Special Abilities | |||||
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Adroit Cypher Use | |||||
You can bear four cyphers at a time. Enabler. Granted from Entertainer | |||||
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Everything Is A Weapon | |||||
You can take any small object-a coin, a pen, a bottle, a stone, and so on-and throw it with such force and precision that it inflicts damage as a light weapon. Enabler. Granted from Throws With Deadly Accuracy | |||||
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Precision | |||||
You deal 2 additional points of damage with attacks using weapons that you throw. Enabler. Granted from Throws With Deadly Accuracy | |||||
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Quick Wits | |||||
When performing a task that would normally require spending points from your Intellect Pool, you can spend points from your Speed Pool instead. Enabler. Granted from Entertainer | |||||
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Pool | Cost | T | S | I |
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Accelerate
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I | 4+ | |||
Your words imbue the spirit of a character within immediate range who is able to understand you, accelerating them so they gain an asset on initiative tasks and Speed defense rolls for ten minutes. In addition to the normal options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one additional target. You must speak to additional targets to accelerate them, one target per round. Action per target to initiate.
Granted from Entertainer
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Demeanor Of Command
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I | 2 | |||
You project confidence, knowledge, and charisma to all who see you for the next hour. Your demeanor is such that those who see you automatically understand that you are someone important, accomplished, and with authority. When you speak, strangers who are not already attacking give you at least a round to have your say. If speaking to a group that can understand you, you can attempt to have them produce their leader or ask that they take you to their leader. You gain a free level of Effort that can be applied to one persuasion task you attempt during this period. Action to initiate.
Granted from Entertainer
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Perfect Stranger
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I | 3 | |||
You alter your posture and way of speaking and make a small but real alteration to an outfit (such as putting on or taking off a hat, reversing a cloak, and so on). For the next hour (or as long as you keep up the alteration), even creatures that know you well don't recognize you. All tasks related to hiding your true identity during this period gain one free level of Effort. Action to initiate.
Granted from Entertainer
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Regeneration
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I | 6 | |||
You restore points to a target's Might or Speed Pool in one of two ways: either the chosen Pool regains up to 6 points, or it is restored to a total value of 12. You make this decision when you initiate this ability. Points are regenerated at a rate of 1 point each round. You must remain within immediate range of the target the whole time, either touching them or conversing with them. In no case can this raise a Pool higher than its maximum. Action.
Granted from Entertainer
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Speedy Recovery
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I | 3 | |||
Your words enhance the normal regenerative ability of a character within short range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time required to do so (minimum one action). Action.
Granted from Entertainer
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Spur Effort
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I | 5 | |||
You select an ally within immediate range. If that character applies Effort to a task on their next turn, they can apply a free level of Effort on that task. Enabler.
Granted from Entertainer
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Suggestion
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I | 5+ | |||
You suggest an action to a creature within immediate range. If the action is something that the target might normally do anyway, it follows your suggestion. If the suggestion is something that is outside of the target's nature or express duty (such as asking a guard to let an intruder pass), the suggestion fails. The creature must be level 2 or lower. The effect of your suggestion lasts for up to a minute. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target you can affect by 1. Thus, to affect a level 5 target (three levels above the normal limit), you must apply three levels of Effort.When the effects of the ability end, the creature remembers following the suggestion but can be persuaded to believe that it chose to do so willingly. Action to initiate.
Granted from Entertainer
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Understanding
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I | 1 | |||
You observe or study a creature or object. Your next interaction with that creature or object gains one asset. Action.
Granted from Entertainer
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Anecdote
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I | 2 | T | ||
You can lift the spirits of a group of creatures and help them bond together by entertaining them with an uplifting or pointed anecdote. For the next hour, those who pay attention to your story are trained in a task you choose that's related to the anecdote, as long as it's not an attack or defense task. Action to initiate, one minute to complete.
Granted from Entertainer
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Disincentivize
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I | 1 | X | ||
You hinder all actions attempted by any number of targets within short range who can understand you. You choose which targets are affected. Affected targets' actions are hindered for one round. Enabler.
Granted from Entertainer
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Foul Aura
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I | 5+ | X | ||
Your words, gestures, and touch invest an object no larger than yourself with an aura of doom, fear, and doubt for one day. Creatures that can hear and understand you feel an urge to move at least a short distance away from the object. If a creature does not move away, all tasks, attacks, and defenses it attempts while within the aura are hindered. The duration of the aura is extended by one day per level of Effort applied. The aura is temporarily blocked while the object is covered or contained. Action to initiate.
Granted from Entertainer
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Quick Throw
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S | 2 | |||
After using a thrown light weapon, you draw another light weapon and make another thrown attack against the same target or a different one. Action.
Granted from Throws With Deadly Accuracy
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Whirlwind Of Throws
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S | 5 | X | ||
With a large handful of small objects-tiny knives, shuriken, stones, jagged bits of metal, coins, or whatever is on hand-you attack every creature in an immediate area within short range. You must make attack rolls against each target. Each attack is hindered. You inflict 3 points of damage on targets you hit. Action.
Granted from Throws With Deadly Accuracy
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Specialized Throwing
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S | ||||
You are specialized in attacks with all weapons that you throw. Enabler.
Granted from Throws With Deadly Accuracy
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Careful Aim
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T | ||||
You are trained in attacks with all weapons that you throw. Enabler.
Granted from Throws With Deadly Accuracy
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Interaction Skills
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T | ||||
You are trained in two skills in which you are not already trained. Choose two of the following: deceiving, persuading, public speaking, seeing through deception, or intimidation. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
Granted from Entertainer
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Lead By Inquiry
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T | ||||
You keep your allies on their toes with occasional questions, jokes, and even mock drills for those who care to join in. After spending 24 hours with you, your allies are treated as if trained in tasks related to perception. This benefit is ongoing while you remain in your allies' company. It ends if you leave, but it resumes if you return to the allies' company within 24 hours. If you leave the allies' company for more than 24 hours, you must spend another 24 hours together to reactivate the benefit. Enabler.
Granted from Tier 3 Advancement From Entertainer
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Lockpicking
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T | ||||
Granted from Tier 1 Advancement
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Trained In All Actions That Involve Seeing Through A Trick, An Illusion, A Rhetorical Ruse Designed To Evade The Issue, Or A Lie
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T | ||||
For example, you're better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).
Granted from Skeptical
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Trained In Identifying
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T | ||||
Granted from Skeptical
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Light Weapons
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Light Weapons
Granted from Speaker
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Heavy Weapons
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X | ||||
Heavy Weapons
Granted from Speaker
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Medium Weapons
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X | ||||
Medium Weapons
Granted from Speaker
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Dmg | Skill | Pool | Type |
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Punch
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2 | P | M | L |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A right jab. Attacks are eased by 1 for Light weapons |
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Light Weapon
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2 | P | S | L |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A light weapon of your choice. Granted from Starting Equipment. Attacks are eased by 1 for Light weapons |
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Cyphers | ||
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Agate Eye | Level: 5 | |
When ground up and added to food or drink, or applied to the skin, renders the user immune to poisons of the cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's system). In the form of a striped stone that looks like a dragon's eye. Fairy Tale | ||
Snickersnee | Level: 6 | |
When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size. In the form of a small jewel, talisman, or bead. Fairy Tale | ||
Limit 4 |
Equipment |
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Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Granted from Starting Equipment. |
Armor 0
Money
0
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