolyte
Physical
MODIFYING COMPONENT: By adding this component a spell's element takes physical form to assault the target(s). For the purposes of resistance and soaking, all elements should be ignored and this should be treated as physical damage. The physical interaction can be of any sort the caster desires, including but not limited to poking, slashing, and crushing, as befits the intended effect of the spell. This component is not nulled by Nega-Magic and is not hindered by Shell.
Classes: Mage
Shock - Casting Time - Damage: 0 - 1 - -0.2
Plains-Walk
Any time a wielder of this special skill comes into a 'random' confrontation while in a plain like environment, they may opt to make a plains-walk check. If at least 2 succs are scored, the encounter is averted(Subject to judges discretion). Movement rates while in this terrain is also increased by (rating) ft/round when out of combat. Every point in this special gives a 1% chance (max of 25%), when in the proper terrain, per turn (check when taking main phase action) of regaining 500 ATB as if under the Quick status.
Classes: Monster
Poison
EFFECT COMPONENT: This spell will inflict the status [POISON] on the target(s). Anything suffering from this status will lose hit points steadily as ATB progresses.
Classes: Mage and Rogue and Acolyte and Monster
Shock - Casting Time - Damage: 2 - 2 - 1
Poison-Spray
This special can hit one solitary object and be used in addition to one other attack within an action, or it can be used as the entire action for a round to hit everything within a cone that is X feet in length and Y feet in width. This attack inflicts the check's indicator in Poison damage; any target hit for more than 2 points of damage, after soak, is inflicted with the [Poison] status. (X = Stamina, Y = Stamina x2)
Classes: Monster
Power-Break
An attack against your opponents muscles, resisted with a standard +check (Dexterity+Defense+Defense/Appropriate Subskill). Remaining succs are taken away from the victim's strength for the period of one day(Use +deflate). Someone with a strength of 0 is unable to employ any physical attack of any sort.
Classes: Fighter
Prismatic Aura
Prismatic Aura generates an ever-shifting field of energy around the Mage that uses it. Anyone touching or striking the mage (with a Melee or Brawl attack) while the Aura is active will receive damage of a random element equal to the 25 + the MP spent, and will be forced to resist against a random Status Ailment (for good or ill) inflicted with successes equal to 10, or half of the MP spent, whichever is greater. Damage received in this way may be soaked only by the appropriate Elemental Soak, and statuses are to be resisted using +resist/stamina or +resist/willpower, as appropriate for what is being inflicted, and if successfully inflicted, last for a number of rounds equal to half the Mage's level (round decimals down), or until properly removed. To activate the Prismatic Aura, the Mage must MP, any amount equal to 2 or more. The Prismatic Aura lasts for the duration of the scene, until canceled by the mage (requiring a main phase action if done in combat), or until dispelled. Prismatic Aura can be used only once per scene. To determine the element of the damage received, +dice 1d8: 1 = Fire, 2 = Ice, 3 = Lightning, 4 = Water, 5 = Earth, 6 = Air, 7 = White, 8 = Black. To determine the random Status Ailment that the victim must resist against, +dice 1d24: 1 = Haste, 2 = Slow, 3 = Stop, 4 = Break, 5 = Berserk, 6 = Stun, 7 = Mute, 8 = Blind, 9 = Quick, 10 = Mini, 11 = Toad, 12 = Invisible, 13 = Sad, 14 = Poison, 15 = Regen, 16 = ReRaise, 17 = Zombie, 18 = Immolate, 19 = Death-Sentence, 20 = Frozen, 21 = Charm (effect and resistance roll are as per the Charm special), 22 = Confuse, 23 = Fester, 24 = Sleep. Prismatic Aura counts as a Standing Spell Effect, considered to be created with Successes equal to the ammount of MP spent to activate it.
Classes: Mage
Protect
EFFECT COMPONENT: Use of this spell inflicts the Target(s) with the [PROTECT] status. Targets under the effect of this status will reduce all received Physical damage by 50%, before soak. This includes attacks from spells with the Physical component. This status has no effect on non-damaging or non-physical elemental aspects of attacks, like being poisoned by a dagger. If the Caster has a rating of 25 in this component, then this status will prevent any single Physical attack from rolling excess damage over into the target's next Health Level. This status, if no other Duration is listed in casting, will last for 5 Rounds or until dispelled.
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 3 - 1 - -0.1
Psychokinesis
The power to manipulate objects with your mind. By expending 1 MP, the user can target any object within a radius of one foot per point of Psychokinesis. The effective strength of this effect is (Psychokinesis + Willpower) / 2. The user then makes a check of Willpower+Psychokinesis+Arcana/Focus to determine the effectiveness of the attempt, whether this be how graceful they lobbed a rock or if they managed to trigger the tumblers in a lock. Depending on the effect desired, other checks may be necessary to prove the character knows how to achieve their intended goal.
Classes: Acolyte and Fighter and Rogue
Psychometry
By handling an object and concentrating, a historian can receive flashes of insight to the past of the object. An amount of MP equal to the level of psychometry being used must be spent and the same number of minutes must pass in study of the object. 1: Know the name of the object 5: Know who last used the objec. 10: Know the general purpose of the object. 15: Know how to use the object basically. 20: Discern the complete history of the object. 25: Complete understanding of the object. You couldn't make another (unless you have, before divining, the skills that would support it), but you know how it works, its place in the world, and, if it needs it, how to mantain and keep it in good condition. Consider it a good owner's manual.
Classes: Lifepath Restricted
Punch-Art
Not everyone punches the same... right? Right... well this ability allows one to develop their own SPECIAL PUNCH! Right now how to get such a move... contact your current Brawl-Styles wiz and it will be set up. Remember this is like a Martial-Artist's signature... be original! The roll depends on the move, it will be +jnoted with your special punch.
Classes: Fighter
Pure
When making use of this skill the acolyte works to channel the purity of mind of the All Father to then reflect the purity of the body of the target. They may remove any status afflictions upon the targeted friend. The acolyte may spend an action to purge all status effects from a target up to Pure/5 times per scene, but cannot make use of this skill if the acolyte is afflicted by any status that would preclude them from being able to take an main phase action.
Classes: Acolyte
Purge
When making use of this skill the acolyte works to channel the purity of mind of the All Father to then reflect the purity of the body of the target. They may remove any status afflictions upon the targeted friend. The acolyte may spend an action to purge all status effects from a target up to Pure/5 times per scene, but cannot make use of this skill if they acolyte is afflicted by any status that would preclude them from being able to take an action.
Classes: Acolyte
QuadraSlam
Building on the principles of the Double-Slash technique, those with the skill can sometimes make four very quick strikes, though doing so makes them all lack a certain something. If declared as an action, the player spends 6 MP and makes a standard attack, splitting the To-Hit success into four seperate pools. Treat these pools as seperate attacks, all dealing QuadraSlam x 3% of the listed damage. All attacks may be defended and soaked as per normal attacks. Inability to spend the MP prevents the player from using QuadraSlam. Quadra-Slam may only be used as a normal main phase action, not as an off-hand attack nor extra-appendages attack, and it cannot be stacked with any other special.
Classes: Fighter
Quadruple-Gambit
TARGET COMPONENT: Used without any other splash or target components. Everyone in the room with a JP total divisible by 4 becomes the target fully of all effects and damage of the spell. +prove TotalJP to see the current value, ignore any decimals.
Classes: Rogue
Shock - Casting Time - Damage: 4 - 4 - -0.1
Quick
This beneficial status gives the [Quick] status to the target(s). While under the affects of this status, the target will regain 500 ATB every action they take for a few actions.
Classes: Mage and Rogue
Shock - Casting Time - Damage: 4 - 3 - -0.2
Quick-Cast
Modifying Component: As the name suggests, it makes a spell launch quickly at the cost of additional power requirements.
Classes: Mage
Shock - Casting Time - Damage: 7 - -5 - -0.1
Quick-Cast 2
Modifying Component: An even more drastic version of hurried casting. This one sacrifices a small bit of vital enregy to function, but allows blinding speed.
Classes: Mage
Shock - Casting Time - Damage: 8 - -10 - -0.5
Quick-Draw
In normal situations drawing out an item from a pouch, bag or backpack, or drawing a weapon (an Auto-Coded action), costs +500 ATB Charge to perform. A individual trained in the use of Quick-Draw can draw items or weapons much faster, and therefore can use them much sooner. Quick-Draw adds an additional +20 ATB Charge per point when drawing an item or weapon (when drawing a weapon, the code automatically accounts for the presence of Quick-Draw).
Classes: Rogue and Fighter
Quills
Using this skill, a character can deploy(or may always have, which must be described as such) razor sharp quills, or spikes, or some other hazard across their entire body. Anyone who attempts to grapple, punch, or perform any other brawl attack upon such a protected person is immediately struck by the Quills for damage equal to 10 times the successes scored on a +check of the Quills Special (+check Quills). Quills will also add additional damage equal to it's rating to any Brawling attack performed by the owner of this special skill.
Classes: Monster
Rabid-Bite
Used alongside a standard brawling attack(without any other special skills used in tangent), this special skill adds Rabid-Bite to the damage done, assuming the blow hits. In addition, if the victim takes more damage than half their condition's maximum from the assault, they gain the [Poison] status ailment for +dice 2d4 rounds. Those of Black or Water affinity take one less damage for every 5 points of ice affinity, those of Fire or White take one more. This is considered poison damage for sake of poison affinity. Pioneered in the month Ifrit of 1003 AH by Fletch.
Classes: Shade
Rabite Bite
EFFECT COMPONENT: This spell lends the sharp slashing power of a rabite's teeth to a spell, causing damage to the target(s) of the spell. This damage is considered physical, not elemental.
Classes: Caller
Shock - Casting Time - Damage: 2 - 0 - 1
Rage-Major
As Monsters grow, their instincts and natural abilities become much more powerful. Monsters with Rage-Major can make use of their specials more effectively than others. They are granted a bonus of +(Rage-Major / 5) to +checks for the use of any Monster-category Special they possess.
Classes: Monster
Rage-Minor
Rage is less a Style and more an instinct. The Monster receives a To-Hit Margin bonus of +(Rage-Minor / 5) to all basic unarmed attacks.
Classes: Monster
Raise
EFFECT COMPONENT: When cast on someone who has lost all hit points at Dying level, it will restore them to the number of hit points that this component has caused, but they will remain in the dying health condition. Perhaps retreat is in order?
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 2 - 2 - 1
Raise-HP
This talent denotes some extra measure of durability. You have more hit points than others(Automagic).
Classes: Acolyte and Fighter and Monster
Raise-MP
Like Arcana/Reserves, it increases your supply of innate magical power. Automatic and requiring no effort, it reflects an overall acclimation to magical power.
Classes: Lifepath Restricted
Raise-Shock
The ability to handle more shock. This does not make you shock less often, but rather allows for the control of bigger spells. Without this, there is only so much shock you can attempt, MP or Shock based. Another major improvement is the ability to create larger spells(+study) which even lesser trained could potentially use.
Classes: Mage, Monster, Acolyte
Raise2
EFFECT COMPONENT: If cast upon a critically wounded entity(0 or less hit points), this component will raise them to exactly the amount of damage done.
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 5 - 4 - 3
Random-Card
Using the +cards/random command, you can call a random card in your free collection into existance. You must pay three times the mana in MP and twice the coins in gil to activate the card. Resource cards may not be played (redo the +cards/random). Creature cards appear as a ghostly represenation of their named being. They have as many hit points as twenty times their toughness. Using their basic mode of attack, use Willpower+Random-Card+Arcana/Summon, and they will deal (Power * 20) + remaining to-hit successes, which is then adjusted by the user's level. Monsters will persist until slain, or their rounds of activity are up. Cards are considered to be cast with a range of twice their total casting cost times ten yards and a duration of their toughness plus their power in rounds. Where resistance rolls are needed, +check Random-Card and the targetted can +check Willpower or Stamina, whichever is appropriate. All effects and abilities posessed by the card must by paid for when used, nothing is free outside basic attack and defense. Summoned cards have no true intelligence and must be controlled by the summoner. Pure damage cards inflict 20 HP per point of damage it would normally inflict. A card can only be used if the power and toughness are both at or below the summoner's rating in Random-Card/5. If a card has more power or toughness than can be handled, the user has effectively failed the spell. If the user has 25 in Random-Card, any card may be played, regardless of power/toughness.
