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special_abilities

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Dice Mob Home > Dice Mob Rules > Skills

Special Abilities

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 disability to counterbalance it and sometimes more.

Heightened Senses

Far Sight, Hearing, Smell

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. No mana is required to activate this special ability.

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 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. No mana is required to activate this special ability.

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. No mana is required to activate this special ability.

Altered States

Berserking

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.

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.

Camouflage

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.

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.

Invisibility

Invisibility is similar to camouflage except they aren't blending into their surroundings. They're simply invisible to the unaided eye. If they are in an environment where they could be reasonably detected (i.e. dust, leaves, smoke, etc), a modifier penalty similar to camouflage could be applied.

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 requires no mana and allows for the shifter to shift to the secondary form twice per day with no skill check. Additional shifts may be done as well provided the character makes a successful Skill Check vs Performance. (There may be times a shapeshifter is unwillingly forced to shift, e.g. during a full moon, and this does not count against the maximum number of shifts per day.)

A character may choose shift to a hybrid instead of a full change. Claws, teeth, or more can be shifted rather than doing a full shift. (This still counts against the maximum number of shifts per day or requires a skill check if they have shifted more than twice.)

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 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 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 Restoration.

Mana-Stealing

Mana-Stealing is the ability to absorb mana from individuals within range1) 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 stolen2). 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.

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.

1)
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.
2)
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.
special_abilities.1597799586.txt.gz · Last modified: by dungeonmaster