Adventurer Abilities (Warrior):

Fear-Resistance: Warriors have a natural, passive, FEAR RESISTANCE of 1% (+1% per level advanced). Maximum Fear-Resistance: 30%

 

%Roll: Warrior Abilities: 10

01-10:   Antagony                      (Ability) (Modification-Point cost 20)

11-20:   Battle Cry                    (Ability) (Modification-Point cost 14)

21-30:   Battle Fury                   (Ability) (Modification-Point cost 50)

31-40:   Berserker's Blade       (Ability) (Modification-Point cost 20)

41-50:   Carnage                        (Ability) (Modification-Point cost 20)

51-60:   Cleave                          (Ability) (Modification-Point cost 16)

61-70:   Dance of the Blade      (Ability) (Modification-Point cost 10)

71-80:   Fear Resistance          (Ability) (Modification-Point cost 20)

81-90:   Half-Moon Crescent   (Ability) (Modification-Point cost 16)

91-00:   Taunt                            (Ability) (Modification-Point cost 6)

 

Joken7118 (Go look at what else this fantastic artist has to offer. You are in for a real treat).

 

 

Antagony (Adventurer Ability (levels 6+) Return to top

 

Enrage a foe, manipulating emotions, thus making him or her more reckless in battle.

Modification-Point Cost (M.P.C.):   20

Prerequisites --------------------------- : Warrior

Ability-points to invoke:

10.

Area of Effect:

One creature.

Avoidance-Roll:

Yes: Pit Mental-strength vs. your foe’s Mental-strength and win to succeed (single roll).

Damage:

None. See: “Explanation”

Duration:

10 turns (50 seconds) (+1 turn per level advanced).

Effect Time:

Instant.

Explanation:

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The Warrior can perform this rather powerful ability by pitting his or her Mental-Strength against a creature.

 

If victorious, the Warrior's enemy will become enraged and reckless, being penalized with a -2 to offense and defense per 5 levels the Warrior has advanced.

 

An additional creature may be antagonized per 7 levels advanced, but only if it is within "Range".

Hand Movement:

None. This is a verbal or physical taunt. The Warrior will use any means and methods he or she can think of to enrage the enemy.

Healing:

None.

Immunities:

Creatures with an intelligence of 1 to 4 are not effected.

Invoke time:

1 turn (5 seconds).

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5').

Resting Time:

None.

Special:

This ability will cause a creature that has not been damaged by another to attack the Warrior.

Susceptibilities:

A Warrior will gain a +1 per 10 levels advanced when performing Antagony upon an already maddened or enraged creature. This does not mean a creature that is angry will be susceptible to this ability. A creature that will fall into this category, being more susceptible to being Antagonized will be a creature that has broken into unnatural anger.

Value: 20,000 white-gold

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Battle Cry (Adventurer Ability (levels 6+) Return to top

 

Warrior will have a bonus to strike during a battle situation.

Modification-Point Cost (M.P.C.):   14

Prerequisites --------------------------- : Warrior

Ability-points to invoke:

7

Area of Effect:

Warrior only.

Avoidance-Roll:

Yes: avoidance-roll vs. “Faith”

Damage:

None.

Duration:

1 turn (5 seconds) x your current level.

Effect Time:

Instant.

Explanation:

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If a Warrior’s avoidance-roll is successful he or she will gain a bonus of +1 to offensive strikes per 2 levels advanced. The downside to this is there will also be a penalty of -1 to defense per 2 levels advanced as well.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Warrior only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 14,000 white-gold

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Battle Fury (Adventurer Ability (levels 6+) Return to top

 

Warrior will have +1 attack per turn for 1 full battle when physically wounded.

Modification-Point Cost (M.P.C.):   50

Prerequisites --------------------------- : Warrior

Ability-points to invoke:

25

Area of Effect:

Warrior only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

1 full battle, but only while the Warrior remains wounded.

Effect Time:

Instant.

Explanation:

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This ability will give the Warrior one extra weapon strike per turn for the “Duration”.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Warrior only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 50,000 white-gold

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Berserker's Blade (Adventurer Ability (levels 6+) Return to top

 

Permanently endows a single weapon bonus damage and Offense.

Modification-Point Cost (M.P.C.):   20

Prerequisites --------------------------- : You must be proficiently trained with the weapon you invoke

                                                                         Berserker's Blade into.

