User Tools

Site Tools


special_abilities

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
special_abilities [2020/01/03 20:58] – [Dark Vision] dungeonmasterspecial_abilities [2020/08/21 15:47] (current) – [Far Sight, Hearing, Smell] dungeonmaster
Line 5: Line 5:
 These are abilities related to race or culture that cannot really be learned (although there are some Disciplines that grant these abilities). Examples of special abilities in literature and Dice Mob include the regeneration ability of werewolves, vampires, and trolls, the berserker ability of certain cultures, or the luck of Leprechauns. These are abilities related to race or culture that cannot really be learned (although there are some Disciplines that grant these abilities). Examples of special abilities in literature and Dice Mob include the regeneration ability of werewolves, vampires, and trolls, the berserker ability of certain cultures, or the luck of Leprechauns.
  
-Special abilities, especially powerful special abilities, most often come with at least one [[weaknesses|weakness]] to counterbalance it.+Special abilities, especially powerful special abilities, most often come with at least one [[disabilities|disability]] to counterbalance it and sometimes more.
  
-===== Berserking =====+===== Heightened Senses =====
  
-Berserking is a state of war-enduced mania taught by certain cultures from a young age where the attacker can attack harder and more frequently. Effectively, all slashing and blunt melee attacks add two dice. In addition, all defensive actions are replaced with combat actions (and cannot be used at all for defensive actions). This state must remain until the battle is over, and the character will continue to attack even after reaching zero hit points until the battle is over.+==== Far Sight, Hearing, Smell ====
  
-Berserking requires 10 mana, but there is no limit to how often a berserker can go berserk assuming the character has the mana to do it.+The creature can see, hear, or smell for extremely long distances. In the real world animal kingdom, consider the eyes of the eagle and the hearing and smell of many of the animals in the animal kingdom including wolves, bloodhounds, and sharks. These generally don't require a weakness, but based how effective the ability is, the GM could require it. Advanced hearing and smell will affect the ability of creatures with invisibility or camouflage to totally hide themselves from detection. No mana is required to activate this special ability.
  
-===== Dark Vision ===== +==== Dark Vision =====
-The creature can see in the dark as long as there is at least a tiny portion of light. Absolute blackness is still absolute blackness. No mana is required to activate this special ability.+
  
-===== Infravision ===== +The creature can see in the dark as long as there is at least a tiny portion of light. Absolute blackness is still absolute blackness. Invisibility and camouflage are both as effective against dark vision as they would be against regular vision. No mana is required to activate this special ability.
-The creature can see in the infrared spectrum, essentially seeing heat. This is different from dark vision. Cold-blooded creatures cannot be seen and masking one's heat is also possible, though difficult.+
  
-===== Life-Stealing ===== +==== Infravision =====
-Life-Stealing is the special ability to transfer hit points from a victim to the life-stealer at a rate of two hit points per round. The attacker gains two hit points. The opponent loses two hit points. If the attacker is at maximum hit points or the opponent falls to zero hit points then there is no transfer. An opponent falling to zero hit points would be rendered unconscious. The attacker can avoid having their life stolen by making a successful Personal Defense roll with at least two successes. Sleeping or willing individuals are awarded no defense roll.+
  
-Unlike Mana-Stealing, Life-Stealing generally requires contact. This could be from a bite, a touch, or some other method, depending on the race who possesses this ability.+The creature can see in the infrared spectrum, essentially seeing heat. This is different from dark vision. Cold-blooded creatures cannot be seen and masking one's heat is also possible, though difficult. Unless otherwise stated, neither invisibility nor camouflage hinders infravision in any way. No mana is required to activate this special ability.
  
-Some magical weapons are also endowed with this ability in which case the blade does normal damage first and then the life-stealing ability is invoked, assuming they haven't died first.+==== Echolocation ====
  
 +The hearing of the creature is so advanced, they can determine their distance from objects based on sound alone. This is often but does not have to be a sound that they themselves create. Unless otherwise stated, neither invisibility nor camouflage hinder echolocation in any way. No mana is required to activate this special ability.
  
