LOE Test Stuff: Difference between revisions
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This summons all mice and rats in the immediate area whereupon the caster can give a single simple order. Rats and mice have limited courage, intelligence or attention span. <br> | This summons all mice and rats in the immediate area whereupon the caster can give a single simple order. Rats and mice have limited courage, intelligence or attention span. <br> | ||
Duration: Brief.<br> | Duration: Brief.<br> | ||
2 Slot<br> | |||
===Records of Divine Matters=== | |||
'''Evil Sealing Circle'''<br> | |||
An evil sealing circle will hinder intrusion into a circular (or spherical) area by mental or illusionary magic, spirits, ghosts, demons, or similar. Spirits roll Will at difficulty 10 to enter and those with Will X may roll only once. Specified magic against targets inside is difficulty +3. <br> | |||
Init: +0<br> | |||
Duration: Check at difficulty 4 each time it is breached. <br> | |||
3 Slot<br> | |||
'''Disenchant'''<br> | |||
Remove a simple enchantment, seal, or magical property, or deal 1 damage to target spirit or undead. <br> | |||
Init: +0<br> | |||
Duration: Instant<br> | |||
2 Slot<br> | |||
'''Portable Shrine'''<br> | |||
Instantly give a pre-existing conceptual area (a bathtub, a set of clothes, or a bed, but not a circle quickly drawn on the ground for example) with the minimal requirements of a holy shrine. The space cannot be larger than a closet. | |||
Init: -1/+0<br> | |||
Duration: Permanent<br> | |||
2 Slot<br> | |||
'''Rite of Passing'''<br> | |||
Target body and spirit cannot become undead. <br> | |||
Init: +0<br> | |||
Duration: Permanent<br> | |||
2 Slot<br> | 2 Slot<br> | ||
[[LOE Rules|Back]] | [[LOE Rules|Back]] |
Revision as of 04:47, 22 December 2008
Unconfirmed Martial Arts
Unarmed Melee
Drunken Fist: Roll Perception at Difficulty 4. Gain +1 to all combat rolls for each point by which you miss.
Armed Melee
Mortal Draw: If you win initiative, your first attack (for the entire battle) counts as Death and Ambush.
The Things It Cannot Cut Are Next To None: Halve the number of attack dice (rounding down). Your melee attacks gain V this round or may slice through things that would not normally be cuttable at GM discretion.
Godlike Speed: Your Furious Charge triples your speed. The defender(s) must roll Perception at difficulty equal to that speed or the attack is Ambush. Requires roll of Con, Will, or Spd at difficulty 10 to use again.
Shield Bash: On a successful attack, instead of dealing damage, reduce the enemy's initiative next round to 0.
Any Melee
Red Army Revolutionary Formation: This a formation of carefully and perfectly choreographed martial artists moving in unison. If all members of the formation possess this special ability and the formation leader succeeds in a command roll, the formation ignores all normal formation penalties.
Knight's Training: Reduce armour's Dodge and Initiative penalties by 1.
Unconfirmed Modifications
Tech Milieu 3+
Underbarrel G.L.
Init: +0/+4R
Attack: 6+ Area 1
Range: 10
Melee Weapon Modifications
1 Slot
Chainblade: +1P (can be stacked with Weighted)
2 Slots
Powerblade: +2P (can be stacked with Weighted)
Ranged Weapon Modifications
Ammunition may be slotted in and out and is not integral to a weapon's design.
1 Slot
Silencers: +1 Combat Stealth
Innocuous: Weapon needs a perception check to be detected
Armor-Piercing Ammunition: +1P
Shield-Breaker Ammunition: +1P vs Forcefields
Anti-Etheric Ammunition: +1 Attack Power vs Magic Beings
Hollowpoint Ammunition: +2 to opponent's death save
Non-Lethal: -4 to opponents death save
Bayonet: Can be used as a Spear
2 Slots
Long-Barrel: +50% Range, -2 Initiative
Superior Design: +1 Attack Power
High-Caliber: +1 Attack Power, +1 Penetration, -2 iniative
Auto-tracking: +2R Initiative
Underbarrel Grenade Launcher: See weapon stats
Hypervelocity Ammunition: +2P, roll 1D after each round, gun is jams and is unusable on a 1
Explosive Ammunition: does two HP damage on any attack that penetrates armour (requires two soaks/death saves)
High-Tech Armor modifications
Note: Low-milieu armor mods may also be applied.
