Adventurer Abilities (Fate):

Prerequisites for this class:

Divine Favor: Must be granted one Divine Favor that relates to the path of the Fate.

Seeker Abilities: "Magical Prowess".

 

%Roll:   Abilities and Spells: 14

01-03:   Ability Strike       (Ability)  (M.P.C.: 50)   Strips 1 ability from target for a time.

04-13:   Bane                    (Ability)  (M.P.C.: 12)   Stop luck & damage-point regeneration.

14-23:   Barrier                 (Ability)  (M.P.C.: 14)   Hold hostiles at bay.

24-32:   Beholder              (Ability)  (M.P.C.: 8)     Show another what you have seen.

33-35:   Bless / Curse        (Ability)  (M.P.C.: 100) Sets a blessing or cursing upon a target.

36-44:   Blessed Water      (Ability)  (M.P.C.: 26)   Creates one Holy or UnHoly Water.

45-47:   Fates Speak         (Ability)  (M.P.C.: 60)   Effect another with a power, or a decree.

48-56:   Fortune                (Ability)  (M.P.C.: 10)   Regenerates luck for the targeted.

57-65:   Heavy                  (Ability)  (M.P.C.: 10)   Moral, wisdom, avoidance-roll penalties.

66-73:   Minor Weakness (Ability)  (M.P.C.: 10)   Reveal 1 minor weakness a creature has.

74-78:   Misfortune          (Ability)  (M.P.C.: 40)   Degenerates luck for the targeted.

79-86:   Soul`Seek            (Ability)  (M.P.C.: 10)   Reveal mood & mindset of a creature.

87-95:   Vesication           (Ability)  (M.P.C.: 12)   Inflict painful, growing blisters on target.

96-00:   Weakness           (Ability)  (M.P.C.: 60)   Reveal one weakness of a creature.

 

 

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

 

Strips one ability from the targeted creature for a time.

 

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

Prerequisites --------------------------- : Fate

Ability-points to invoke:

25

Ability Preparation:

Fate MUST know exactly what ability the targeted creature possesses, or it will not work.

Area of Effect:

One creature.

Avoidance-Roll:

Avoidance-roll vs. “Wisdom”.

Damage:

Loss of one ability for the “Duration” of the spell.

Duration:

24 hours x the level of the caster.

Effect Time:

Instant.

Explanation:

Return to top

By invoking this power upon a target, Fate will cease the knowledge of one ability completely. The targeted will think he or she yet knows the ability, but when attempting to preform it, it simply will not work (as if he or she had never learned it).

 

This power can be reversed to restore a lost ability also.

Hand Movement:

None.

Healing:

If this ability is reversed, it will restore one lost ability if that ability is not permanently drained or lost.

Immunities:

None.

Invoke Time:

4 turns (20 seconds).

Maximum Adjustment:

None.

Notes:

None.

Range:

1space (5') x the awareness of the caster.

Resting Time:

4 turns (20 seconds). Resting time will only take effect if this spell is successful.

Special:

None.

Susceptibilities:

None.

Value:

50,000 white-gold

 

 

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

 

Stops the regeneration of luck and damage-points for the duration of the spell.

 

Modification-Point Cost (M.P.C.) : 12

Prerequisites --------------------------- : Fate

Ability-points to invoke:

6

Ability Preparation:

None.

Area of Effect:

20 spaces (100) out in all directions.

Avoidance-Roll:

Pit Mental-strength vs. your foe’s Mental-strength (race to 4) and win to succeed.

Damage:

None.

Duration:

1-D4 turns per 3 levels advanced.

Effect Time:

Instant.

Explanation:

Return to top

Fate will pit his or her Mental-strength vs. another's Mental-strength (race to 4). If Fate wins, he or she will cause the regeneration of luck and/or damage-points targeted may have to cease for the “Duration”.

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Invoke Time:

2 turns (10 seconds).

Maximum Adjustment:

None.

Notes:

Spell-points will not begin to regenerate until the “Duration” wears off.

Range:

1 space (5') x caster’s level (caster does not need to see his or her target).

Resting Time:

1 turn (5 seconds).

Special:

None.

Susceptibilities:

None.

Value:

12,000 white-gold

 

 

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

 

Force creature(s) to stay outside the power's "Area of Effect" for the “Duration”.

 

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

Prerequisites --------------------------- : Fate

Ability-points to invoke:

7 per creature you wish to hold at bay (you must be able to see or clearly detect a creature to hold it at bay).