-===== Luck =====+===== Altered States =====
  
-Up to two attack or defensive die of the character or an opponent is re-rolled. Faerie creatures are known to use this power. Gremlins, in particular, like to use this power for affecting opponents’ dice rolls.+==== Berserking ====
  
-===== Mana Restoration ===== +Berserking is a state of war-enduced mania taught by certain cultures from a young age where the attacker can attack harder and more frequently. Effectively, all slashing and blunt melee attacks add two dice. In addition, all defensive actions are replaced with combat actions (and cannot be used at all for defensive actions). This state must remain until the battle is over, and the character will continue to attack even after reaching zero hit points until the battle is over.
-Mana restoration is the unnatural ability to recover mana at an accelerated rate of 2 mana points per round, even during battle. For more information, see [[mana#mana_restoration|Mana Restoration]].+
  
-===== Mana-Stealing ===== +Berserking requires 10 mana, but there is no limit to how often a berserker can go berserk assuming the character has the mana to do it.
-Mana-Stealing is the ability to absorb mana from individuals within range((The number of individuals and the range of the attack are governed by the standard_effects_degrees_levels]] where the attack is considered to be a cone.)) at a rate of 2 mana per round. Under most circumstances, mana-stealing requires a Combat Action. To avoid having mana stolen, the opponent must make a successful Skill Check versus Personal Defense with at least two successes or have the mana stolen((If the opponent is asleep or incapacitated, the mana is automatically stolen. The opponent will not feel any pain from this action, so it is unlikely this will awaken them.)). All mana stolen is transferred to the individual stealing the mana, but once the opponent reaches zero mana, no further mana can or will be transferred.+
  
-Some magical weapons are also endowed with this ability in which case the blade does normal damage first and then the mana-stealing ability is invoked, assuming the creature struck has mana to steal. +==== Camouflage ==== 
-===== Regeneration =====+There are two forms of camouflage, lesser and greater camouflage. Lesser camouflage means that a creature's skin, hide, or fur had developed over time to be colored in such a way that others looking at the creature will not see them when not moving provided they are on a background which blends in with the creature. Greater camouflage is similar to lesser camouflage except that the creature's skin, hide or fur will alter itself to a reasonable degree to look like that of its surroundings.
  
-Regeneration is simply the ability to automatically regain hit points not just while resting but at any time, even during combat and even after death. Characters with this special ability regenerate at a rate of two hit points per round. See [[hit_points#regeneration|Regeneration]] for more information. +Both forms of camouflage require a base perception roll of five to find the unmoving creature (rather than the standard two), modified by whatever other modifiers apply. 
 + 
 +For more information on how camouflage relates to being attacked, see [[offense#partially_hidden|Partially Hidden]]. 
 + 
 +==== Invisibility ==== 
 +Invisibility is similar to camouflage except the invisible creatures aren't blending into their surroundings. They're simply invisible to the unaided eye, due to magic, cloaking technology, or other means. Unlike other systems, invisibility doesn't necessarily require removing the invisibility or decloaking to attack unless they magic or technology states it does. But just because someone or something is invisible to the unaided eye doesn't mean they can't be detected. Other senses or means can be employed to detect and thus attack creatures, often with penalties. 
 + 
 +As far as the creatures themselves, it's up to the GM on whether the invisible creature can see themselves and thus perform what they need to perform while invisible. The invisibility itself extends to both friends and foes alike unless there's some specific reason why friends wouldn't be affected, so there are cases where an ally being invisible could cause problems in combat. 
 + 
 +For more information on being attacked while invisible and attacking the invisible, see [[offense#completely_hidden|Completely Hidden]].
  
-===== Shapeshifting =====+==== Shapeshifting ====
 Shapeshifting is the ability to shift back and forth between a base shape and another shape. Sometimes this happens because of a disease (e.g. lycanthropy) and sometimes it happens because of the nature of the race itself. In the second shape, the character shifting retains all abilities of the former shape unless there is no conceivable way they could use that ability in the new shape. They also gain all instincts, senses, and abilities of the new shape. Shapeshifting is the ability to shift back and forth between a base shape and another shape. Sometimes this happens because of a disease (e.g. lycanthropy) and sometimes it happens because of the nature of the race itself. In the second shape, the character shifting retains all abilities of the former shape unless there is no conceivable way they could use that ability in the new shape. They also gain all instincts, senses, and abilities of the new shape.
  