Classes: Mage and Rogue
Rapid-Fire
After making a basic attack with a ranged weapon, a character with this ability may +atb/charge by 10 X their rating in this ability.
Classes: Rogue
Rapid-Reload
Having this special allows reloading at increased speed. %rMulti Round Reloads are halved for 5 MP%rFull actions become +500 ATB for 3 MP%r+201-999 ATB reloads are reduced to +200 for 2 MP.
Classes: Rogue
Rasp
EFFECT COMPONENT: This component allows the spell it is included in to drain the target(s) of the spell of their magical power. Anyone so targetted must +resist against the status resist of the spell and lose twice as many MP as they fail by, if they fail.
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 1 - 1 -
Re-Raise
The target(s) of this effect can ignore the first lethal (would reduce to 0 or lower) blow that occurs to them. This effect lasts until it triggers, is dispelled, or end of combat. If used outside of combat, this status will last until triggered, dispelled, or for one hour.
Classes: Mage
Shock - Casting Time - Damage: 3 - 4 - -0.3
Recall
A limited teleportation spell. This special skill is not even supposed to exist. It took months of hard work. Every jump braught about huge pain and trauma, your entire body laced with fine cuts and grooves of flesh removed from your body like you hopped right through a wire fence. You've at last mastered it! You can transport yourself from anywhere back to your sanctum, your home and safe place. You must declare your safe place with staff, noted via +jnote. To transport there requires all your current MP and half your HP(Total). If you don't have at least half your total MP, you can't use this.
Classes: Lifepath restricted
Reclaimation
In understanding the wisdom of the all father, and the ebb and flows of mana. When in combat, any enchantment that is broken by the aco, or any enchantment they make that is dispelled they gain the successes shown in MP on a +check Reclaimation+arcana+arcana/enchantments roll.
Classes: Acolyte
Reflect
EFFECT COMPONENT: For the duration of the spell, the target(s) of the spell gain are covered in a mystic shield. For the duration of the spell, or untill disenchanted; any incoming spell cast at the user of reflect change target to the initial caster of that spell. The reflect spell will only reflect back a number of spells equal to 1/2 the shown successes; rounded up as required.
Classes: Mage
Shock - Casting Time - Damage: 3 - 3 - -0.2
Regen
STATUS COMPONENT: Use of this component will inflict the status [REGEN] on the spell's target(s). Anything with this status will regain hit points every tick of combat. If the target is at full hit points for their health level, and have at least five points of regen status remaining, they will regain a health level, but their regen status will weaken considerably.
Classes: Mage and Acolyte and Monster
Shock - Casting Time - Damage: 1 - 1 - 1
Regenerator
Any time the character takes damage of any kind, they will make a regenerator roll and gain the successes as a [Regen] status(Automatic!). Does not work while [Regenerator] status is active(Also automatic).
Classes: Monster
Reincarnate
Druids are intimately involved with the cycle of life and death as it pertains to gaia's great machinations. Though this process cannot be reversed(ressurection) without great calamity and strife, it can be hurried along. A person may be reincarnated if they have not been dead for more hours than you have reincarnate. For every ten points of reincarnate, the -target- may elect to reroll the +rm to decide their new form. They cannot revert to a previous roll, the last roll done is what must be taken. The amount of memory retained depends on how quickly the reincarnate is done in relation to the maximum time allowed. At the last minute, memory retention will be a dismal 20%, leaving a basically new person with vauge recollections of their past life. If done within the same round or next round of death, you have someone with 80% recollection, being basically the -same- person, but with problems remembering how they died and with spotty recollection of the last month and possibly a few other details in their life faded to dream like quality. For times between, figure it out by percentage(get that calculator out). The amount of retention is also the amount of XP retained. Using this special requires twenty MP.
Classes: Lifepath Restricted
Repair
Used to repair mechanical constructs of various types, this ability allows repairs to be made with only the expenditure of gil, and repairs can be done in 25-Repair hours (minimum of 15 minutes at Rating 25). In order to repair something, the character must have at least half the knowledge needed to build it in basic skills. Two rolls must be made: Perception+Repair+Science, to diagnose the problem(s); then Intelligence+Repair+(Subskill that fits the item) vs 20-(succs on the last check). Divide the succs remaining on this by 2 if the object is poor, 3 if it is average, 4 if it's masterpiece. If the object has HP, restore 4 HP for every success; if not, assume 2 succs is enough to repair most trauma. Expend 10 for poor, 20 for average, and 40 gil for repairing masterpeices.
Classes: Mundane
Repeating-Fist
The art of many quick jabs and short kicks, repeating fist is a blur of offensive actions. Announce repeating fist, then make a brawling attack. Regain 30 ATB per point of repeating fist. All damage done while repeating fist is active is 25% normal, this includes any defensive actions taken before next turn.
Classes: Fighter and Monster
Requiem
The ability to plunge in and draw from the depths of suffering, and pour it forth in a cry or song of incredible angst. It hits an individual (Unless the aggressor has Hit-All, no more than one person may be targeted) with a successful Magery+Empathy/Lies+Requiem check, with the defender making a Intelligence+Willpower+Empathy/Comfort check. The Cold Hearted flaw will add +5 to this check, Saintly will give -10. For each success over the defense check, if any, the target will lose that many points from all rolls for a duration of five hours, until they lose all their HP, or until some other person can roll Intelligence+Empathy+Empathy/Comfort to console the victim, with their successes taking away from the aggressor's. This power cannot be used twice against the same target within the same day.
Classes: Rogue
Research Team
You have learned to put aside the need for personal touches in favor of working in a team environment towards the creation of new inventions. Points in this special reduce the penalties on rolls towards contributing to a team project.
Classes: Mundane
Resist-Element
EFFECT COMPONENT: Much like Infuse-Element, this alters the elemental makeup of the target(s). Much more directly, this one only grants resistance to a certain element, instead of giving a weakness to another in kind. It must be combined with the element to be resisted inside the spell chain. Every success in this component grants +3% resistance vs the target element. Repeated castings(And MIRV) simply increase the % by 1(4% per, 5% per, etc, use the highest succ casting). Due to the unbalancing nature of this component on a person's natural elemental aura, it cannot be extended past a single hour.
Classes: Mage
Shock - Casting Time - Damage: 4 - 3 - -0.2
Resist-Monster
Forfeiting any chance of 'learn'ing or 'mimic'ing, a blue magus can deduct resist-monster from any and all monster special skills directed at them so long as this special skill is declared active at the start of the round. You may not purchase this special if you do not possess a tier in which it is found. For automated uses of a special, instead reduce efficiency or increase soak by 3% per point of resist-monster.
Classes: Mage
Retort
Whenever the character is attacked from within range of their melee or brawl weapon, they may +defend retort. If the retort defense mode is successful, they may make a basic attack against their assailant in response. You may not Retort against a Retort. Retort does not prevent you from getting hit(Though you might dodge/parry/block while retorting).
Classes: Fighter and Monster
Retribution
SUMMON COMPONENT: Calling on the bomb spirit Vhale, the damage inflicted by this spell upon the target(s) will be equal to the total damage the caster received so far within the scene that in which this spell is cast. Vhale, upon arriving in response to this Summon, will target all opponents who have attacked the caster, and -only- the opponents which have attacked the caster, and will divide the damage this spell inflicts evenly among them.
Classes: Caller
Shock - Casting Time - Damage: 6 - 3 - -0.2
Ruby-Light
The target(s) of this component are under the protection of carbunkle. Any spell with successes equal to or less than the Remaining Strength x1.5 of the this spell will have their target shifted onto the original caster, whether they are good or bad. This spell also has a built in AoE of 2, and its targets may be selected by the caster(Immunity 3).
Classes: Caller
Shock - Casting Time - Damage: 2 - 4 - -0.4
RyuKanSen
A defensive technique that focuses on avoidance and countering, RyuKanSen relies on heightened awareness and intuition. Declared prior to any defense attempt in which Dodging is possible, and requiring the use of '+defend dodge', the user of RyuKanSen pays 10 MP to add +10 to their Dodge result -before- using the +defend command (this MP may only be paid once per Defense attempt). If the Dodge result is then successful, the user of RyuKanSen may immediately counter-attack using a standard Melee attack, which the target may not actively defend against (soak only). If the Dodge result fails, the counter-attack is not usable, though Parry or Block may still successfully ward off the incoming attack. A Melee weapon (preferably, but not limited to, a sword) is required to effectively use RyuKanSen.
Classes: Fighter
RyuShoSen
A stunning attack based on Speed, Accuracy, and Conviction, this technique employs a quick, brutal strike using the flat of the blade (or, alternatively, the un-edged back of the blade for single-edged swords) to a sensitive part of the body, generally (but not always) the head or neck. Declared before use, the attacker makes a standard Melee attack, which may be defended against normally. If the attack is successful, it deals only half the listed damage before soak, and forces the target to +resist/stamina vs the Attacker's listed to-hit bonus. If the target's +resist fails, then the target is inflicted with the [STUN] status for 1d3 Rounds.
Classes: Fighter
RyuSouSen
It is sometimes possible for a swordsman, through focus and training, to act in a burst of amazing speed. Using the RyuSouSen technique can be quite taxing on the swordsman, however, the technique carrying an element of risk. To use RyuSouSen, the user must sacrifice 15 HP (this sacrifice can breach HLs). With this sacrifice, the user is allowed to perform three basic Melee attacks (each dealing 75% of their listed Damage before soak) instead of 1 against a single target within Melee range. The target may defend, as normal, against each attack separately. At the end of the user's turn, he must +resist/stamina vs (8 - (Stamina / 5)). If the +resist fails, then the user is inflicted with the [STUN] status for 1d3 Rounds as the strain of the RyuSouSen technique takes it's toll.
Classes: Fighter
RyuTsuiSen
RyuTsuiSen is an airborne attack technique where the attacker leaps over their target, attacking the target from above in the process. Doing this gives the attacker an advantage, as the angle of attack is unconventional, and leaves the target a bit more exposed and open than normal. Declared as a standard Attack, and defended against normally. A successful RyuTsuiSen attack reduces the target's soak by 1/3 of the value listed in the target's +defend results.
Classes: Fighter
Sacrifice
You may sacrifice up to Sacrifice times 10 hit points. The target, who can be up to Sacrifice feet away, regains twice your sacrifice in hit points. The HP regained by the target can restore Health Levels, as excess HP above the target's current maximum rolls over into the next higher Health Level. If the HP loss to you puts you under zero hit points, you expire immediately without chance of raising; however, in exchange, the target is completely healed, with all Health Levels fully restored, no matter how badly wounded they are. You cannot ever target yourself with Sacrifice, and cannot be the target of another's Sacrifice, or of any Healing spell, until all the HP lost from your use of Sacrifice is regained by other means.
Classes: Mage
Sadness
This special skill allows the character to inflict on one target within visual range with the [Sad] status. Under its influences, all initiative and to-hit rolls are cut in half. Magic is unaffected, fed by the new emotion just as much as it detracts. Resisted with Willpower+Subterfuge+Empathy/lies
Classes: Mage and Monster
Safe-Cast
Modifying Component: Allows a spell to be cast safely, but at the cost of additional time in casting.
Classes: Mage
Shock - Casting Time - Damage: -5 - 7 - -0.1
Salamander's-Flame
SUMMON COMPONENT: This spell summons forth the lesser spirit of fire, the Dragon-Lizard Salamander. When summoned, Salamander will appear and bathe the battlefield with an inferno of fire, dealing fire-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 Salamander's-Flame, to a maximum of 5 targets.