Ability Preparation:

None.

Area of Effect:

1 space (5') + 1 space per 7 levels advanced.

Avoidance-Roll:

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

Damage:

None.

Duration:

24 hours x the level of the caster. The spell-points used for this spell will only begin to regenerate once the Duration has ended.

Effect Time:

Instant.

Explanation:

Return to top

Fate will pit his or her Mental-strength vs. another's Mental-strength (single roll). If Fate wins, he or she will cause targeted to stay outside the power's "Area of Effect" for the “Duration”.

Hand Movement:

Two hands. Hands are held outward as if in rejection of his or her target(s).

Healing:

None.

Immunities:

Spirit matter can only be effected if you are also of the Spiritualist class.

 

Ethereal matter can only be effected if you are also of the Enchanter class.

 

Gaseous matter matter can only be effected if you are also of the Elemental Magician class.

Invoke Time:

2 turns (10 seconds).

Maximum Adjustment:

None.

Notes:

None.

Range:

See: "Area of Effect".

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

14 Electrum.

 

 

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

 

Through the caster’s eyes, Beholder will allow another to see clearly what the caster has witnessed first hand.

 

Modification-Point Cost (M.P.C.) : 8

Prerequisites --------------------------- : Fate

Ability-points to invoke:

4

Ability Preparation:

None.

Area of Effect:

1 other can see what the caster has beheld per level advanced. So if the caster is 12th level, he or she can empower 12 others to behold what he or she has personally witnessed.

Avoidance-Roll:

None.

Damage:

None.

Duration:

Concentration of caster (maximum "Duration" of 12 hours).

Effect Time:

Instant.

Explanation:

Return to top

Through the caster’s eyes, this spell will allow another to see clearly what the caster has witness first hand. It cannot be imagined, but can be deceiving if the caster has hallucinated, or is seeing things due to insanity.

 

A conscious lie cannot be conceived of, imagined, and portrayed to another.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke Time:

1 turn (5 seconds).

Maximum Adjustment:

12 hours.

Notes:

None.

Range:

1 space (5').

Resting Time:

Equal to the "Duration" of the spell.

Special:

None.

Susceptibilities:

None.

Value:

16,000 white-gold

 

 

Bless / Curse (Adventurer Ability (levels 6+) Return to top

 

Sets a blessing or a cursing upon a target according to the will of the Fate.

 

Modification-Point Cost (M.P.C.) : 100

Prerequisites --------------------------- : Minor ---- : Level 10

                                                                         Common - : Level 16

                                                                         Greater --- : Level 22

                                                                         Power ---- : Level 28

 

                                                                         Divine Favor: "Holy", or, "UnHoly".

Ability-points to invoke:

Minor ---- : 50

Common - : 80

Greater --- : 110

Power ---- : 140

Ability Preparation:

None.

Area of Effect:

One item or creature.

Avoidance-Roll:

vs. non-living items and objects: None.

 

vs. a sentient or living item or creature (pit Mental-strength vs. your foe’s Mental-strength and win to succeed (single roll check).

Damage:

See: “Explanation”.

Duration:

vs. non-living items and objects ----- : Permanent.

vs. a sentient or living item or creature: 1 moon (30 days).

Effect Time:

2-D6 hours.

Explanation:

Return to top

Sets a blessing or a cursing upon a target according to the will of the Fate. This ability can be reversed to counter a blessing or cursing of lesser power -- if using a Minor Curse to reverse a Common, Greater, or Power Curse, it will not work.

 

Minor (you can cast this level of Bless / Curse at level 10):
Over charged by others, or stand your ground successfully; level #1 sickness strikes or is healed; 1 extra encounter
check most powerful encounter of 3 rolls, or 1 less encounter check least powerful of 3 rolls.

 

Common (you can cast this level of Bless / Curse at level 15):
Burglarized, or gifted by others; level #2 sickness strikes, or is healed; level #1 disease strikes, or is healed; 2 extra encounter checks most powerful encounter of 3 rolls, or 2 less encounter checks least powerful of 3 rolls. -- Prerequisite: Minor

 

Greater (you can cast this level of Bless / Curse at level 20):
Robbed by others, or rescued from being robbed; level #3 sickness strikes, or is healed; level #2 disease strikes, or is healed; 3 extra encounter checks most powerful encounter of 3 rolls, or 3 less encounter checks least powerful of 3
rolls. -- Prerequisite: Common

 

Power (you can cast this level of Bless / Curse at level 25):
Murdered by others, or saved; level #3 disease strikes, or is healed; 4 extra encounter checks most powerful encounter of 3 rolls, or 4 less encounter checks least powerful of 3 rolls. Prerequisite: Greater

Hand Movement:

Two hands.

