Adventurer Abilities (Juggernaught):

Prerequisites for this class:

Seeker Abilities: "Armor Proficiency" (ALL types of armor, including shields).
                            "Basic Defense / Offense"

                            "Combat Prowess"

                            "Physical Body" (must be purchased a total of 2 times).

                            "Weapon Studies" Swords (all), Bows (all), Crossbow, Daggers (Common and Tonto),

                                                            Lances (all lengths), and 5 more weapons of your choice.

                             Know all Argonaught (Adventurer / Seeker) & Warrior (Adventurer and Seeker) abilities.

 

%Roll:   Abilities: 8

01-13:    Awareness Surge (Ability)

14-26:    Fear-Resistance (Ability)

27-39:    Foe Bane (Ability)

40-52:    Minotaur's Luck 2 (Ability)

53-64:    Pain Mask (Ability)

65-76:    Sleep-Resistance (Ability)

77-88:    Terrorize (Ability)

89-00:    Transformation 6 (Ability)

 

 

Awareness Surge (Adventurer Ability (levels 6+) Return to top

 

Avoidance-Roll vs. "Awareness" will increase by + 2-D12 for the "Duration".

 

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

Prerequisites --------------------------- : Juggernaught

Ability-points to invoke:

5

 

See: "Avoidance-Roll".

Area of Effect:

Juggernaught only.

Avoidance-Roll:

Avoidance-roll vs. “Awareness” (two chances to succeed). If the Juggernaught does not succeed, this ability must be invoked again on the next turn. In any case, the 5 ability-points used will be used, and will have to regenerate as normal.

Damage:

+1-D6 damage to any and all weapons wielded (+ 1-D6 per 7 levels advanced).

Duration:

2 hours (+ 30 minutes for each additional scroll memorized).

Effect Time:

Instant.

Explanation:

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When this ability is invoked, your awareness will be increased by 2-D12 for the “Duration”, aiding you with an increased awareness.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

1 turn (5 seconds).

Maximum Adjustment:

+24

Notes:

None.

Range:

Juggernaught only.

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

 

The Juggernaught will have resistance to fear influences.

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

Prerequisites --------------------------- : Argonaught Ability: "Fear-Resistance".

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 Juggernaught, he or she will have a 50% 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:

50% Fear-Resistance

Notes:

None.

Range:

Juggernaught only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value: 20,000 white-gold

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

 

Negates physical damage from attacks (as does damage-reduction)
This ability can be purchased multiple times.

Modification-Point Cost (M.P.C.):   24

Prerequisites --------------------------- : Must have the Maximum adjustment of the Argonaught

                                                                          Ability: "Fortitude".

Ability-points to invoke:

12

Area of Effect:

Juggernaught only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

2 hours.

 

Note:

Ability-Points used to invoke this ability will not begin to regenerate until this duration has expired.

Effect Time:

Instant.

Explanation:

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While the “Duration” is in effect, this ability will negate physical damage to the Juggernaught. Any time he or she is struck with a weapon damage will be negated by 5-D4 points of damage. This ability can be purchased 4 times, and is a continuation of the Argonaught Ability, "Fortitude".

 

Example:

2nd purchase: 6-D4

3rd purchase: 7-D4

4th purchase: 8-D4

 

See: "Maximum-Adjustment".

Hand Movement:

Two hands. Cross hands in front of chest and quickly lower them down.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

8-D4.

Notes:

None.

Range:

Juggernaught only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value: 24,000 white-gold

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Minotaur's Luck 2 (Adventurer Ability (levels 6+) Return to top

 

Gain the uncanny, regenerating, luck of the Minotaur.

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

Prerequisites --------------------------- : Argonaught Ability, "Minotaur's Luck 1".

Ability-points to invoke:

Passive ability always in effect.

Area of Effect:

Juggernaught only.

Avoidance-Roll:

None.

Damage:

Not applicable.

Duration:

Not Applicable.

Effect Time:

Not applicable. This is a passive ability that is always in effect, just as normal Luck is.

Explanation:

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You will gain 4 points of Minotaur's Luck. It is exactly as the Minotaur's Ability in that you will not lose your next physical offensive turn if used. Minotaur's Luck used will regenerates at a rate of 1-D4 points per 1 turn (5 seconds).

 

If you use even 1 single point of regular Luck, Minotaur's Luck will not negate the loss of your next physical turn (you must only use Minotaur's Luck to enable this ability).

 

This ability CANNOT be purchased multiple times, but CAN be learned from a scroll an indefinite amount of times. In other words, once a Guild Master has taught you this ability, he or she can never teach it to you again. You must then find scrolls to memorize in order to increase your pool of Minotaur's Luck.

Hand Movement:

Not applicable.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

Not applicable. This is a passive ability that is always in effect, just as normal Luck is.