Classes: Caller
Shock - Casting Time - Damage: 6 - 6 - 5.75
Sanctify
If a priest has this special skill, they may spend a gil per square foot and an hour for every ten to declare an area 'sanctified'. For a year and a day, the land will be considered holy for any effects or creatures affected by such things. Undead beings are immediately struck as if by poison status, losing one HP per round and have their difficulties increased by 1 for all rolls. Hostile Spirits in the area take a penalty of -1 successes to any action for every acolyte based job of the individuals protecting this hallowed ground, cumulative (Greater Spirits such as Odin are not effected). Anyone with at least three acolyte jobs gains -1 to all their difficulties for actions taken to protect this hallowed ground. For these jobs to be effective they must be jobs that have JP spent into them.
Classes: Lifepath Restricted
Sandstorm
Used as a standard non-interrupt action, this Special allows the user to cause the ground underneath a single target to swirl up around them, dealing Earth-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. Sandstorm has a Range of Rating / 2 (drop Decimals), and may be dodged, if circumstances allow (Dodge check must equal or beat Sandstorm's successes), but not parried, blocked, or counter-spelled/deflected. The defender, if hit, must beat Sandstorm's successes on a +resist/stamina roll, or suffer the [SLOW] status for a number of Actions equal to Sandstorms's Rating / 2 (drop Decimals). Sandstorm costs 5 MP to use. Another 10 MP can be spent by the user of Sandstorm, in addition to the initial 5 MP cost of using Sandstorm, to double Sandstorm'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
Scan
Usable primarilly by technicians and engineers, this ability allows one to attain information about those in their field of vision instantly, but it does require an active decision to do so. At 5, the general health of anyone in visual range can be ascertained. At 10, a general impression of the power of their favored weapon is known(physical weapon power). At 15, spell casters become known, all elemental affinties become clear, even if the user has no awareness. At 20, monsters are seperated from non monsters, in addition, the caster can tell if a monster is a 'true' monster(tortured soul), or just an unfortunate but healthy soul. At 25, ALL weaknesses may be located in things within visual range. Scan of 10 or higher gives a +1 success bonus to Diagnose.
Classes: Mage and Mundane
Sea-Legs
Sailors get used to the rocking and swaying of boats, even in the middle of horrible storms. You can reduce the difficulty of rolls relying on balance by your rating in sea-legs(vs 11+-Sea-Legs). If you are making a +resist that will determine if you are knocked over, you can add double your rating in Sea-Legs to it.
Classes: Lifepath Restricted
Sea-Song
SUMMON COMPONENT: This spell summons forth the lesser spirit of water, patron of Sailors, Seamen, and water-folk, Bismark. When summoned, Bismark will appear and flood the battlefield with seawater, dealing water-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 Sea-Song, to a maximum of 5 targets.
Classes: Caller
Shock - Casting Time - Damage: 6 - 6 - 5.75
Secret-Fist
The perfect art of striking a vital point in order to trigger imminent death. The user makes a check of Perception+Medicine+Secret-Fist, resisted with +resist/stamina. If the target fails, they're inflicted with the [Death Sentence] status, as it is described the Death-Sentence spell component. If this is used in combat, then the user makes a standard Brawl attack, using -no other specials-, which may be defended as normal. If the attack connects, then ignore any damage listed, as the attack will do none, and perform the check and +resist as described above. If the scene/combat ends before the victim's Death Sentence is up, then the target is left feeling physically drained, but is otherwise unharmed.
Classes: Fighter
Selkie's-Grace
Selkie's Grace adds it's rating to any and all rolls involving Dexterity that are made while -in- the water, and -only- while in the water.
Classes: Mundane
Sell-Hot
This, seemingly wildly magical ability, allows a rogue to unload some 'hot' goods in a hurry. Making a roll, they will get success X 5 % of normal market value for whatever they sacrifice. Not much compared to what would normally be gotten, but it can be worth it if holding onto the goods becomes impossible or impractical.
Classes: Rogue
Set-Trap
Used to protect treasure, and sometimes to safeguard a sleeping area before retiring for the night. The trap has to be set, which takes time, but the magic involved precludes actually needing any material. The type of trap(Restraining or Lethal) must be decided at the time of creation. Anyone who approaches the trap without noticing it(Per+Security+Security/Traps with half as many succs as what used to make it), will fall victim for it. In the case of a lethal trap, they take as much physical damage as 10x the succs used to make it. If restraining, they must make an appropriate athletics roll. If they can't match the succs, they are restrained until they can figure a way out or are released. Example: Steve the pirate puts a spike trap on his chest of gold with 6 succs. Someone comes over and checks the chest for traps and scores 2 succs, they needed 3 though to notice it, and think the chest is safe. Opening it, they find a spike shoving out and inflicting 60 points of damage to them. These traps will only work once unless the user sacrifices all but 10 HP in the making, in which case it will retrigger every time someone touches the protected object until someone dispels the magic or destroys the object. If a trap is noticed, an Int+Security+Security/Traps roll can be made to disarm it, having to match the succs of the creator. As long as at least half the succs are scored, the trap will not fire. If it come sout under this, the trap immediately is trigged on the victim. Permanent traps are only disarmed for the scene, then will re-arm. Those who have set-trap at at least 10 have +5 to notice/disarm such traps.
Classes: Rogue
Shadow Blood
The blood within you is filled with a corrosive variation of shadow. When struck in combat, it spews at the enemy, dealing Shadow Blood damage to them in black elemental damage. This can only be soaked by specifically black resisting abilities, such as black-affinity, not general armor. If you are incapacitated(0- hp), you explode in a shower of the stuff, dealing 10% of your Healthy Condition maximum hitpoints to anyone within rating feet of yourself, which is entirely unsoakable except for those completely immune to black damage.
Classes: shade
Shadow Nature
At night or in a place of darkness, the character takes half damage from any non-white source. Attacks seem to slide through or around the characters almost entirely shadow body. Possession of this skill makes procreation an utter impossibility, but who has time for that anyway?
Classes: Shade
Shadow's Song
Drawing strength from neighboring shadow forces, the character gains 10 temporary hit points per other shadow chracter(PC or NPC) within rating feet. These hitpoints persist until used or the other creature(s) fall out of range. Lost hit points due to damage cannot be reained for at least 24 hours, but if lost due to range can be regained by getting closer with no delay.
Classes: Shade
Shadow-Form
This ability allows the Warlock to transform himself into a living shadow. Activated by using a Non-Interrupt Action and spending 10 MP, the Warlock becomes a shadow of his former self, literally: He becomes a semi-transparent, nigh-featureless black silhouette of himself. In order to maintain this state, the Warlock must pay 2 MP every time they perform any action (this includes Interrupt/Defensive Actions); failure to pay, either by choice or inability, will return the Warlock immediately to their normal form, as will rendering the Warlock unconscious or critically injured (0 HP). This Shadow state confers a number of benefits. First, the Warlock can hide in natural shadows with ease; anyone trying to find the Warlock while the Warlock is actively hiding in shadows must succeed on two immediately consecutive detection rolls instead of just one. Second, the Warlock becomes more resistant to physical damage dealt to him while in this Shadow state, gaining 1% additional Physical soak per point in Shadow-Form. Third, damage dealt by Black-Element spells cast by the Warlock while he is in this Shadow state is increased by 1% per point in Shadow-Form, before soak. White-Element damage dealt to the Warlock while in this Shadow state is doubled before soak, and healing magics (regardless of element) will fail to heal the Warlock, dealing damage instead equal to half the amount that the spell would have healed. Destructive Trance does not operate while Shadow-Form is active.
Classes: Mage
Shadow-Step
A technique based on the Sword Tech Dispatch, the Shadow-Step technique raises the speed of the user to a high level for short period of time making it hard to see the user's movements, reducing the chance of striking or avoiding them. Declared active at the beginning of a turn, the user checks Shadow-Step, removing the successes shown from the successes of all To-Hit checks against the user and all Defensive checks against the actions the user makes. Using this Special costs 3 MP per use, and can be used up to Shadow-Step/8 times per round, with the successes accumulating. Any successes scored by Shadow-Step rolls within a round do not carry over to the following round.
Classes: Fighter and Rogue
Shadow-Walk
When in shadows, the user can add Shadow-Walk to all stealth attempts. They can also, as a Non-Interrupt Action, pay 10 MP to attempt a +check of Shadow-Walk. If 5 or more Successes are scored on this +check, the user may move instantaneously to another shadow (or to another location in the same shadow, if the shadow is sufficiently large enough), up to a distance of Shadow-Walk feet away (or Shadow-Walk/5 spaces, round down, if in combat). The target destination must be in direct line-of-sight from the user's starting location. If the user fails the Shadow-Walk check (scoring less than 5 Successes), then not only does the Shadow-Walk attempt fail, but the user becomes unable to use Shadow-Walk in this way for a full day, and cuts Shadow-Walk's addition to Stealth attempts in half for this duration as well.
Classes: Rogue and Monster
Shape-Shift
Using this Special, the character may alter their own form to various degrees depending on their rating in Shape-Shift. At 5, only minor shifts like color can be done. At 10, gender can be altered one way or the other. At 15, species can be altered. And at 25, anything from quarter sized to double sized is possible. In addition to this, if the character wishes, they may raise or lower thier Charisma stat temporarilly (but not for the purposes of using any Specials, like Charm or Steal-Heart) by up to half their rating in Shape-Shift (round up). This shifted state makes them more obvious to magic-detecting special skills and spells: +5 to all such attempts against a Shifted individual. NOTE: Effects like this, and cursed transformation, only change the outside of a living body, and do not alter or tamper with true forms. Fertility is limited to original gender, and true-seeing/dispelling magics know what form is the true one.
Classes: Monster
Shared Trait
Rolling Shared Trait, every success allows the mutant to bless his companions, or curse his enemies, with one of his/her current mutant traits. This ability cannot be resisted, but does not function on nonliving targets. This ability persists until the end of the scene. Activating this ability costs 20 MP.
Classes: Monster
Shell
EFFECT COMPONENT: While this spell is active, the target(s) will take only half damage from magic assaults, not including spells with the physical component. This spell has no effect on non-damaging aspects of attacks, like being poisoned by a spell, or turned to stone. At rating 25, magical attacks that would deal more than one health level worth of damage are reduced by 1 health level.
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 3 - 1 - -0.1
Shell of Gaia
A method of those with nothing to lose. Conjuring on the nearest ley line, the geomancer wreaths themself in a sudden upsurge of raw lifestream, spilling upwards to form a crude sphere around themselves. Any time you should receive damage from any source, reduce it by as much as you want, but you must pay 1 MP for every (rating in this special / 2) damage(round up). Every 3 rounds, you lose one health condition regardless of what's going on around you if this ability is active. When the scene ends, you will suffer gaia's tax for her services, receiving a negative wrath. Foes foolish enough to engage you in melee(weapon or bare handed) suffer half as much damage as the damage you prevent in the attack.
Classes: Lifepath Restricted
Shield Stun
The acolyte can make an stunning attack with a shield that staggers thier opponents, often allowing them the breathing room they need to escape or defend themselves. +check Shield Stun vs the target's +resist -or- +resist/stamina. If the opponent's resist fails, they immediately suffer -500 ATB Charge, and are at +2 Difficulty for all actions until after thier next non-interrupt Action. Shield Stun has no affect on a target that is already stunned.
Classes: Acolyte
Shield-Use
When using a shield and employing Defense/Block, Soak becomes +15%(max 100%) instead of +10%(max 60%) and the soak can be applied to any attack, even magic assaults.
Classes: Fighter
Shift
EFFECT COMPONENT: See cursed-transformation, apply the successes of the spell itself to be what must be resisted. The rating of Shift decides the amount of change can be so inflicted.
Classes: Mage
Shock - Casting Time - Damage: 3 - 5 -
Shock
When one gains full control of their charisma, they can harness it into an attack that so brutally strikes an opponents emotions and psyche that it actually inflicts physical damage. By making a check of Charisma+Arcana+Shock+Leadership/Shock, the character can strike up to Shock/5 seperate people within line of sight. The damage dealt is the successes scored, and is resisted with +resist/willpower, reducing the damage done by the level of the +resist. Multiply remaining damage by 10. Using Shock requires 2 MP per target past the first. Completely mindless targets are immune. Overly sensitive targets(emotional flaw, for example), take double damage.