Healing:

See: “Explanation”

Immunities:

None.

Invoke Time:

5 turns (25 seconds).

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

Minor ---- : 4 turns (20 seconds).

Common - : 6 turns (30 seconds).

Greater --- : 8 turns (40 seconds).

Power ---- : 10 turns (50 seconds).

Special:

None.

Susceptibilities:

None.

Value:

100,000 white-gold

 

 

Blessed Water (Adventurer Ability (levels 6+) Return to top

 

Creates one Holy or UnHoly Water.

 

Modification-Point Cost (M.P.C.) : 26

Prerequisites --------------------------- : Divine Favor: "Holy" or "UnHoly"

Ability-points to invoke:

Minor ---- : 50

Common - : 80

Greater --- : 110

Power ---- : 140

Ability Preparation:

None.

Area of Effect:

One item or creature.

Avoidance-Roll:

vs. non-living items and objects: None.

 

vs. a sentient or living item or creature (pit Mental-strength vs. your foe’s Mental-strength and win to succeed (single roll check).

Damage:

See: “Explanation”.

Duration:

vs. non-living items and objects ----- : Permanent.

vs. a sentient or living item or creature: 1 moon (30 days).

Effect Time:

2-D6 hours.

Explanation:

Return to top

Sets a blessing or a cursing upon a target according to the will of the Fate. This ability can be reversed to counter a blessing or cursing of lesser power -- if using a Minor Curse to reverse a Common, Greater, or Power Curse, it will not work.

 

Minor (you can cast this level of Bless / Curse at level 10):
Over charged by others, or stand your ground successfully; level #1 sickness strikes or is healed; 1 extra encounter
check most powerful encounter of 3 rolls, or 1 less encounter check least powerful of 3 rolls.

 

Common (you can cast this level of Bless / Curse at level 15):
Burglarized, or gifted by others; level #2 sickness strikes, or is healed; level #1 disease strikes, or is healed; 2 extra encounter checks most powerful encounter of 3 rolls, or 2 less encounter checks least powerful of 3 rolls. -- Prerequisite: Minor

 

Greater (you can cast this level of Bless / Curse at level 20):
Robbed by others, or rescued from being robbed; level #3 sickness strikes, or is healed; level #2 disease strikes, or is healed; 3 extra encounter checks most powerful encounter of 3 rolls, or 3 less encounter checks least powerful of 3
rolls. -- Prerequisite: Common

 

Power (you can cast this level of Bless / Curse at level 25):
Murdered by others, or saved; level #3 disease strikes, or is healed; 4 extra encounter checks most powerful encounter of 3 rolls, or 4 less encounter checks least powerful of 3 rolls. Prerequisite: Greater

Hand Movement:

Two hands.

Healing:

See: “Explanation”

Immunities:

None.

Invoke Time:

5 turns (25 seconds).

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

Minor ---- : 4 turns (20 seconds).

Common - : 6 turns (30 seconds).

Greater --- : 8 turns (40 seconds).

Power ---- : 10 turns (50 seconds).

Special:

None.

Susceptibilities:

None.

Value:

100,000 white-gold

 

 

Fates Speak (Adventurer Ability (levels 6+) Return to top

 

This power causes one power, a decree, to come upon the targeted of the spell.

 

Modification-Point Cost (M.P.C.) :60

Prerequisites --------------------------- : Divine Favor: "Holy" or "UnHoly"

Ability-points to invoke:

30

Ability Preparation:

None.

Area of Effect:

One creature.

Avoidance-Roll:

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

Damage:

None.

Duration:

One trial. See: “Explanation”.

Effect Time:

Instant.

Explanation:

Return to top

This power Causes one of the following which Fate will decree:

Remember, this power is not used as a damaging, destruction type of effect. The path of the Fate does not USUALLY work in this manner.

 

Deterioration of soul: Undead and UnHoly creatures will gain a +10 on all rolls against targeted in all ways other than: Mental, Physical and attacks.

 

This is a darkened sort of path that Fate has decreed upon a creature. Vampires are especially sensitive and aware of targeted (before every encounter roll 1-D20 -- if you roll a 20 it will be a vampire/vampiress.

