Seeker Abilities (Fate Studies):

Modification-Point Cost: (M.P.C.): 2

Taps into the abilities and spells of this class. Once this has been purchased, a character can then proceed to purchase actual abilities.   Return to Top

 

Prerequisites:

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

Seeker Abilities: "Magical Prowess".

 

%Roll: Abilities and Spells: 7

01-15:   Ally of Fate               (Ability)  (M.P.C.: 2) Give another knowledge you are an ally.

16-30:   Dejavu                      (Ability)  (M.P.C.: 2) Possibily give another a second chance.

31-44:   Dream                       (Ability)  (M.P.C.: 2) Call upon a dream to guide self or other.

45-58:   Fortune (Minor)       (Ability)  (M.P.C.: 2) Regenerates luck for the targeted.

59-72:   Fortune Riches         (Ability)  (M.P.C.: 2) Grant a greater treasure find.

73-86:   Misfortune (Minor)  (Ability)  (M.P.C.: 2) Degenerates luck for the targeted.

87-00:   Vision (Minor)          (Ability)  (M.P.C.: 2) 1% chance of a vision every 30 days.

 

 

Ally of Fate (Seeker Spell (levels 0 - 5) Return to top

 

Send out the unmistakeable feeling that any power you invoke upon your percieved ally, or allies, will know it is you.

 

Modification-Point Cost (M.P.C.) : 2

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

Ability-points to invoke:

2

Ability Preparation:

None.

Area of Effect:

Percieved alles.

Avoidance-Roll:

None.

Damage:

None.

Duration:

1-D6 +1 turn per level advanced.

Effect Time:

Instant.

Explanation:

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When you invoke a power upon a comrade, he or she will usually suspect it to be hostile, and will try to resist it (thus passing up the benefit you wish to bestow upon him or her.

 

After invoking "Ally of Fate", any and all who are affected by any Fate abilities and powers thereafter will know it is friendly, and is invoked by you.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke Time:

1 turn (5 seconds).

Maximum Adjustment:

N/A

Notes:

None.

Range:

10 spaces (50) +1 space per 3 levels advanced.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

2,000 white-gold

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Dejavu (Seeker Spell (levels 0 - 5) Return to top

 

Give the knowledge that the targeted has been in the current situation before, thus improving success.

 

Modification-Point Cost (M.P.C.) -: 4

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

Ability-points to invoke:

2

Ability Preparation:

None.

Area of Effect:

One targeted creature.

Avoidance-Roll:

None.

Damage:

None.

Duration:

Instant.

 

See: "Explanation" note.

Effect Time:

Instant.

Explanation:

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When you invoke Dejavu upon a creature, it will seem to that creature that it has been in this situation before. This will enable the creature to roll initiative against another, or a situation.

 

If initiative is won, the targeted of this power will gain a second dice-roll to succeed (should failure occur).

 

Note:

Once the second chance is rolled for, this power will fade, and must be invoked upon the targeted again in order to benefit from it.

Hand Movement:

None.

Healing:

None.

Immunities:

Mindless creatures, and creatures which harbor no memories, are immune to the power of this ability.

Invoke Time:

Instant.

Maximum Adjustment:

N/A

Notes:

None.

Range:

The Fate must clearly see the target of the spell (the targeted must be easily identifiable).

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

1,200 white-gold

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Dream (Seeker Spell (levels 0 - 5) Return to top

 

Fate will call upon a dream to guide self, or another, with a decision, choice, or path that needs to be taken.

 

Modification-Point Cost (M.P.C.) : 2

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

Ability-points to invoke:

2

Ability Preparation:

None.

Area of Effect:

Invoker or other.

Avoidance-Roll:

To Dream, an Avoidance-roll vs.”Mental-attack” must be successful by the Invoker.

Damage:

None.

Duration:

One dream (about 1 hour (720 turns).

Effect Time:

When Fate, or the target of this ability, sleeps.

Explanation:

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Fate will call upon a dream to guide the targeted toward the next single choice he or she must make. The extent of the help this dream will have will be as follows:

 

%Roll: Help results:
01-20: A little help  (dream will increase the chance of success

                                 for the Fate's next single choice by +5%).

 

21-40: Helpful         (dream will increase the chance of success

                                 for the Fate's next single choice by +10%).