Ability-points to invoke:

2

 

Note:

Ability-points used to invoke this ability upon a weapon will be willingly forfeit forever.

Area of Effect:

This ability can be used on 1 weapon (+1 weapon per 12 levels advanced).

 

If this weapon is lost, or destroyed, ability-points will not regenerate (in other words, once the 2 ability-points are used, they are gone forever).

Avoidance-Roll:

None.

Damage:

None.

Duration:

Permanent.

Effect Time:

10 turns (50 seconds)

Explanation:

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When this ability is invoked upon a chosen weapon the Warrior is trained in, the following adjustments will apply to that weapon:

 

+1 Offense (+1 additional Offense per 5 levels the Warrior has advanced).

 

In addition to the bonus Offense, this weapon will gain a permanent, one time, damage bonus of +2-D6, +3-D6, or +4-D6, depending upon the size of the Warrior's Arc (Special Gem) used when invoking this ability into that weapon. See: "Special".

 

Note:

If Warrior chooses a long sword, only that specific long sword will gain the Berserker's Blade ability (not another long sword of exactly the same make -- only that long sword).

Hand Movement:

Warrior must hold the weapon in one hand as he or she holds the Warrior's Arc in the other. As the ability is invoked, the gem and weapon must be brought together (they both must touch).

 

See: "Special".

Healing:

None.

Immunities:

None.

Invoke time:

10 turns (50 seconds)

Maximum Adjustment:

None.

Notes:

None.

Range:

One single weapon and the Warrior's Arc (Special Gem).

Resting Time:

24 hours.

Special:

The Special Gem, "Warrior's Arc" must be used -- and will be consumed -- when this ability is invoked.

 

Important:

If your soul`blade is used in conjunction with this ability, the damage bonuses will stack.

Susceptibilities:

None.

Value: 20,000 white-gold

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Carnage (Adventurer Ability (levels 6+) Return to top

 

Warrior will gain a bonus on damage while using a Soul`Blade, or weapon.

Modification-Point Cost (M.P.C.):   20

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

10

Area of Effect:

Warrior only.

Avoidance-Roll:

None.

Damage:

See: "Explanation".

Duration:

2 hours.

Effect Time:

Instant.

Explanation:

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When this ability is invoked the Warrior will cause an additional 1-D12 damage with his or her Soul`Blade (+1-D12 damage per 7 levels advanced).

 

If this ability is invoked upon a non-soul`blade, the damage bonus will only be 1-D6 (+1-D6 damage per 14 levels advanced).

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Warrior's Soul`Blade, or the weapon he or she is holding.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 20,000 white-gold

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Cleave (Adventurer Ability (levels 6+) Return to top

 

A sword attack that causes x2 damage and possibly stuns.

Modification-Point Cost (M.P.C.):   16

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

8

Area of Effect:

One targeted creature.

Avoidance-Roll:

None.

Damage:

x2 weapon damage for the "Duration".

Duration:

1-D4 turns.

Effect Time:

Instant.

Explanation:

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Cleave causes x2 damage upon a target.  If your offensive roll is +30, or higher, above your defender’s, you will pit your strength against the strength or your opponent (single-roll-check). If you win, your opponent will forfeit his or her next offensive turn (a stunned creature can defend, but with a -10).

Hand Movement:

Warrior must be wielding a weapon.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

x2 damage.

Notes:

None.

Range:

One targeted creature.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 16,000 white-gold

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Dance of the Blade (Adventurer Ability (levels 6+) Return to top

 

For this ability’s “Duration” the Warrior will not have to be proficient in a weapon to use it.

Modification-Point Cost (M.P.C.):   10

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

5

Area of Effect:

One weapon of any type.

Avoidance-Roll:

Yes: Avoidance-Roll vs. “Intelligence”

Damage:

None.

Duration:

1-D12 turns.

Effect Time:

Instant.

Explanation:

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This ability will negate the penalty for using a sword of any type that you are not proficient with for the “Duration” of the ability.

Hand Movement:

None, but the weapon must be in your hand at the time you invoke this ability.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 10,000 white-gold

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Fear Resistance (Adventurer Ability (levels 6+) Return to top

 

Warrior will have resistance to fear influences.

Modification-Point Cost (M.P.C.):   20

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

Passive ability that is always in effect.

Area of Effect:

Self only.

Avoidance-Roll:

None.