 

The darker side to this fate is that undead that are intelligent will attempt, lure, or tempt the targeted into the path of darkness (whatever that darkness may be). If, in the end, the targeted can resist the temptations of the dark side of life, he or she will be rewarded in some manner (Discretion of the G.M.).

 

---------------------------------------------------------------------------

Happiness of soul: Fate has had mercy upon an unhappy soul. This soul has struggled against a growing feeling of foreboding doom for some reason, whether internal, or from something external, and Fate has decreed his or soul should be free from this torment for a season.

 

If targeted uses this time wisely to confront fears and overcome trials, he or she may just be rewarded with freedom from the torment which has afflicted him or her in this life.

 

---------------------------------------------------------------------------

Misery of soul: Fate has had mercy upon a happy soul. This soul has had little or no struggles in life, and this part of the power will throw him or her into such a path. If targeted uses this time wisely to learn and grow from sudden trials and hardships, he or she may just be rewarded (Discretion of the G.M.).

 

---------------------------------------------------------------------------

Regeneration of soul: Enchanted and Holy creatures will gain a +10 on all rolls against targeted in any way other than violence.

 

This is a lighter sort of path that Fate has placed targeted onto. Enchanted / Holy creatures are especially sensitive and aware of targeted, thus prior to rolling the result of any encounter, the G.M. will roll 1-D20 (G.M.: If you roll a 20, the encounter will be either holy or enchanted (50/50 chance).

 

If, in the end, the targeted can resist the temptations of the lighter side of life, he or she will be rewarded in some manner (Discretion of the G.M.).

Hand Movement:

None.

Healing:

None.

Immunities:

Basic instinct creatures are not effected by the power of this spell.

Invoke Time:

7 turns (35 seconds).

Maximum Adjustment:

Not applicable.

Notes:

1. This power can be reversed to be invoked as "Happiness of Soul".

 

If Happiness of Soul is invoked upon any creature with tendencies of an evil or destructively selfish nature, all of the above ruling will apply, only they will be the opposite/revervse.

 

2. Happiness of Soul is useless when targeting creatures with tendencies of a good, kind and giving nature.

 

3. This entire ruling also to the darker side of this power being invoked upon an evil, destructive, self-serving nature, upon which it will have no effect.

Range:

There is no range to this spell, for it reaches even into other dimensions and planes of existence. However, the caster MUST have seen the targeted creature for him or herself at one point in his or her life in order for this power to work on it.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

30,000 white-gold

 

 

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

 

Regenerates luck for the targeted.

 

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

Prerequisites --------------------------- : "Forturne (Minor)".

Ability-points to invoke:

5

Ability Preparation:

None.

Area of Effect:

1 creature with luck (+1 per 10 levels advanced).

Avoidance-Roll:

None. This spell will only work on the willing.

Damage:

None.

Duration:

1 full battle or situation, yet not to exceed 24 hours.

Effect Time:

Instant.

Explanation:

Return to top

Causes the luck one or more targets to regenerate at a rate of +1-D4 points per turn for the "Duration".

 

See: "Area of Effect".

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke Time:

None.

Maximum Adjustment:

None.

Notes:

This power stacks with the S.A. power, "Fortune" (Minor).

Range:

10 spaces (50').

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

13,500 white-gold

 

 

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

 

Inflicts a penalty to moral and wisdom checks and avoidance-rolls.

 

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

Prerequisites --------------------------- : Fate

Ability-points to invoke:

5 per creature.

Ability Preparation:

None.

Area of Effect:

1 target per 5 levels advanced.

Avoidance-Roll:

Pit Mental-strength vs. your foe’s Mental-strength and win to effect each foe in the “Area of Effect” (single roll check)..

Damage:

None.

Duration:

1 turn (5 seconds) x your current level.

Effect Time:

Instant.

Explanation:

Return to top

This power inflicts a negative 1-D4 x caster’s level to all moral and wisdom checks.

Hand Movement:

None.

Healing:

None.

Immunities:

Animated and creatures without thought are not effected.

Invoke Time:

1 turn (5 seconds).

Maximum Adjustment:

None.

Notes:

None.

Range:

1space (5') x the awareness of the caster. Targeted must be seen, even if obscured (targeted just need to be seen to some degree).