 

41-60: Very helpful (dream will increase the chance of success

                                 for the Fate's next single choice by +15%).

 

61-80: Highly helpful (dream will increase the chance of success

                                    for the Fate's next single choice by +20%).

 

81-00: Extremely helpful (dream will increase the chance of

                                          success for the Fate's next single choice by

                                          +25%).

 

Discretion of the G.M.

Hand Movement:

None.

Healing:

None.

Immunities:

Creatures which cannot dream.

Invoke Time:

3 turns (15 seconds). After Dream is invoked, and after the targeted retires to his or her bed to sleep, the Dream power of this spell will begin.

Maximum Adjustment:

N/A

Notes:

To succeed, the Fate must be familiar with the target of the spell when not in sight.

Range:

1 league (3 miles) (+ 1 league per 3 levels of the Fate).

 

Special:

An additional +1 league range will be granted per scroll memorized after learning this ability.

Resting Time:

None.

Special:

None.

Susceptibilities:

A sleeping target is susceptible to the power of this spell.

Value:

2,000 white-gold

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Fortune (Minor) (Seeker Spell (levels 0 - 5) Return to top

 

Regenerates luck for the targeted.

 

Modification-Point Cost (M.P.C.) : 2

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

Ability-points to invoke:

2

Ability Preparation:

None.

Area of Effect:

One creature with luck.

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:

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Causes the luck of the targeted to regenerate at a rate of +1 per turn for the "Duration".

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke Time:

None.

Maximum Adjustment:

None.

Notes:

This power stacks with the A.A. power, "Fortune".

Range:

10 spaces (50').

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

3,500 white-gold

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Fortune Riches (Seeker Spell (levels 0 - 5) Return to top

 

When treasure has been discovered, before any eyes have beheld it, this ability may grant a greater find.

 

Modification-Point Cost (M.P.C.) : 2

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

Ability-points to invoke:

2

Ability Preparation:

Only that there is treasure (or money) present, and has NOT been looked at yet. Not one coin can be glanced at, or this ability will fail.

Area of Effect:

10 spaces (50') out from the Fate in all directions.

Avoidance-Roll:

Yes: The Fate must make a successful Avoidance-Roll vs. "Strength", or PERMANENTLY lose 1-D4 damage-points in a random area of his or her body (yet only if there is treasure and money present).

Damage:

See: "Avoidance-Roll:"

Duration:

N/A

Effect Time:

1 turn (5 seconds).

Explanation:

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When there is a possibility of treasure being discovered - before any eyes have beheld even a single copper piece - the Fate will invoke Fortune Riches within the area in hopes of finding items and money.

 

After the "Effect Time:", treasure and coins can be them searched for.

 

There will be a +1% chance per check that treasure (common, uncommon, rare and legendary) items will be discovered (as well as copper, bronze, silver, electrum, white-gold, yellow-gold, black-gold). There will not be more items added -- just a better chance to find them.

 

There will be an additional +1% per 10 levels the Fate has advanced.

 

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke Time:

10 turns (50 seconds).

Maximum Adjustment:

None.

Notes:

None.

Range:

See: "Area of Effect".

Resting Time:

10 turns (50 seconds).

Special:

None.

Susceptibilities:

None.

Value:

4,000 white-gold

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Misfortune (Minor) (Seeker Spell (levels 0 - 5) Return to top

 

Degenerates luck for the targeted.

 

Modification-Point Cost (M.P.C.) : 2

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

Ability-points to invoke:

2

Ability Preparation:

None.

Area of Effect:

One creature with luck.

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:

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

 

Note:

This power will stack with "Misfortune".

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke Time:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

10 spaces (50').

 

Note:

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

Resting Time:

None.

Special:

None.

Susceptibilities:

Creauters which are not sentient will lose -1-D2 luck per turn.

Value:

3,500 white-gold

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Vision(Minor) (Seeker Spell (levels 0 - 5) 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.) : 2

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

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:

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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).

 

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke Time:

Instant.

Maximum Adjustment:

10% chance to have a Vision once per moon (30 days).

Notes:

None.

Range:

Fate only.

Resting Time:

Discretion of the G.M.

Special:

None.

Susceptibilities:

Not applicable.

Value:

3,000 white-gold

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