Classes: Fighter and Acolyte
Shroud
Calling up brief distracting illusions, the character may give themself a Shroud status at strength of the succs scored in this ability for 10 MP. While active, any Stealth or Defense roll is increased by the remaining strength of that status. Out of combat, apply it to the next stealth or defense roll made and then consider it spent. Used with +defend, increase success by the amount listed.(5 succs turns -3 to +2).
Classes: Mage and Rogue and Monster
Silence
SUMMON COMPONENT: This spell summons forth the spirit known only as Sylph, a relatively reclusive minor spirit of Air. When summoned, Sylph will use her power over Air to silence the target(s) of this spell. Targets of this spell must succeed in a +resist/stamina roll vs the rolled Status Resist of this spell, or be inflicted with the [MUTE] status, which will last for 24 hours or until removed by the appropriate curative magic or item. This spell can target 1 enemy, plus an additional enemy at ratings 5, 15, and 25 (for a total of 4 enemies at rating 25 in this component).
Classes: Caller
Shock - Casting Time - Damage: 6 - 5 - 0
Siren-Song
Resisted with Willpower+Subterfuge+Subterfuge/Poker Face, Siren-Song casues the chosen target(s) within audio range (1 target at Rating 1, 2 at Rating 10, 3 at Rating 20, 4 at Rating 25) to become inflicted with the [Sleep] status. Audible Range is a maximum of Short, though having points in Loudmouth will extend Siren-Song's usable range as follows: 1 to 10 points in Loudmouth extends Siren-Song's range to Long, 11 to 20 extends range to Far, and 21+ extends Siren-Song's range to Extreme. Any damage or vigorous shaking will wake up a character under this ailment, but takes an action to accomplish. A character under the [Sleep] status can take no actions. Siren-Song costs 20 MP + 4 MP per target to use. Pioneered in Bahamut, 1003 by Eva Aramais.
Classes: Rogue and Monster
Sleep
EFFECT COMPONENT: This status ailment will empower a spell to make use of the status [Sleep]. Anything under [Sleep] status is asleep. They can be roused with an attack upon them, or even a full action of shaking the victim awake. This status will last for 8 hours if there is no duration component used in the spell, or until the victim is awakened as previously described. This status may be resisted using +resist/Willpower.
Classes: Mage
Shock - Casting Time - Damage: 2 - 1 - -0.2
Slime-Consistency
This special skill allows you to suffer substantially less damage from certain physical attacks. When attacked by a weapon, divide the your rating in this Special by 3 if the weapon is edged (like a sword), or by 5 if the weapon is blunt (like a mace or staff); the result is the maximum Weapon WP rating that you may resist. (Ex: Someone with Slime-Consistency 15, for example, will be able to resist edged weapons of WP 5 or lower). If you are hit by a physical attack, then do a +resist/stamina check: If the Resist check scores successes equal to, or greater than, half of the Edged weapon's WP rating (ignore decimals), or equal to the Blunt weapon's WP rating, then the damage from the attack is reduced to a flat 3 HP, which is unsoakable. If the Resist fails, however, then the damage dealt by the attack is reduced to 75% of it's listed value, and may be soaked normally. Slime-Consistency has no effect against Elemental Spell damage or damage inflicted by Elemental Weapons. Weapons with WP ratings higher than what the bearer of this special can resist deal full damage.
Classes: Monster
Slots
Used with Gil, this Special allows the user to rely on fortune to see them through the day. The User uses '+dice 1d20', and compares the result to the list below, multiplying the result by the amount of Gil the User chooses to spend (up to a max of twice the user's rating in Slots; spending Gil is REQUIRED for this Special to operate). All effects listed are applied either to all allies or all foes, whichever the User desires, and all decimals in the results, if any, are rounded down. %rd20 Results: %r1) Mega Flare: (Gil-spent*3) White damage. %r2-3) Bomb: (Gil-spent*2) Fire damage. %r4-6) Chocobop: (Gil-spent*1.5) Physical damage. %r7-8) Flash: (Gil-spent*1) White damage; chance of Blindness (victims '+resist/stamina' vs 5, failure inflicts [BLIND] status: half success to all defensive actions and physical attacks for the scene, or until Eyedrop is applied). %r9-18) Lagomorph: (Gil-spent*1) HP healed, White element. %r19) Targets with a Stamina rating lower than half of the amount of Gil spent must '+resist/stamina' vs (Gil-spent/5), loosing 1 Health Level if resist is failed; victims loose only half of the maximum HP of thier current Health Level if the resist succeeds. %r20) Joker's Wild: (Gil-Spent*1) Air element damage to everyone, friend and foe alike, including the User. %rPioneered in Ramuh, 1003 by Taross Blackburn. %rUPDATE: Use +use slots (gil to spend) -- It's a lot easier.
Classes: Rogue
Slow
This negative status gives the [Slow] status to the target(s). While under the affects of this status, the target will regain ATB 33% slower than normal.
Classes: Mage and Monster
Shock - Casting Time - Damage: 1 - 1 - -0.1
Snipe
Perform a +check snipe. Every success is a full round that the sniper may use to either perform a basic attack, cast/use a defensive ability, or use the charge ability. This ability must be used as the first action anyone takes in combat, and precludes anyone else taking actions. This all occurs in the blink of an eye, all in the space just before that the sniper's one normal action would occur. He or she may then take their normal action. Can only be used within the sniper job.
Classes: Rogue
Sonic-Boom
The character can emit a loud piercing sound that inflicts damage upon everything within Sonic-Boom yards of them(The damage is considered of Air and Sonic nature, for purposes of armor or special skills). The damage done is 5 X succs, doubled if 10 MP is spent before-hand. This move cannot generally be dodged/defended. IC NOTE: Learned by adventurerous blue mage ICly from a Giga-Goop
Classes: Monster
Soothe-the-Fire
Tamers can reach out to a Monster (if a PC, must be upon the Beast path) during Combat, soothing them of the rage that burns with-in them. The challenge is beating the strength of their anger. The Tamer reaches out, whether through voice, touch, or the sweetest of sounds and song, in an attempt to soothe the savage beast. A successful roll removes the [Berserk] status, if it is present; or, if the Monster is not currently effected by the [Berserk] status, then the Monster becomes immune to the [Berserk] status for the remainder of the scene. Additionally, if successful, the monster's attitude towards the Tamer shifts as the Tamer is then viewed as a non-enemy or neutral non-combatant (overwhelming success my allow the Tamer to be viewed as a tentative ally, at Judge's discretion), and the Monster will cease to consider the Tamer a target for attacks from that point on until the end of the scene, or until the Tamer attacks the Monster again and once more becomes the monster's enemy. Resisted with a Willpower+Empathy+Empathy/Lies. If the Monster successfully resists this ability, the Monster has a 50% chance of being immediately inflicted with [Berserk] (+dice 1d2, 1 inflicts [Berserk]). This Special may only be successfully used once per scene; it may be re-used only if the previous attempt failed, but once it succeeds it may not be used again that scene. Pioneered by Isaac in the month of Typhoon, 1031 AH.
Classes: Mage and Monster
Soul Food
Some chefs can take standard recipes beyond their original intention, and produce truly amazing culinary delights. Much like the Samurai who hear the spirits of their weapons, chefs can hear the voices of their recipes. At level 10 and 25, the chef may create a new food synthing perk to endow on future recipes. It is possible for one chef to teach another chef these recipes, but the recipient must also have Soul Food and have a slot open for it.
Classes: Mundane
Soul-Link
EFFECT COMPONENT: This component establishes a direct link between the souls of the Caster and the Target, allowing the caster to try and control the target's actions and body against the target's will. For this component to work, the target must already be under the influence of the Mind-Link component, or the Mind-link component must be part of the spell chain. Once the Soul-link is established the Caster can force the target to obey any command, relayed through the Mind Link, with a contested +check Willpower. If the target looses the contested check, then he or she must obey the caster's command. If the caster looses the contested check, then the target is free to ignore the command, and the caster must spend 3 MP due to the strain of maintaining the Soul Link. Should the caster have no MP left after any given Willpower contest, then the Soul Link and Mind Link both dissolve, freeing the target. In case of a draw on the contested Willpower check, the caster spends the required 3 MP and the contest continues in the next round. In any round that a contested Willpower check is made for control, neither the caster nor the target may do anything at all, not even defend themselves. Should the caster try to force the target to commit suicide, or act in a way that is utterly depraved or deplorable in the mind of the target, then the target gets a +15 bonus to the Willpower check. The Caster may elect to sever the Soul Link at any time, but doing so prevents the Caster from taking any action until the following round, similar to being locked in a Willpower Contest, due to the concentration needed to unravel the mana that maintains the Soul Link; this process leaves the Mind Link completely intact, however. If the Mind Link's duration ends before the Soul Link's, then the Soul Link is immediately severed.
Classes: Mage and Monster
Shock - Casting Time - Damage: 5 - 100 -
SouRyuSen
SouRyuSen is for use in conjunction with Battoujutsu. A companion technique to Battoujutsu, SouRyuSen is the Battoujutsu Master's defensive contingency. As such, SouRyuSen does two things. First, it allows the Battoujutsu user to defend themselves against counter-attacks that happen in response to the use of Battoujutsu using their sword's scabbard as a defensive tool. In system terms, this allows the Battoujutsu user to use '+defend parry' in response to any Counter-Attack action that the target of Battoujutsu uses against them, even when the use of +defend would normally not be allowed. SouRyuSen's second purpose is to allow the Battoujutsu user to defend themselves should their Battoujutsu attack miss or fail. In system terms, if Battoujutsu fails or misses, SouRyuSen modifies the Defensive Disadvantage listed in the Battoujutsu special, allowing the Battoujutsu user to use '+defend parry' to defend themselves until their next Turn (Dodge and Block results in this case are still ignored, and are considered unsuccessful regardless of the result they report).
Classes: Fighter
Southern-Cross
SUMMON COMPONENT: This spell calls forth the Prince of Ice, Son of Shiva: Frost. Once summoned, Frost conjures an intense cold to create a sheet of ice that hurtles towards the enemy party. The target(s) make must +resist/stamina against the Status successes of this spell: those that fail this resist are inflicted with the [Frozen] status for a number of rounds equal to half the Status successes of this spell, roundinging decimals down.
Classes: Caller
Shock - Casting Time - Damage: 9 - 7 - 7
Speed-Break
An attack against your opponents joints, resisted with a standard +check (Dexterity+Defense+Defense/Appropriate Subskill). Every success in victory reduces the victim's ATB speed by 5 AND charge by 10.
Classes: Fighter
Spin-Fist
A great whirling attack that strikes up to 6 melee-range opponents of the Attacker's choice. The User of Spin-Fist performs a single basic +Brawl attack (no other Specials may be used). Each target defends against this attack normally. If Spin-Fist is below 25, then Target's soak is increased by 4% per Spin-Fist point under 25 (example: Spin-Fist of 20, 25-20=5, 5*4%=20%, +20% to Target's Soak). If over 25, User may knock opponents back one square in addition to dealing damage, if a hit is landed.
Classes: Monster and Fighter
Spirit Body
The technique of Spirit Body is the one that makes a Medium what they are. At a rating of 1 the Medium can draw a spirit fully into her body and give the spirit control of that body. This way a spirit can interact safely with the physical world and without manifestation. This is often used to aid the spirit of a deceased person take care of any unfinished business he or she might have in the mortal world, or to allow a spirit to talk with loved ones or family. The Medium can, at all times, end this voluntary possession at will, thus making this a very safe practice. Opposed to any other Tier 6 Special, any true Summoner can attain a rating of 1 in Spirit Body, for a cost of 10XP, but -only- if a Medium teaches them at least 1 cap in Spirit Body (contact Specials Staff for details). At higher ratings, this technique allows the user to ascend temporarily into spirituality, with the aid of a Spirit they are pacted with. To do this the Medium must first Channel (as per the Spirit Channeler merit) one spirit that she has pacted (if channeling more than one spirit at the time Spirit Body is used, then all excess channelings are canceled in favor of the one being used by Spirit Body). Then, the Medium must, at the cost of all combat actions for the entire Round, spend half of thier total MP to initiate the transformation. The form the Medium takes as a result of this transformation depends on what pacted spirit the Medium is being assisted by, and the transformation lasts for Spirit Body / 5 Rounds, starting in the Round after the transformation. While in this form, which is considered Spiritual in nature, the Medium receives only half damage (before soak) from all Physical sources, while Spiritual magics affect the Medium at 150% strength. Also, while in this form, magics cast by the Medium that are aligned elementally with the spirit that transformed them cost only 25% of the spell's listed MP Cost to cast; the Medium can also continue to use the Channel Abilities of the spirit that transformed them, as they are still technically channeling that spirit, though the MP for these abilities, if any, must still be paid as normal. This transformation may only be performed once per scene.