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

10,000 white-gold

 

 

Minor Weakness (Adventurer Ability (levels 6+) Return to top

 

Reveals one minor weakness that a creature or structure has.

 

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

Prerequisites --------------------------- : Fate

Ability-points to invoke:

5 per creature.

Ability Preparation:

None.

Area of Effect:

One creature

Avoidance-Roll:

Targeting a creature: Pit Mental-strength vs. Mental-strength.

 

Targetig a structure: Pit Wisdom vs. Wisdom. If casting this for a structure, just pit your wisdom against your self.

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

Return to top

This power will reveal to the caster one minor weakness of a creature or structure. The weakness it will show will be very minor. If it is a creature, and that creature does not have a minor weakness, then the Fate will get no impression of weakness by usage of this power.

 

See: “Susceptibilities” in the “Explanation” of each creature to see if there are weaknesses it has. The G.M. will depict which will be the most minor of that creature’s weakness.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Creatures with no weakness, flaws, or wounds, are not effected by the power of this spell in any way.

Invoke Time:

1 turn (5 seconds)

Maximum Adjustment:

Not applicable.

Notes:

The minor weakness it will show will be based upon the level and power of the Fate.

 

Example: A 15th level Fate would be given different information on the weakness of a creature than a 35th level Fate (because their power range is different).

Range:

1space (5') x the awareness of the caster. You must be able to see the targeted, even if it is obscured.

Resting Time:

1 turn (5 seconds).

Special:

None.

Susceptibilities:

None.

Value:

10,000 white-gold

 

 

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

 

Degenerates luck for the targeted.

 

Modification-Point Cost (M.P.C.): 40

Prerequisites --------------------------- : "Misfortune (Minor)"

Ability-points to invoke:

20

Ability Preparation:

None.

Area of Effect:

One creature with luck (+1 creature per 10 levels advanced).

Avoidance-Roll:

Yes. Pit your Mental-Strength vs. the Mental-Strength of the targeted (single roll-check).

Damage:

N/A. See: "Explanation".

Duration:

1 full battle or situation, yet not to exceed 24 hours.

Effect Time:

Instant.

Explanation:

Return to top

Causes the luck of the targeted to degenerate at a rate of -1-D6 per turn for the "Duration".

 

Note:

Misfortune stacks with "Misfortune (Minor)".

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke Time:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

20 spaces (100').

 

Note:

You must be able to see the discern who and/or what the targeted creature is.

Resting Time:

None.

Special:

None.

Susceptibilities:

Creatures which on not sentient will lose -1-D6 x2 luck per turn.

Value:

3,500 white-gold

 

 

Soul`Seek (Adventurer Ability (levels 6+) Return to top

 

Reveals if a creature is happy, sad, angry, at peace, blessed or cursed, insane or sane, etc.

 

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

Prerequisites --------------------------- : None.

Ability-points to invoke:

5

Ability Preparation:

None.

Area of Effect:

One creature with luck (+1 creature per 10 levels advanced).

Avoidance-Roll:

Yes. Pit your Mental-Strength vs. the Mental-Strength of the targeted (single roll-check).

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

Return to top

By the aura of a creature, the Fate can see if it is happy, sad, angry, at peace, blessed, cursed, insane or sane. The aura will be strictly up to the GAME MASTER to describe.

 

G.M.: You must create various auras and asign them to

            each attitude, mood, etc. Make sure you make up

            the distinguishing traits of each aura in advance.

 

 

In this manner the Fate will know how to approach the creature, for this is a great ability to aid the Fate in being more aware of his or her surrounding, perils, and hindrances.

 

When a Fate concentrates upon a creature or person he or she may see into its soul (Fate will roll his or her %Dice; if the GAME MASTER matches that roll, the Soul Seeker ability will begin to manifest itself in that Fate).

 

The next time the ability is attempted the Fate need only be within 1% of the G.Ms. %Roll, giving a greater chance to succeed. If the attempt succeeds the Fate will then only have to be within 2% of the G.M. roll the next time Soul`Seek is attempted (and so forth until the Fate must only be within 45% of the G.M. %Roll).

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke Time:

1 turn (5 seconds)

Maximum Adjustment:

None.

Notes:

None.

Range:

2 spaces (10')

Resting Time:

None.

Special:

None.

Susceptibilities:

Creatures which on not sentient will lose -1-D6 x2 luck per turn.

Value:

10,000 white-gold.

 

 

Vesication Return to top

 

Inflict painful, growing blisters upon a target.