1 Slot
Integrated Sensors: -1 reduced difficulty on detection rolls.
Integrated Environmental: Immune to NBC effects
Integrated Stealth: +2 Combat Stealth, +1 to AP effects
Integrated Jammers: +1 Spell Save
Integrated Musculature: +1 Melee damage, can carry more
Integrated Actuators: +1 Move, may Leap like the martial arts skill
Medicare Delux: Resistance to toxic and infectious effects. Increased healing factor (2 slots).
2 Slots
Jump-Pack: Zoom?
Advanced Stealth: +2 Combat Stealth
Integrated Forcefield: +1 Dodge
Superconductive: Immune to Vaporization effect
Unconfirmed Magic
Intermediate Transposition
Sonic Move
Very fast linear movement.
Init: +2
Speed: +3
Duration: Instantaneous
1 Slot
Flier Fin
A pair of glowing wings on your shoes so you can fly.
Init: -1,+0
Stealth: -1
Duration: Until dispelled or dealt damage
2 Slot
Speedy Run
Run faster for a while.
Init: -2
Speed: +1
Duration: 10 turns
2 Slot
Feather Tread
Walk over terrain normally incapable of supporting you.
Init: -1,+0
Duration: Until dispelled. Must roll Will or Charisma at difficulty 6 to maintain of dealt damage.
1 Slot
Papal Book of Healers
Healers 2.4
Target character does not yet need to make a death save. Cannot target self.
Init: +? (needs to be fast to be useful)
Duration: Until dispelled, end of battle, or if the caster must make a death save.
1 Slot
Healers 3.16
Target character's next death save is a 9. Cannot target self.
Init: +? (needs to be fast to be useful)
Duration: Until end of battle.
1 Slot
Healers 4.5
Target recovers 2 hp. Cannot target self.
Init: +0
Duration: Instantaneous
2 Slot
Healers 7.11
Caster recovers 2 hp.
Init: -1/+10
Duration: Instantaneous
2 Slot
Mousekeeper's Handbook
Mouse Eyes and Ears
You may control your mouse, and use its senses. You may...attack with it if you wish.
Duration: Check every 2 rounds at difficulty 4. Full concentration required. Terminated by death of mouse.
Modifiers: Difficulty -2 if the mouse is yours.
2 Slot
Finding the Mousetrap
The mouse makes its way across a given area at its normal cautious speed. It will trigger and only trigger traps meant for you.
Duration: Until dispelled. Terminated by death of mouse.
2 Slot
Murinael Revenge
The mouse grows to the size of a large bear, but maintains the relative speed and agility of a mouse, making an exceedingly deadly critter. Most users ensure the mouse is either rabid or trained before use. The spell is inevitably lethal to the mouse, which dies at the end of battle if not killed.
Init: -2 (1 round casting, 1 round while it swells in size)/+0
Duration: End of battle. Terminated by death of mouse.
3 Slot
Target: Your own mouse only.
Summon Rodents
This summons all mice and rats in the immediate area whereupon the caster can give a single simple order. Rats and mice have limited courage, intelligence or attention span.
Duration: Brief.
2 Slot
Records of Divine Matters
Evil Sealing Circle
An evil sealing circle will hinder intrusion into a circular (or spherical) area by mental or illusionary magic, spirits, ghosts, demons, or similar. Spirits roll Will at difficulty 10 to enter and those with Will X may roll only once. Specified magic against targets inside is difficulty +3.
Init: +0
Duration: Check at difficulty 4 each time it is breached.
3 Slot
Disenchant
Remove a simple enchantment, seal, or magical property, or deal 1 damage to target spirit or undead.
Init: +0
Duration: Instant
2 Slot
Portable Shrine
Instantly give a pre-existing conceptual area (a bathtub, a set of clothes, or a bed, but not a circle quickly drawn on the ground for example) with the minimal requirements of a holy shrine. The space cannot be larger than a closet.
Init: -1/+0
Duration: Permanent
2 Slot
Rite of Passing
Target body and spirit cannot become undead.
Init: +0
Duration: Permanent
2 Slot