Classes: Mage
Spirit Walk
A summoner who has befriended the spirits can sometimes ask the spirits to take him to the spirit realms, or, for those with discipline, after hours and hours of intense meditation. A Medium, though, can reach the spirit realm without such spiritual aid or long meditation. However, it is a rare talent that comes at great cost, as entering the spirit realms can be quite taxing on the summoner's body, which is left behind in the process. If the Medium has at least 75% of her MP left, and spends all of that remaining MP, then she can attempt to enter into the spirit realm without the help of a spirit or meditation. After spending the MP, the Medium makes rolls '+check Magery+Folk-Lore/Spirits+Spirit Walk vs 18'. The number of successes needed depends on the location in which this is attempted. Spirit sensitive area, like a graveyard or spirit shrine = 1 successes. Wilderness = 2 successes. City = 3 Successes. Spirit unsensitive area, like a Church or a technology lab = 4 successes. An area that specially warded against spirits = 6 successes. Taking this check is a normal action and once it succeeds the Medium's spirit is transported to the Spiritual Realm instantly. Once there, though, the Medium is on her own and had better have a way to survive there. The Spirit Friend Perk is highly recommended, lest the Medium find himself without aid or shelter while in the Spirit Realm. In order for the Medium to return to his body, he must roll '+check Magery+Folk-Lore/Spirits+Spirit Walk' (with no modified difficulty), and score at least 9 successes. If successful, the Medium finds his body again, and re-enters it; failure means the Medium cannot find his body and must continue searching (the Medium can roll again after one IC hour has passed; successes do not carry over from previous rolls). Upon returning to her body, the Medium immediately drops to the Crippled health condition, and must wait an IC week before attempting to use Spirit Walk again; attempts to use Spirit Walk in quick succession run the risk of killing the Medium's body (at Judge's discretion), leaving them trapped in the Spirit realm forever, or until they can find a way to free thier Spirit back to the Mortal Realm as a Ghost or Unsent.
Classes: Mage
Spirit-Speech
This skill allows one to express themselves properly to spirits. Without this talent, no social special or basic skill can be used against a spirit, with it, up to the rating in spirit-speech can be used. For example, if you have empathy of 10 and spirit-speech of 5, 5 of empathy could be used against the spirit.
Classes: Mage and Monster
Spirit-Ward
You may +check Spirit-Ward as a seperate soak percent versus any damage caused by a Spirit Summon: The Soak Percent of this +check is (Successes Scored x 5). This damage resistance stacks with all other applicable forms of defense.
Classes: Mage
Spirits-Guard
SUMMON COMPONENT: Calling upon the power of the spirit known as Guardian, this spell will protect the caster, and any allies of the caster that are both within the range of this spell -and- within the caster's line-of-sight, granting all so affected a brief, but powerful, shield against harm. The shield this spell creates lasts until the Caster's next turn, or until it takes damage, whichever comes first, and this shield provides extra soak % equal to it's Status Successes * 10, up to an absolute maximum total of 99%.
Classes: Caller
Shock - Casting Time - Damage: 10 - 8 - -0.2
Splash-Line
AREA COMPONENT: After picking a target(s), the spell will affect everything between the caster and that target in a straight line(s). This line is Splash-Line / 5 feet wide.
Classes: Mage
Shock - Casting Time - Damage: 2 - 3 - -0.1
splash-wall
SPLASH COMPONENT:Any spell including this component has its splash area increased by 25%. The spell will linger on the edges of this splash area for the duration of the spell. Anyone moving through this area(Or within ten feet above it), is struck as if the spell were cast directly at them. The spell can strike someone multiple times if they cross through the 'wall' repeatedly, or linger inside of it.
Classes: Mage
Shock - Casting Time - Damage: 8 - 6 - -0.2
Splay of Corpses
The character may cloak himself and or other shadow beings as simple corpses laying about in the area.. they can move a range of feet equal to the special away from the 'anchor' point of the special and still be unseen.. attacking will break the effect and reveal them for what they are. The odd part of this ability, is the corpses will seem to be tangible and normal, aside from being very very cold.
Classes: Shade
Stand-Ground
This is a disipline in which you learn to overcome all aspects of fear. By focusing your mind you may add your rating in stand-ground to your willpower for fear checks. This ability also reduces penalties from injury by 1 at 20+.
Classes: Fighter
Starlight
SUMMON COMPONENT: Calling upon the power of Andromeda, a Summoner pacted to her can summon her to attack his enemies, bathing the target(s) of this spell in pure, searing starlight.
Classes: Caller
Shock - Casting Time - Damage: 7 - 7 - 6
Status-Enhance
COMPANION EFFECT: Used with any other component that uses the 'status-resist' part of a spell, the presence of this component increases the status-resist by 1, to a minimum of 3 status-resist.
Classes: Mage and Monster
Shock - Casting Time - Damage: 3 - 2 -
Steal-Accessory
An attack against the opponents accessory. It can be resisted with the usual defense roll(dodge as a rule). If the succs remaining are equal to or greater than the targets defense roll the thief then rolls 1d6. Upon a roll of 1 or 6, the accessory is stolen and is now held by the thief. If the target has the special Use-Item, the weapon is only stolen on a roll of 6.
Classes: Rogue
Steal-Armor
An attack against the opponents armor. It can be resisted with the usual defense roll(dodge as a rule). If the succs remaining are equal to or greater than the targets defense roll the thief then rolls 1d6. Upon a roll of 1 or 6, the armor is stolen and is now held by the thief. If the target has the special Auto-Dodge, the armor is only stolen on a roll of 6.
Classes: Rogue
Steal-Gil
Resisted with Perception+Alertness+Alertness/Ambush, the remaining succs X 5 is the % of gil taken from the victim. If half or more of the succs in the thieve's roll are matched by the victim's resistance, the attempt was noticed, successful or not.
Classes: Rogue
Steal-Heart
A slow, but long term infatuation. The target may resist with Willpower+Empathy+Empathy/Lies. Keep track of how many successes the 'Caster' has ever ammassed against the 'Target'. As this score creeps closer to the Target's Willpower Stat, the feeling of 'liking' grows stronger and stronger. Player discretion as to how this is RPed out; note that it is NOT a mind-control talent; the individual under the influence of it still has full free will and choice; they're just closer and closer to falling in love, or at least infatuation with the 'caster'. If anything occurs to cause the Target to dislike the Caster, points will be lost. 1 point for a Minor Mistake. 5 points for something that actually costs the victim something, and 10 points for a Severe Mistake. If the 10 point Mistake occurs, the Target gets an immediate second check, which on 3 successes or better, breaks the enchantment. Any physical contact that results in damage automatically breaks the enchantment. After 2 IC weeks of no social contact with the target, the infatuation wears away.
Classes: Monster and Rogue
Steal-Intellect
Using the power of the mind, one trained in this talent can sap the very mental prowess of their opponent. It is resisted with Intelligence+Willpower+Subterfuge. Each success scored is drained from the target's Intelligence rating.
Classes: Rogue
Steal-Magic
Resisted with Willpower+Arcana+Magery, this special skill works like a much more forceful version of the 'learn' special. If the rogue knows a person has a spell component that they want to learn more of, they can literally suck the information out of them. This is not an instant act and can take up to an hour, most restrain the victim before starting. The rating in Steal-Magic must be 5 X greater than the new cap level they would have(it goes up by one with each use), and they must achieve that many successes over the victim. This special may only be attempted once a day at most. The victim of this, if it worked, will be unable to use the spell component for as many IC days as successes rolled.
Classes: Rogue
Steal-Soul
Resisted with Willpower+Magery+Empathy/Lies, the successes remaining are taken away from the target's(who must be in visual rang) Willpower and/or Magery, up to a total points of the succs. These points will return at the end of the scene. ICly, it's also accompanied with a feeling of hopelessness and fatigue.
Classes: Rogue and Monster
Steal-Weapon
Make a Steal-Weapon check against a target in melee range. The victim may dodge or block the attack(They have to beat your succs). If the attack lands, +dice 1d6. On a roll of one or six, the item is stolen and now held by the thief, on any other number, the weapon is knocked free and the victim must +remove the weapon. If the victim is wielding the weapon in both hands, six results in a knock free instead of a steal.
Classes: Rogue
Stealth-Cast
EFFECT COMPONENT: Allows a spell to be cast stealthfully! Physically, the mage may chant at a whisper, and wriggle their fingers instead of the full blown glowing and half-shouting that normally occurs. Mystically, it dampens the bleeding of the spell(Automagically taken into account by Auto-Sense).
Classes: Mage and Rogue
Shock - Casting Time - Damage: 3 - 2 - -0.3
Stop
This negative status ailment freezes a target in place, causing them to cease taking actions. For every point by which the status resist is failed, they lose 100 charge, plus 700 charge for losing at all. A victim struck with stop is immune to further stop effects until they have a turn.
Classes: Mage and Monster
Shock - Casting Time - Damage: 3 - 2 - -0.2
Strip Enchantment
Learning the weaves and flows of power the acolyte can unravel the threads of mana that surround an enchanted opponent. +check Strip Enchantment+arcana+arcana/enchantments vs the successes or mana cost used in the creation of the enchantment, whatever is greater. These successes are seen as cumulative in the battle to remove or break the enchantment. In the case of weapon and armor enchantments they will be rendered void for the duration of the scene if the users fails a +resist vs the acolytes attack.
Classes: Acolyte
Stunner
Used with a standard Melee attack. Add Stunner to the rolled damage, before soak. In addition, if the victim loses a health condition from the attack or from that point until the end of the round, the target is reduced to one Main Phase action and one Defensive action, and looses all Haste Phase actions, for Stunner / 5 rounds. The attacker may elect to spend (10 - (Willpower/5)) MP to make the target's Main Phase action be pushed back to the Haste Phase for the duration of the effect. This effect is not cumulative.
Classes: Fighter
Stunning-Slash
By channeling mystical forces through a weapon, a fighter can jolt their foe, making it harder for the foe to act. When used, the user makes a standard attack, defended as usual by the target. On a succesful hit, the target checks Stamina or Willpower, whichever is higher. All actions the target makes for the next Stunning-Slash / 5 turns are at a success penalty of the resist's Successes - 5. This effect is not cumulative, but Stunning-Slash may used to attempt to replace the previous penalty and alter the duration. Stunning-Slash may be used with other Sword Techs, but the effect will only last until the user's next init should this be the case.
Classes: Fighter
Sub-Zero
EFFECT COMPONENT: Special Requirements: Ice2 at 15+, possession of at least one Geomancer tier. This component imbues a spell chain with the devestating power of the deepest cold. If the target fails a Stamina check against the Status Resist of the chain they are struck with the [Frozen] status for the difference in rounds. Otherwise the target is inflicted with the [Slow] status for an amount of rounds equal to the Status Resist. Used to cool a room, 10 degrees will be lost every round until the room is at -100 farenheight.
Classes: Mage
Shock - Casting Time - Damage: 7 - 6 - 2
Subdue
MODIFYING COMPONENT:Combined with any spell that affects the hit point level of the target(s), this component prevents the crossing of the 0 hit point mark. For damaging spells, this means the target(s) can be reduced to 0 exactly and no further at best. At this point, they are knocked out, but not dying. Used with raise or raise like effect, it will raise them to exactly 0, preventing death, but not restoring consciousness. A person who is unconscious will remain so for at least one hour without being magically cured further and then physically roused. Developed by NPC in Chocobo, 1006 with inspiration from Alynna Blackburn.