 

Modification-Point Cost (M.P.C.): 12

Prerequisites --------------------------- : None.

Ability-points to invoke:

6

Ability Preparation:

None.

Area of Effect:

One targeted creature (+1 creature per 10 levels advanced).

Avoidance-Roll:

Yes. Pit your Mental-Strength vs. the Mental-Strength of the targeted (single roll-check).

Damage:

1-D6 per blister that ruptures.

 

See: "Explanation".

 

Duration:

1-D6 turns.

Effect Time:

Instant.

Explanation:

Return to top

1-D6 (+1-D6 blisters per 3 levels advanced) will form all over the body of the targeted.

 

There will be a 2 in 6 chance per turn of each blister rupturing (a 1 or 2 on a D6 will mean the blister has ruptured, causing damage).

 

See: "Special".

Hand Movement:

None.

Healing:

None.

Immunities:

Only creatures with blood-points can be effected by this power.

Invoke Time:

1 turn (5 seconds)

Maximum Adjustment:

None.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

None.

Special:

Blisters which do not rupture will settle, appearing as grotesque scarring, inflicting the targete with a decrease of 1 point of Charisma (Appearance) per blister.

 

Decrease in Appearance will last for 3-D10 days x the level of the Fate (but has a 50% chance to be permanent). This will impact how the targeted is perceived, and, thus, how he or she will be percieved by others in society.

 

This Power will draw others to its effects. They will react to the targeted, every time the targeted is seen, or dealt with.

 

See: "Characteristics, Explanation of:"

 

Note:

The Fate can remove this scarring by placing his or her hand upon the inflicted and willing the after effects of Vesication to fade. The blisters sickening effect will then slowly fade away, restoring 1 point of Appearance per day until the Appearance of the targeted is fully restored.

Susceptibilities:

None.

Value:

35 Electrum.

 

 

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

 

Fate will have an cumulative 1% chance, per 10 levels advanced, of having a vision once per moon (there will be a
check every 30 days afte learning this power).

 

What the Vision will be will be to the discretion of the G.M. This Vision will be significant to the well being of
the Fate, and to further him or her personally in some way (great or small).

 

Modification-Point Cost (M.P.C.): 60

Prerequisites --------------------------- : Vision (Minor)

Ability-points to invoke:

Passive ability that is always in effect.

Ability Preparation:

Fate must be sleeping.

Area of Effect:

Fate only.

Avoidance-Roll:

None.

Damage:

See: "Avoidance-Roll:"

Duration:

None.

Effect Time:

Instant.

Explanation:

Return to top

Fate will have a 1% chance, per 10 levels advanced, of having a vision once per moon.

 

What the Vision will be will be to the discretion of the G.M.

 

This Vision will be significant to the well being of the Fate, and to further him or her personally in some way (great or small).

 

Special:

Vision stacks with "Vision (Minor)" in all aspects added together.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke Time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Fate only.

Resting Time:

Discretion of the G.M.

Special:

None.

Susceptibilities:

Not applicable.

Value:

60,000 white-gold

 

 

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

 

Reveals one weakness that a creature or structure has.

 

Modification-Point Cost (M.P.C.): 18

Prerequisites --------------------------- : Fate

Ability-points to invoke:

9

Ability Preparation:

None.

Area of Effect:

One creature.

Avoidance-Roll:

Pit Mental-strength vs. Mental-strength. Pit Wisdom vs. Wisdom. If casting this for a structure, just pit your wisdom against your self.

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

Return to top

This power will reveal to the caster one weakness of a creature or structure. The weakness it will show will be any weakness the G.M. sees fit to impart to the caster. If it is a creature, and that creature does not have a weakness, then the Fate will get no impression of weakness by usage of this power.

 

See: “Susceptibilities” in the “Explanation” of each creature to see if there are weaknesses it has. The G.M. will depict which will be weakness will be divulged to the caster.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Creatures with no weakness are not effected by the power of this spell in any way.

Invoke Time:

3 turns (15 seconds).

Maximum Adjustment:

Not applicable.

Notes:

The weakness it will show will be based upon the level and power of the Fate. Example: A 15th level Fate would be given different information on the weakness of a creature than a 35th level Fate (because their power range
is different).

Range:

1 space (5') x the caster’s awareness.

Resting Time:

1 turn (5 seconds).

Special:

None.

Susceptibilities:

None.

Value:

18,000 white-gold