Line 51: Line 56:
 Unlike polymorph, there is no time limit for remaining in a secondary form before losing one's mind. This second form is essentially a part of them. After excessive amounts of time in the secondary form... say months or even years... the character would consider the secondary form the primary and vice versa. Unlike polymorph, there is no time limit for remaining in a secondary form before losing one's mind. This second form is essentially a part of them. After excessive amounts of time in the secondary form... say months or even years... the character would consider the secondary form the primary and vice versa.
  
-==== Unwanted Shifts ====+=== Unwanted Shifts ===
 Unwanted shifts can also occur at certain predetermined times (e.g. the full moon for werewolves) based on the nature of the race or the disease contracted. These are not counted against the one time per day per degree that a shapeshifter can choose to shift. To prevent an unwanted shift, a character can make a Skill Check vs Personal Defense every hour that the conditions are right for the unwanted shift to avoid shifting. During an unwanted shift, the character loses all sense of their other form and could attack allies or others during this time if not properly restrained.  Unwanted shifts can also occur at certain predetermined times (e.g. the full moon for werewolves) based on the nature of the race or the disease contracted. These are not counted against the one time per day per degree that a shapeshifter can choose to shift. To prevent an unwanted shift, a character can make a Skill Check vs Personal Defense every hour that the conditions are right for the unwanted shift to avoid shifting. During an unwanted shift, the character loses all sense of their other form and could attack allies or others during this time if not properly restrained. 
 +
 +===== Healing and Restoration =====
 +
 +==== Regeneration ====
 +
 +Regeneration is simply the ability to automatically regain hit points not just while resting but at any time, even during combat and even after death. Characters with this special ability regenerate at a rate of two hit points per round. See [[hit_points#regeneration|Regeneration]] for more information. 
 +
 +==== Life-Stealing ====
 +
 +Life-Stealing is the special ability to transfer hit points from a victim to the life-stealer at a rate of two hit points per round. The attacker gains two hit points. The opponent loses two hit points. If the attacker is at maximum hit points or the opponent falls to zero hit points then there is no transfer. An opponent falling to zero hit points would be rendered unconscious. The attacker can avoid having their life stolen by making a successful Personal Defense roll with at least two successes. Sleeping or willing individuals are awarded no defense roll.
 +
 +Unlike Mana-Stealing, Life-Stealing generally requires contact. This could be from a bite, a touch, or some other method, depending on the race who possesses this ability.
 +
 +Some magical weapons are also endowed with this ability in which case the blade does normal damage first and then the life-stealing ability is invoked, assuming they haven't died first.
 +
 +==== Mana Restoration ====
 +Mana restoration is the unnatural ability to recover mana at an accelerated rate of 2 mana points per round, even during battle. For more information, see [[mana#mana_restoration|Mana Restoration]].
 +
 +==== Mana-Stealing ====
 +
 +Mana-Stealing is the ability to absorb mana from individuals within range((The number of individuals and the range of the attack are governed by the standard_effects_degrees_levels]] where the attack is considered to be a cone.)) at a rate of 2 mana per round. Under most circumstances, mana-stealing requires a Combat Action. To avoid having mana stolen, the opponent must make a successful Skill Check versus Personal Defense with at least two successes or have the mana stolen((If the opponent is asleep or incapacitated, the mana is automatically stolen. The opponent will not feel any pain from this action, so it is unlikely this will awaken them.)). All mana stolen is transferred to the individual stealing the mana, but once the opponent reaches zero mana, no further mana can or will be transferred.
 +
 +Some magical weapons are also endowed with this ability in which case the blade does normal damage first and then the mana-stealing ability is invoked, assuming the creature struck has mana to steal.
 +
 +===== Special Movement =====
 +
 +==== Flying ====
 +The creature has wings or something akin to wings that allows them to fly or glide.
 +
 +==== Swimming ====
 +The creature has fins, flippers, webbed hands or feet, a flattened tail, or something else that allows the creature to swim quickly through water and other liquids.
 +
 +==== Digging ====
 +The creature has hands or feet built for digging quickly.
 +
 +===== Other =====
 +
 +==== Luck ====
 +
 +Up to two attack or defensive die of the character or an opponent is re-rolled. Faerie creatures are known to use this power. Gremlins, in particular, like to use this power for affecting opponents’ dice rolls. This special ability requires one mana per die affected.
 +
  
  
special_abilities.1578085089.txt.gz · Last modified: by dungeonmaster