Classes: Mage
Shock - Casting Time - Damage: 1 - 1 -
Sudden-Assault
For use in Mass Combat only. The user of this special may elect to -not- deploy a single unit under thier command at the beginning of a battle. Any unit selected to not be deployed is instead held in reserve, and may be deployed instead at the beginning of any given Mass Combat round during the battle. Units deployed in this fashion have Excellent morale for the round in which they are deployed, after which their morale resets to the unit's default morale level (plus or minus any morale shifts made to the unit during the first round). When deployed, this reserve unit can be placed anywhere within three spaces/moves of a friendly unit, but must be at least one space/move away from any enemy units on the field.
Classes: Lifepath Restricted
Summon Ally
At the cost of 50mp and 27 turns (Minus Summon Ally) of casting the acolyte can open a gateway that can draw a willing ally to their side to support them.
Classes: Acolyte
Summon Taoryu
SUMMON COMPONENT: When called, an enormous red and gold dragon appears, firing a beam of pure energy from it's jaws to strike it's target(s). Those wielding guns or firearms suffer +50% extra damage before soak, and the beast will prefer to target these individuals, if given a choice.
Classes: Caller
Shock - Casting Time - Damage: 7 - 8 - 5
Summon-Chocobo
EFFECT COMPONENT: When added to a spell chain, a spell will conjure up a chocobo that will attack any one target within range(unless an area of effect modifier is used). If combined with duration, the chocobo may be called for other tasks such as carrying things, standing guard, or playing a mean game of chess.
Classes: Monster and Mage
Shock - Casting Time - Damage: 2 - 2 - 2
Summon-Fat-Chocobo
EFFECT COMPONENT: This stand alone component will conjure the spirit of the ever wise and ever hungry fat chocobo. The fat chocobo will contently store objects for the caller up to Summon-Fat-Chocobo X 10 pounds, double if a carrot is presented before hand. The fat chocobo is also capable of answering questions, but its knowledge can be limited at times(Judges discretion). It will not engage in any form of fighting and will vanish upon any sign of actual conflict.
Classes: Caller
Shock - Casting Time - Damage: 3 - 3 - 0
Sunken-State
Whenever the possessor of Sunken-State is the target of a Physical Attack, they have the option of attempting to use Sunken-State to defend -instead- of performing a standard Defensive action. To use Sunken-State, the user performs a '+check Sunken-State'. If the successes scored on this +check match or beat the attack's listed '(+X)', then the attack is successfully dodged/avoided, and the user of Sunken-State pays 3 MP and is immediately inflicted with the [INVISIBLE] status (seen BBoard Post 15/5 for details). If Sunken-State fails, then the incoming attack is successful, and the user of Sunken-State must, as normal, soak the attack's damage. If the user of Sunken-State does not have the required MP available to pay should Sunken-State succeed, then Sunken-State may not be attempted at all. Use of Sunken-State is classified as a Dodge-type defense, and counts as a Defensive Action.
Classes: Rogue
Sunshine
EFFECT COMPONENT: A magic component that binds light energies into a spell. When damage is done the component it can inflict the Confuse and Blind status with a resistance of 1/2 of the successes shown on the spell for 1d2 rounds. Regardless, it deals Fire elemental damage. Used non-combatively, it brightens all non-magic light in the room by Successes x5%.
Classes: Mage and Acolyte
Shock - Casting Time - Damage: 1 - 1 - 1
Suppression
Metamorphic Magi have the ability to overpower the genetics of a creature and suppress its natural tools and weapons. By making physical contact(A brawl check may be required if contact is involuntary) and concentrating, the Magi can force the target's body to reject some facet of its being. Once contact is established, the Magi makes a check of Willpower+Suppression versus the target's (The targeted Special)+Humanity. If the Magi succeeds, the target loses use of the targeted Special until the end of the scene, as well as suffering unsoakable damage equal to the rating of the target Monster Special / 2.5. This damage is caused by the body rejecting something that has probably been a part of it for a long time. The Magi may spend MP to gain automatic successes on the Suppression check. The max amount of MP spent is 1 if Suppression is between 5 and 14, 2 if suppression is between 15 and 24, and 3 if suppression is at 25.
Classes: Mage
Supreme-Blow
An improved technique over Grand-Blow, this technique focuses not only the will and body but their very soul into a single slice of their melee weapon. System: Used alongside a standard melee attack, and without any other specials. Supreme-Blow gives an ABT Charge penalty of (Supreme-Blow * 60), up to a maximum Charge penalty of 1500. For every 100 point of Charge penalty taken, the user gets an addtional 10% added to their damage. This attack will penetrate one health condition, and will penetrate one additional health condition once the user has Supreme-Blow at rating 25.
Classes: Fighter
Swallow
Resisted with a dodge attempt, the character may attempt to inhale, absorb, or in some other way consume someone whole, holding them inside their own body for storage or digestion. While so held, the victim has a penalty of Swallow to all checks of any kind other than social(You can still ask nicely). Once a round after swallowing someone, the monster may choose to either release the victim, continue to hold them, or attack them with a stamina+swallow damage roll, dealing 50 + 5 damage per succ. This is considered water(Acid) damage. A character may not use Swallow on any target who's Stamina is greater than the user's rating in Swallow.
Classes: Monster
Swordplay
By swinging your melee weapon in an odd way, twirling it, tossing it around, or any other various form of stunt for that matter, you impress those around you and shake their focus. Used in combat, you can distract and confuse those you attack, making it harder for them to avoid your strikes. Swordplay is free to use, and is resisted by a +check perception+alertness+alertness/quickscan. Reduce the target's defensive successes by 2 per 3 successes until their next action. (No fractions, round down.) If, however, the defender beats your Swordplay check by over 3, they get a free, undefendable basic attack on you. -- Pioneered in Kujata, 1004 AH by Cyrus Gregminister the third.
Classes: Fighter and Rogue
Symbiosis
Symbiosis allows a character to hide weapons inside their body. This often seems impossible. Due to a weapons shape or size, but the secret is that the weapon becomes part of the body, changing to fit inside. While it doesn't seem painful to insert the weapons into one's body, removing them for use can kill a person. Whenever a weapon is removed use Symbiosis. The character takes damage equal to the Weapon Str. Req x 2. This can be soaked with a check of Stamina+Symbiosis+Athletics/Inner-Skills. A character can hide up to Symbiosis / 2.5 Str. Req worth of weapons.
Classes: Fighter and Rogue
Synthesization
You have learned the ways of the crystals and become a better craftsperson for it. This special ability grants bonuses to almost every step of the crafting process.
Classes: Mundane
Tame
Usable only on those of the monster profession, this talent will mollify and nullify all hostile or angry emotions within them. Resisted with Willpower+Subterfuge+Subterfuge/Lies, every succ left over is +-5 to all actions by the target of a hostile/angry nature for the remainder of the scene.
Classes: Mage and Acolyte
Taoryu
SUMMON COMPONENT: When called, an enormous red and gold dragon appears, firing a beam of pure energy from it's jaws to strike it's target(s). Those wielding guns or firearms suffer +50% extra damage before soak, and the beast will prefer to target these individuals, if given a choice.
Classes: Caller
Shock - Casting Time - Damage: 7 - 8 - 5
Tap-Monster
Metamorphic Magi have the ability to instantly reweave their DNA to affect the guise and natural tools of animals and monsters. By making physical contact (A brawl check may be required, at Judge's discretion, if contact is involuntary) and concentrating, the Magi can force their body to take on some facet of the target's natural form. If contact is established, the Magi spends 10 MP and makes a check of Willpower+Tap-Monster+Athletics/Inner-Skills versus the target's Willpower+Humanity+Athletics/Inner-Skills. If the Magi succeeds, they gain one Monster Special of thier choice that the target posesses at either the target's rating or their own rating in Tap-Monster, whichever is lower. This effect lasts until the end of the scene, and Tap-Monster may be used multiple times to inherit multiple Monster Specials. As an added effect, if the Magi has a rating in Tap-Monster that is equal to or greater than the target's rating in the chosen Special, the Magi may choose to gain 1 point in the chosen Special. In order to do this, the successes scored by the Magi must be greater than the Magi's current rating in that special. This point-gaining effect may only be used once per day.
Classes: Mage
Target-Arc
TARGET COMPONENT: An advanced range component, allowing a mage to arc a spell through the air. Used mostly during sieges to strike over walls. Requires another Target Component to give it a range. Spells cast with Target-Arc do not hit automatically, instead posessing a To-Hit of the shown successes. Spells cast with Target-Arc may be defended as normal, though they still cannot be parried.
Classes: Mage
Shock - Casting Time - Damage: 1 - 1 - 1
Target-Aura
TARGET COMPONENT: This range component causes a spell to create a defensive field around the caster. The field has an AoE of 1 + 1 per 10 successes. The effect will persist as long as the Aura status effect remains(Strength = Aura Succs / 3 ). If an aura is already active, it is overwritten by the casting of a new aura spell. Damage components(Ex: Fire, Ice, etc.) do half the shown damage, and statuses have half the duration shown. Aura will affect everyone in range on every round announcement, and when a target first approaches the caster. AoE improvement increases the AoE of the aura, but does NOT cause allies/enemies to become aurad. Aura cannot be shared, it is self only.
Classes: Mage and Shade
Shock - Casting Time - Damage: 1 - 2 - -0.2
Target-Self
The caster is the target of at least one effect of the spell.
Classes: Mage and Acolyte and Rogue
Shock - Casting Time - Damage: 0 - -2 - 0
Teach
Tamers can train their Companions. When the Tamer sees a Special not normally accessible to monsters (not in the Monster category), they can attempt to have their Companion learn the Special. Companions have slots for such learned Specials equal to (Teach/6 + 1, drop decimals). If the Tamer's Teach attempt is successful (Teach's roll matches or beats the roll of the target Special), then the Special is learned by the Companion at a rating equal to the User's, or at the Tamer's rating in Teach, which ever is lower. Specials taught to a Companion in this way are added directly to the Companion's sheet, and are also listed in a JNote on the Tamer for tracking purposes. Pioneered by Isaac in the month of Typhoon, 1031 AH.
Classes: Mage
Telekinesis
EFFECT COMPONENT: The ability to do physical things without being in physical contact. Despite its name, this ability is just as magical as a fireball and has nothing more to do with mental abilities than any other spell. The users strength is equal to their rating in this ability. Successes to cast effect ability to counter the spell only. If skill is required, say for punching or throwing someone or picking a lock, roll the -usual- skill check, replacing strength with Telekinesis where needed. The user may substitute any subskill with Arcana/TK-(The same subskill). In all instances of resisted efforts(attacking, grabbing, etc), standard defense rules and rolls are permitted. For instance, an experienced TK user may use Arcana/TK-Disarm Traps instead of Security/Disarm Traps, if they wish, though this will not negate the need for Security, the base skill, if that is used in the roll. For purpose of damage, it will inflict the shown damage in physical(non-elemental, non magic) damage.
Classes: Mage and Monster
Shock - Casting Time - Damage: 3 - 2 - 1.7
Telepathy
Usable up to Willpower feet away. It allows a character to communicate with up to Telepathy/5 targets. Language is not a problem in this mental communication and it is also accelerated, allowing speech at Telepathy/5 times faster than normal chat. Targets may resist this, denying access if they possess Willpower or Magery over the characters Telepathy score. Only actively sent thoughts are transmitted, this is not a mind reading talent. Pioneered by Xenos Blackburn in Ifrit, 1003 AH
Classes: Mage and Rogue
Terrain's-Blessing
Where others find adversity in uneven and rough terrain, you fit in right at home. You may add Terrain's-Blessing to any and all Survival rolls. In addition, you may ignore the first Terrain's-Blessing points of damage per round from any natural source(Lightning from the sky, lava, poison marshes, falling out of your chair.) If the presiding judge assigns a penalty for terrain at any time, you may ignore up to Terrain's-Blessing of it, or, if it's in auto-succs, divide by five. Falls onto natural surfaces(dirt, sand, rough stone, etc) are at +80% resistance(max 100), though the geomancer is just as likely to end up on their ass as anyone else.