Maximum Adjustment:

4 (from a Guild Master), but there is no cap to how many times you can memorize scrolls, increasing your pool of Minotaur's Luck.

 

See: "Explanation" (read the last paragraph).

Notes:

Note:

This ability stacks with other abilities of the same nature (i.e., Minotaur's Luck 1).

Range:

Argonaught only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value: 20,000 white-gold

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Pain Mask (Adventurer Ability (levels 6+) Return to top

 

Masks the pain of wounds in that they are not felt for a time.

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

Prerequisites --------------------------- : Juggernaught

Ability-points to invoke:

7

Area of Effect:

Juggernaught only.

Avoidance-Roll:

None.

Damage:

Not applicable.

Duration:

2 hours (1,440 turns) (+ 30 minutes per scroll memorized after learning this ability).

Effect Time:

3 turns (15 seconds)

Explanation:

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Pain Mask will enable a Juggernaught to feel no pain from any type of physical injury for the “Duration” of the ability.

Hand Movement:

One hand. Touch each side of your head at the temples with your forefinger and thumb.

Healing:

None. Numbs the pain of wounds only. There is no healing nature to this ability.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Juggernaught only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 14,000 white-gold

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

 

Resist sleep without any side effects for no rest.

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

Prerequisites --------------------------- : Juggernaught

Ability-points to invoke:

5

Area of Effect:

Juggernaught only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

8 hours (+ 30 minutes per scroll memorized after learning this ability).

Effect Time:

Instant.

Explanation:

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This ability will aid the Juggernaught to avoid sleep without having any sleep penalties enforced. Sleep weariness will be overcome, and sleep will not have to be had. This ability will free you from penalties for lack of sleep.

Hand Movement:

One hand. Bring your hand up to your eyes and rub them as if they itch.

Healing:

None.

Immunities:

None.

 

See: "Susceptibilities".

Invoke time:

1 turn (5 seconds)

Maximum Adjustment:

None.

Notes:

None.

Range:

Juggernaught only.

Resting Time:

None.

Special:

Only natural sleep can be overcome by this ability.

Susceptibilities:

None.

Value: 10,000 white-gold

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

 

Terrorize a foe, causing it to flee in terror.

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

Prerequisites --------------------------- : Juggernaught

Ability-points to invoke:

5

Area of Effect:

One foe.

Avoidance-Roll:

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

Damage:

None.

Duration:

1 turn (+ up to 1 turn (5 seconds) per scroll memorized after learning this ability).

 

Example:

When you first learn this ability, you can cause terror for 1 turn.

When you memorize a scroll, after learning this ability, you can cause terror for 1-2 turns.

 

When you memorize another scroll, you can cause terror for 1-3 turns.

When you memorize another scroll, you can cause terror for 1-D4 turns.

Etc.

Effect Time:

Instant.

Explanation:

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This ability will cause one foe to be terrorized by the grimness of the Juggernaught. This will cause a foe to flee the Juggernaught's presence for the "Duration".

 

See: "Special".

Hand Movement:

One hand. Hold a hand out to your foe in claw fashion.

Healing:

None.

Immunities:

Fearless abilities will negate the effects of this.

Invoke time:

1 turn (5 seconds)

Maximum Adjustment:

A foe can only be effected if it is equal, or lower, level than the Juggernaught.

Notes:

None.

Range:

1 space (5')

Resting Time:

None.

Special:

If cornered, an effected creature will fight, but with a penalty of -15 to defense and offense.

Susceptibilities:

None.

Value: 20,000 white-gold

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

 

Juggernaught can shape-shift into a Rock Troll.

Modification-Point Cost (M.P.C.):   30

Prerequisites --------------------------- : Transformation 1

                                                                          Transformation 2

                                                                          Transformation 3

                                                                          Transformation 4

                                                                          Transformation 5

                                                                          Seeker Ability, "Creature Studies" (Rock Troll).

Ability-points to invoke:

15

Area of Effect:

Juggernaught only.

Avoidance-Roll:

Yes: A successful avoidance-roll vs. “Magic” is needed to successfully shape-shift.

Damage:

Not applicable.

Duration:

72 hours or until the Juggernaught wishes to change back (which takes 3 turns (15 seconds).

Effect Time:

3 turns (15 seconds).

Explanation:

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The Juggernaught has the ability to transform into a Rock Troll of equal level, yet still gain the bonuses of weapons, armor, and defensive treasure items which protect the wearer.

Hand Movement:

None.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

Instant, but the Transformation will take 3 turns (15 seconds) to complete, as stated by the "Effect Time".

Maximum Adjustment:

Not applicable.

Notes:

Only one attempt to perform a Transformation can be attempted per 24 hours.

Range:

Juggernaught only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value: 30,000 white-gold

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