Damage:

Not applicable.

Duration:

Permanent.

Effect Time:

Permanent

Explanation:

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When any form of outside influence, in the form of fear, assails the Warrior, he or she will have a 30% chance not be effected by it.

 

This ability does not stack with another ability, item's power, or spell that aids in resisting fear (but a greater Fear-Resistance will be considered always).

Hand Movement:

None.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

Passive ability that is always in effect.

Maximum Adjustment:

30% Fear-Resistance

Notes:

None.

Range:

Warrior only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value: 20,000 white-gold

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Half-Moon Crescent (Adventurer Ability (levels 6+) Return to top

 

Warrior will feign a frontal assault, but actually step offline just before striking in an attempt to throw off your
opponent’s defenses.

Modification-Point Cost (M.P.C.):   16

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

8

Area of Effect:

One foe.

Avoidance-Roll:

This technique will be successful if Warrior wins an initiative roll against an attacking opponent.

Damage:

None.

Duration:

1 turn (5 seconds)

Effect Time:

Instant.

Explanation:

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The Half-moon Crescent attack is designed to create a breech in the defenses of your foe.

 

If the Warrior can win the initiative roll against an opponent he or she will gain a bonus of +1 Offense (+1 per 3 levels advanced) for the full duration of the turn.

 

Description:
The Warrior will feign a frontal assault, at the last moment stepping off-line of attack, attempting to manipulate opponent's defensive guard slightly away from him or her, thus catching opponent attempting to defend a frontal assault while the actual attack will come in on the front-side. Simply win an initiative roll against your opponent to succeed in this.

 

Note:
If your opponent does not fall to this form of attack, Warrior will still gain his or her attacks as normal (without any penalties or bonuses).

Hand Movement:

None. But the Warrior must have the space to step to the front-side while attacking, or this technique will not work.

Healing:

Not applicable.

Immunities:

Special vision abilities may negate this form of bonus for the Warrior (discretion of the game master).

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

As the range of the weapon the warrior is wielding (as long as a space is free for the warrior to move into that will give him or her a front-side attack).

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value: 16,000 white-gold

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Taunt (Adventurer Ability (levels 6+) Return to top

 

Force one or more creatures to attack you.

Modification-Point Cost (M.P.C.):   6

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

3 per foe you are attempting got taunt.

Area of Effect:

Number of creatures that can be taunted: 1 foe (+1 foe per 4 levels advanced) within clear sight and hearing of you. Creatures to be taunted must be within "Range" for this ability to be successful.

 

See: "Explanation".

Avoidance-Roll:

Yes: Pit your Mental-Strength vs. the Mental-Strength of each foe you are attempting to taunt (single role check).

 

Note:

Roll separately for each foe you are taunting.

Damage:

None.

Duration:

Permanent until the battle/situation is ended.

 

See: "Explanation".

Effect Time:

Instant.

Explanation:

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A foe you successfully taunt will continue to attack only you for the remainder of the fight until damaged or significantly effected by another (in which the Taunt will break).

 

Examples:

(1) If another heals the you, Taunt will break and

      that monster will become enraged at the Healer

      and attempt to take him or her down, but only if

      the healing is greater than the last strike you

      have inflicted on the creature.

 

(2) If another damages the taunted creature, Taunt

      will break and that creature will become enraged,

      attempting to take down the one who has just

      wounded it, but only if the damage inflicted is

      greater than the last strike damage you have

      inflicted on the creature.

 

(3) If another casts a spell ON THE TAUNTED

      creature, Taunt will break and that creature will

      become enraged, attempting to take down that

      caster (spell aggro will always break your Taunt).

 

In any case, you can INSTANTLY attempt to keep the creature on you by invoking Taunt again (only one chance is given to do this). This will cost 3 more ability-points and is a FREE ACTION because you have already, successfully, invoked Taunt on the creature (Taunt will last until the battle/situation is ended).

 

If you have not successfully taunted a creature, you MUST wait until it is your turn to attempt Taunt on it.

Hand Movement:

None.

Healing:

Not applicable.

Immunities:

Creatures with 0 Mental-Strength, Intelligence and Wisom CANNOT be taunted.

 

Note:

If a creature has a single point in any of the above mentioned characteristics, it CAN be taunted.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

You must be within clear sight and hearing of the creature, or creatures, to be taunted.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

12 Electrum

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