Classes: Lifepath Restricted
Terrestrial-Rage
SUMMON COMPONENT: Calling upon the spirit Fenrir, the target(s) of this spell are rocked as the ground beneath them heaves and buckles, cracking and splitting as spears of rock errupt under them.
Classes: Caller
Shock - Casting Time - Damage: 8 - 6 - 6.25
Thread of Silence
While backstabbing(as per Back-Stab), the character may expend upto 5 MP ((+ Willpower/7) For a possible max of 8mp) . The target must make a willpower resistance check and produce a result of at least twice the MP so spent, or be stricken with the [Mute] status for the remainder of the scene.
Classes: Rogue and Acolyte
Throw-Item
The art of chucking items as developed by chemists. It allows a character to throw any gear item (within reason), automatically striking the intended target. However, if they choose to do this, the rendered effect will only be (Throw-Item x 4%) of that shown. The user must have line of sight to the target in order for the automatic hit to work. Maximum range of this special depends on your rating in Throw-Item: 1-5: Melee. 6-10: Short. 11-20: Long. 21-25: Far.
Classes: Mundane
Throw-Rock
Using this skill you can quickly procure a throwing weapon from nearby, no matter where you happen to be, and throw it at a single target. The maximum range of this special in dependant on your rating in Throw-Rock: 1-5, Melee range. 6-10, Short range. 11-20, Long range. 21-25, Far range. -- Your to-hit is determined by +check perception+ranged+throw-rock(Victim must score higher on their +defend attempt). Damage total is 10 X succs.
Classes: Rogue and Fighter
throw-weapon
Using this skill you can quickly throw a +weapon in your inventory (or one presently +wielded). The attack is a +check perception+ranged+throw-weapon (adding any ranged bonuses applicable). If the attack beats the defense of the target, the weapon deals damage equal to 100%/150%/200% its AV value, but the weapon must be trashed whether it hits or not. Masterpiece weapons thrown in this way can pierce 1 health level. Any +weapon can be thrown with this talent.
Classes: Rogue and Fighter
Thumb-Nose
Every point of thumb-nose directly cancels out points of Command-Rabble used against the character, basically ignoring the caste system.
Classes: Rogue
Tidal-Wave
SUMMON COMPONENT: This spell summons forth Leviathan, Lord of the Seas. Leviathan will, when summoned, call forth a massive tidal wave, a wall of water capable of enormous destruction, and hurl it upon the enemy with a mighty roar. 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. This spell will, inherently, penetrate two Health Levels, but gains no additional Health Level penetration from any other source, including the Damage spell improvement.
Classes: Caller
Shock - Casting Time - Damage: 14 - 13 - 12
Toughen
Any time damage is received, the character may add Toughen to their effective AC, even if they have no AC, thus gaining an innate 'soak' resistance to harm.
Classes: Monster and Fighter
Trample
This Special can only be used while mounted or if the user is a non-shape-shifted tauric creature, and only if the user is making a Mounted-Charge attack. After the user has made his/her Mounted-Charge attack, they can plow through additional enemy ranks to knock aside and trample soldiers. The user can try to attack Trample/5 additional targets, who must be in the attacker's general path (no changing directions like a pinball). To trample someone, +check Dexterity+Trample+Riding/Trample. This roll is resisted with +check Strength+Athletics+Athletics/Brute Force -OR- +check Dexterity+Athletics+Athletics/Jumping. If the Athletics/Jumping resist roll is used, then the defender will need to take a Defensive Action to get back to his/her feet, as he/she dived to the ground to avoid being trampled. Only one Trample roll is made, to which all targets compare thier resist rolls individualy. If the Trample attempt is successful, then the target is knocked to the ground (Defensive Action to get up) and takes (Remaining Trample Successes) + (Strength of mount + Martial-Arts of mount) X 2 in Physical damage, which may be soaked normally. (If the trampler is a non-shape-shifted tauric creature, then his/her own Strength and Martial-Arts are used). No target may be Trampled twice in the same Round.
Classes: Fighter
Tranquil Spirit
By focusing on peace and harmony, a monk may avoid any blow that approaches them. This special skill must be declared in use at the start of the round, and precludes all other actions besides jumping or walking. Use of this skill places the user in a defensive position, enabling them to make use of the Defend special skill, if possessed. The user may not have taken offensive action against the target within the last hour, or they may not use this ability. Any offensive action taken negates the ability to use this special for a day. The user gains as many defensive actions as attacks against him, and may add +1 success to any dodge attempt for every 10 points of Tranquil Spirit they possess.
Classes: Lifepath Restricted
Trickshot
When making Break attacks with a Ranged weapon, use this special skill instead of Melee/Called Shots. If you do NOT have this skill, you cannot use Melee/Called Shots with Ranged weapons (Meaning bows/crossbows/guns/thrown weapons aren't as good at Break attacks unless you take this special).
Classes: Rogue
Triple-Target
Use of this target causes it to target everything on the battlefield with a hit point divisible by 3, no matter the range. The spell with this component should be cast at melee range.
Classes: Mage
Shock - Casting Time - Damage: 5 - 4 -
Tsumedo-Follower
The second step in the Tsumedo Style. Learning how to better use one's natural arsenal teaches one how to defend against the same things. If a person possessing this Style is attacked using a subskill they also posess, they gain Tsumedo-Follower / 5 in automatic defensive successes. However, if they are more skilled in Tsumedo-Follower than their attacker is in the subskill, reduce Tsumedo-Follower to the attacker's rating. Tsumedo-Follower may not be increased past Tsumedo-Student.
Classes: Fighter and Monster
Tsumedo-Master
The highest step in the Tsumedo Style. Having learned total mastery of their bodies, Masters can use their bodies to the fullest. Agility, strength, all of these are superior to a normal human. If a person posesses Tsumedo-Master, they may add Tsumedo-Master / 5 to all Athletics checks.
Classes: Fighter and Monster
Tsumedo-Student
This is the first stage of the Tsumedo Style, discussed elsewhere. This step in the Style teaches how to use the subtle diferences in an anthropomorphic creature's body to better combat enemies. When in this Style, a morphic creature gains Tsumedo-Student / 5 to all combat checks using something humans don't have. Example: When using tails, claws, wings, etc.
Classes: Fighter and Monster
Tsunami
Used as a standard non-interrupt action, this Special allows the user to cause a swelling wave of water to rise up and crash down onto a single target, dealing Water-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. Tsunami has a Range of Rating / 2 (drop Decimals), and may be dodged, if circumstances allow (Dodge check must equal or beat Tsunami's successes), but not parried, blocked, or counter-spelled/deflected. The defender, if hit, must beat Tsunami's successes on a +resist/stamina roll, or suffer the [POISON] status, which will last for it's default duration (as defined in Board Post 15/18) or until removed by Antidote or Esuna. Tsunami costs 5 MP to use. Another 10 MP can be spent by the user of Tsunami, in addition to the initial 5 MP cost of using Tsunami, to double Tsunami'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
Twirling Defense
This ability is an extension the Defend special. To use Twirling Defense, the warrior must be wielding a Flexible weapon, and Defend must be declared active -before- Twirling Defense is used. By twirling their flexible weapon(s) around themselves, the warrior gains a defensive edge. Any attack on the warrior while Twirling Defense is in use gives the warrior two options: Option 1 gives the warrior increased defensive ability as the twirling weapon creates a barrier of sorts against attack. Using this option, the warrior must use only '+defend parry' when defending, and adds Twirling Defense's rating to the resulting Parry results. Option 2 allows the warrior the opportunity to immediately perform a Counter-Attack against the attacker as an Interrupt action (costing -500 Charge) after defending against the incoming attack. This counter may be performed regardless of whether or not the defense attempt is successful. Only one of the above Options may be used against any given incoming attack, and the use of -either- Option requires 2 Successes be scored on a +check of Twirling Defense (made -before- attempting to defending against an incoming attack). Twirling Defense's options can only be used against attacks that are made within the range of the Flexible weapon the warrior is using. While Twirling Defense is in use, regardless of which Twirling Defense Option is used, both Block and Dodge defense results are completely ignored, regardless of whether they succeed or fail, and the warrior cannot focus on Blocking or Dodging. Twirling Defense may be kept active/in-use for as long as the Defend Special is active and in-use by the warrior.
Classes: Fighter
Two-Hands
Some fighters have mastered the art of using both hands to swing their weapon, dealing devestating blows with astonishing aim. A person with this special adds Two-Hands x2% to pre-soak, pre-defense damage. They may also spend 2 MP to add Two-Hands / 5 successes to their To-Hit. These successes do not effect damage dealt, and these successes are removed first for purposes of defensive checks. Two-Hands cannot be used with Dual-Wield or Shields. Two-Hands damage bonus does not apply to any ranged attack, however, the user may still enjoy the optional to-hit bonus.
Classes: Fighter
Undead
The owner of this special is always under the effect of the [Zombie] Status. It cannot be cured or dispelled
Classes: Monster
Undine's Breath
SUMMON COMPONENT: The target(s) of this component feel the watery breath of Undine, and are healed as a result. In addition to being healed for the listed Water damage, they are also releived of Immolate, Poison, and Sad statuses. The spell automatically has an AoE of 2, and a built in Immunity improvement, allowing the caster to decide who is or is not affected by this component.
Classes: Caller
Shock - Casting Time - Damage: 10 - 5 - 8
Unlock
Used in conjunction with your usual security checks, this ability allows one to unlock doors and other such mechanisms without lockpicks or tools that would normally be required. The limit of security or security subskills used is limited to the rating in Unlock. In a pinch, 5 HP can be spent to automatically unlock a door without making rolls, this does not function on doors locked magically. Without the HP spending, the ability requires a round to use, with HP, it's instant, just grab the handle and turn.
Classes: Rogue
Unstoppable Rampage
Kill Kill Kill Kill Kill. Sometimes it's not about doing it right, it's about not stopping. Unstoppable rampage is a status that you may inflict on yourself or remove as a free action during your turn. While active, you may not lose any hit points after losing a health level, preventing rollover damage, or suffering more than one health level of damage a round from any source. If the monster fails to do damage on any round, the status is removed and this ability becomes unavailable for 1d4 rounds.
Classes: Monster
Upkeep
Experienced with Breaking, Dark Templar have learned how to safeguard thier equipment, and themselves, from the effects of various Breaking Sword-Techs. Upkeep grants the Dark Templar's Weapons, Armor, and Accessories total immunity to the destroying effects of equipment-affecting Break Sword-Techs (Any physical damage dealt in the use of any Break Sword-Tech remains unaffected), and adds 5 Successes to the Dark Templar's Defense score against Stat-Altering Break Sword-Techs.
Classes: Fighter
Use-Item
Special training to maximize magical item usage. In system terms, you are more likely to produce status effects from your weapons that are enchanted for such things.(Automatic)
Classes: Mage, Fighter, Rogue, Acolyte, Mundane
Vanity
Enhancing the force of presence, the rogue becomes more captivating, adding Vanity/5 Charisma to themself at will once a scene for the duration of the scene.
Classes: Rogue
Vengeful Weapon
Acolytes are known for thier ability to bless the weapons they carry, and the weapons of others. By summoning the wrath of the All Father, the Acolyte can cause any weapon to be wreathed in Holy Light. This requires the use of a Main Phase action, and costs 15 MP. Every time a weapon enchanted in this way is used to attack, the Acolyte who enchanted the weapon must pay 1 MP and +check Arcana+Arcana/Enchantments+Vengeful Weapon (even if the weapon is wielded by someone else). The Successes scored x5 are soaked seperately by the target of the attack as Holy (White Element) damage. Only one weapon enchantment can be sustained by an Acolyte at any given time.
Classes: Acolyte
Vital Armor
Acolytes are well known for their ability to bless the armor they carry and those of others. By spending 20mp and a +check Vital Armor+Arcana+Arcana/Enchantments the acolyte can subract the successes shownx5 to the any direct damage attacks before soak. 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
W-Craft
The perfected art of whipping up a batch of something. Only applying to +craft items, and not all +craft items, W-Craft allows a person to make more items and increase the quality of any extras after the first item.
Classes: Mundane
Wall
EFFECT COMPONENT: Anything under the [Wall] status gains protection against spells and against physical attacks. The number of successes scored by the Wall component when it is cast is the number of assaults, be they magical or physical, that the [Wall] status will offer it's protection against. Only assaults that do not miss the person inflicted with [Wall] count towards this allotment. Once Wall's allotment of assault-protections is used up, the status immediately dispells. The status, if this allotment is not used up, will last for the listed duration (if any), until Dispelled, or until the end of the scene. If Wall is cast on a target that already has the [Wall] status in effect, then compare the Casting successes to the target's current remaining assault-protections: if the spell's successes are lower than the remaining number of assault-protections from the pre-existing [Wall] status, then the attempt to re-inflict [Wall] fails; if the successes are higher, then the allotment of assault-protections is replaced by the new Success score. While the [Wall] status is in effect, it will protect the person it was cast on by reducing all damage to them from any successful Magical or Physical assault by 50%, before soak. Against Status Ailments inflicted by spells or attacks, [Wall] allows two chances to resist instead of one.
Classes: Mage
Shock - Casting Time - Damage: 6 - 4 - -0.7
Wall-Crawl
%r The ability to scale vertical obstacles quickly and without material aid. The points required for a full run are as follows:%rRope/vines/ladder: 3%rRough surface with handholds(many natural rock or a tree): 6%rFlat but rough surface(Cement wall): 10%rSmooth surface(glass): 12%r-%rThe incline of the surface also counts:%r45 degrees: 2%r60 degrees: 5%r90 degrees: 9%rUp to 120 degrees: 13%rUp to 180 degrees: 20%r- %rYou may select to move at walking pace, which only requires half the rating(round up), or crawl at half walking pact at again half the rating(round up). If you are forced to walk or crawl, you may not use the dodge defense mode.
Classes: Rogue
water-affinity
This special skill makes the character more aligned to the element of water. This special skill will counter Lightning-Affinity on a one on one basis. When dealing with Water, either offensively or defensively, the character may add water-affinity to their check. When dealing with Lightning, offensively or defensively, they must take Water-Affinity away from their check. Such affinities may be noticed by Arcana/Awareness.
Classes: Monster and Mage
Water-Summon
This special caller potential skill allows one to approach Water class spirits and beseech them for a chance to form a pact and later summon them for their aid.
Classes: Caller
Water-Walk
Any time a wielder of this special skill comes into a 'random' confrontation while in a water like environment, they may opt to make a Water-walk check. If at least 2 succs are scored, the encounter is averted(Subject to judges discretion). This special skill also allows the user to run across water as if their athletics were at most Water-Walk. If they stop running, they will sink up to their knees, but no further. This special skill can be willed off but that must be an active decision and declared action.
Classes: Monster
Wave-Fist
STAND ALONE COMPONENT: Cast by itself (+cast wave-fist=me). The caster may, immediately after casting, perform a Brawling attack on any single target within a range of Successes/2 (rounding decimals down). Wave-Fist is compatible -only- with the Mana and Strain spell improvements; all others are incompatible with Wave-Fist.
Classes: Fighter
Shock - Casting Time - Damage: 2 - 0 - 0
Weapon of Mercy
Acolytes are known for thier ability to bless the weapons they carry, and the weapons of others. By summoning the vast mercy of the All Father, an Acolyte can cause the weapon of an ally to heal rather than harm. By using a Main Phase action and spending (35 - your rating in Weapon of Mercy) MP, the Acolyte shifts the weapon's element to White. As long as this enchantment is sustained, any damage the weapon does heals the target for the damage shown. Black-Aligned/Undead creatures are still harmed by this, however, due to the rule of Opposing Elements. The Acolyte must spend 5 MP per attack made by this weapon to sustain this enchantment. Only one weapon enchantment can be sustained by an Acolyte at any given time.
Classes: Acolyte
Weapon of Warding
Acolytes are known for there ability to bless the weapons they carry and the weapons of others. At the cost of 12mp, the acolyte can enliven a weapon to allow greater defense against harm. +check Arcana+Arcana/Enchantments+Weapon of Warding these successes are added to any defensive roll where that weapon is used. Each time this weapon is used in a defensive action the acolyte must spend an additional 2mp to upkeep the enchantment. Only one weapon enchantment can be focused upon by an acolyte at a time.
Classes: Acolyte
Weapon of Wrath
Acolytes are known for there ability to bless the weapons they carry and the weapons of others. By summoning the might of the All Father the acolyte can cause a weapons damage to reach from the target and lash out at other nearby foes. By spending 20mp the acolyte adds splash damage to the damage done by the enchanted weapon at a distance of Weapon of Wrath/5 x2 ft. (10ft max) The acolyte must spend 2mp per attack made by this weapon to upkeep the enchantment. Only one weapon enchantment can be focused upon by an acolyte at a time. Splash is only for the base damage of the weapon, additional specials do not splash.
Classes: Acolyte
Weapon-Break
This attack seeks to destroy the weapon an opponent may be using. If they have no weapon equipped, the action is wasted entirely, but the fighter becomes aware of this fact. If there is a weapon present, a random one becomes the target. Attacker declares their intent and makes a standard +attack check (though no damage will be dealt regardless of the outcome). The defender then performs a +defend (Dodge or Block only, if Parry is used the break automatically succeeds.). If the attacker is successful then +check Weapon-Break then divide the succs by 5. The remaining amount will be subtracted from the weapon's condition.
Classes: Fighter
Weapon-Soul
SUMMON COMPONENT: Gilgamesh, Master of Weapons, warrior king of yore. He has ascended into the form of a Great Spirit and has the power of the ages in his four hands. His weapons are devestating tools of warfare forged long ago. When summoned, he releases the power of one of his weapons, destroying opponents with his fury. When used, do a +dice 1d4 to decide what weapon he draws. 1: Excalipur, a forgery of the legendary Excalibur that deals 1 HP damage to the target(s), 2: Excalibur, a Holy sword of great power that deals the damage shown as White damage, 3: Chirijiraden, a sword filled with potent magic that attacks with arcane energies dealing the damage shown x1.5 as non-aligned magic damage, 4: Zantetsukan, a weapon capable of emulating Odin's powerful Atom Edge. Should the Zantetsukan be used do a +dice 1d100 for each target. If this roll comes out as 45 or less, that person is put at 0 HP, but without a chance of dieing. Add their Stamina to this roll.
Classes: Caller
Shock - Casting Time - Damage: 9 - 11 - 8.5
Whirlwind-Technique
Some warriors have created techniques with polearms and staves that allow them to flow from one strike to the next, gaining an advantage as their opponent is put off balance. When wielding a polearm or staff, and not mounted, the user may, as a Non-Interrupt/Main Action, make a Whirlwind attack. This allows the user to attack the target multiple times, in essence, with a single action. The user of Whirlwind-Technique makes a standard attack with their polearm/staff, which is defended against as normal by the target. If the user has Whirlwind-Technique at 7, then a second 'blow' is added to the assault, multiplying the listed damage by 1.5 before soak. At Rating 14, a third 'blow' is added to the assault, and the damage multiplied instead by 2 before soak. At Rating 21, the assault gains a fourth 'blow', the listed damage multiplied by 2.5 before soak. Finally, at Rating 25, the Assault gains a fifth 'blow', the listed damage now multiplied by 3 before soak. Whirlwind-Technique can penetrate 1 Health Level, with additional HL Penetration possible at a cost to the user of 15 MP per additional Health Level penetrated. This technique requires two handed use of the weapon.
Classes: Fighter
White Wind
EFFECT COMPONENT: All allies within +aeo (White Wind/5) of the target of this spell are healed by the amount indicated by this spell as a refreshing, healing wind washes over them.
Classes: Caller
Shock - Casting Time - Damage: 3 - 3 - 2
White-Affinity
This special skill makes the character more aligned to the element of White. This special skill will counter Black-Affinity on a one on one basis. When dealing with White or Holy, either offensively or defensively, the character may add White-affinity to their check. When dealing with Black, Death, or Poison, offensively or defensively, they must take White-Affinity away from their check. Such affinities may be noticed by Arcana/Awareness.
Classes: Acolyte and Monster and Mage
White-Summon
This special caller potential skill allows one to approach White class spirits and beseech them for a chance to form a pact and later summon them for their aid.
Classes: Caller
With-Weapon
EFFECT COMPONENT: With this component added to a spell chain, a spell can be cast while striking with a weapon, any damage done is combined with the damage of the spell. The damage of the weapon is considered to be the element of the spell. The damage/effectiveness of the spell is cut in half.
Classes: Acolyte and Fighter and Mage
Shock - Casting Time - Damage: 3 - -5 - 0
Wolfs-Call
EFFECT COMPONENT: This spell calls forth the spirit of a wolf into physical form to fight for the caster. Assume a rolling pool of double the rating of this component, and with as many HP as 5 times the rating in this component, but with only 1 Health Level. Successes are used only for the purposes of dispell and other banishing rituals/spells/whatnot. The wolf can move as far away from the caster as the range of the spell and remains until all obvious threats are nullified, or until it's HP is reduced to 0. WP: 3 (Physical element), AC: Rating of component. Assume stats equal to Rating of component, up to maximum of 15.
Classes: Caller
Shock - Casting Time - Damage: 3 - 5 -
Word of God
There are those that speak in such a way about the love of Him and all His glory, that you have no choice but to feel moved. Then again, you have those that speak with His will, and you have no choice but to obey. Resisted with +resist/willpower, Word of God can be used once an OOC day, to command any one person, to do essentially anything the Knight Templar says. The target need only obey the literal command, the intention is irrelevant.
Classes: Acolyte
X-Magic
X-Magic allows spells to be cast quickly in succession. The more X-Magic a person has, the more mp and casting time the first spell may have. +Cast will report if a spell is x-magicable. After casting an X-Magicable spell, +atb/charge 500, but the next action MUST be a second, un-enhanced by x-magic, spell. If the mage is somehow prevented from the second spell, the turn is instead wasted.
Classes: Mage
Yojimbo
SUMMON COMPONENT: This spell calls upon Yojimbo, the Greater Spirit of Mercenaries and Swords-For-Hire. When summoned, Yojimbo will demand payment up-front, in Gil, from the Summoner equal to half the spell's listed damage -before- he will act on the Summoner's behalf. If the Summoner cannot, or will not, pay Yojimbo's price, Yojimbo will turn his blade upon the Summoner, dealing the spell's damage to the Summoner instead of the intended target. If the Summoner wishes, he may pay Yojimbo additional Gil, above Yojimbo's requested payment, to have Yojimbo put extra effort into his strike: for every 10 Gil paid above Yojimbo's price, Yojimbo will deal an additional 1d20 Damage, before soak, to the Target. Against Yojimbo, the target(s) Physical Soak percentage is reduced by half it's listed value (round down). Additionally, if the Summoner presents extra Gil to Yojimbo, as described above, the damage Yojimbo deals becomes capable of piercing Health Levels at 1 Health Level per 50 additional Gil spent, to a maximum of 3 Health Levels pierced.
Classes: Caller
Shock - Casting Time - Damage: 7 - 5 - 6
Zone of Life
Taking active control over the very living pattern of the area, the mage can prevent harm to their comrades, and restore the wounds they had received almost instantly. The mage can turn this special On or Off as an Interrupt Action, costing -200 ATB Charge. While the special is On, it increases the ATB Penalty of the mage's Interrupt/Defensive Actions from -200 to -300. The default status of this ability at the beginning of any given scene is 'Off', and this special has an AoE rating of (Zone of Life / 5)(+aoe me=rating). Once active, the mage may pay 35 - (Rating) MP to restore any ally within this special's Area of Effect, including the mage him/herself, to full HP in thier current Health Level, as a Free Action. Damaging statuses (such as Poison) can be removed for the same cost, also as a Free Action. If a being within the special's Area of Effect should suffer Gaia's Wrath, the mage can attempt to block it by paying double the usual MP Cost (listed above). This blocking attempt is an Interrupt action and has a (Rating) * 2% chance of preventing the wrath, but the attempt must be made BEFORE it is known what the wrath is.
Classes: Mage
Specials by Class: