Difference between revisions of "LOE Test Stuff"

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2 Slot<br>
 
2 Slot<br>
 
Caster recovers 2 hp.
 
Caster recovers 2 hp.
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===Mousekeeper's Handbook===
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'''Mouse Eyes and Ears'''<br>
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Duration: Check every 2 rounds at difficulty 4. Full concentration required. Terminated by death of mouse.<br>
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Modifiers: Difficulty -2 if the mouse is yours.<br>
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2 Slot<br>
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You may control your mouse, and use its senses. You may...attack with it if you wish.
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'''Finding the Mousetrap'''<br>
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Duration: Until dispelled. Terminated by death of mouse.<br>
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2 Slot<br>
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The mouse makes its way across a given area at its normal cautious speed. It will trigger and only trigger traps meant for you.
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'''Murinael Revenge'''<br>
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Init: -2 (1 round casting, 1 round while it swells in size)/+0<br>
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Duration: End of Battle<br>
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3 Slot<br>
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Target: Your own mouse only.<br>
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The mouse grows to the size of a large bear, but maintains the relative speed in agility of a mouse, making an exceedingly deadly critter, exacerbated by the fact 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.
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'''Summon Rodents'''<br>
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Duration: ?<br>
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2 Slot<br>
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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.
  
  
 
[[LOE Rules|Back]]
 
[[LOE Rules|Back]]

Revision as of 18:30, 21 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: +0
Special: may fly
Duration: 5 turns
1 Slot

Speedy Run: Run faster for a while.
Init: -1/10
Speed: +1
Duration: 10 turns
2 Slot

Feather Tread: Walk over terrain normally incapable of supporting you.
Init: -1/10
Special:
Duration: 10 turns
2 Slot

Papal Book of Healers

Healers 2.4
Init: +2
Duration: Until Dispelled
1 Slot
Target character does not yet need to make a death save.

Healers 3.16
Init: +0?
Duration: Instantaneous?
1 Slot
Target character's next death save is a 9.

Healers 4.5
Init: -1/+0
Duration: Instantaneous
2 Slot
Target recovers 2 hp. Cannot target self.

Healers 7.11
Init: -1/+10
Duration: Instantaneous
2 Slot
Caster recovers 2 hp.


Mousekeeper's Handbook

Mouse Eyes and Ears
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
You may control your mouse, and use its senses. You may...attack with it if you wish.

Finding the Mousetrap
Duration: Until dispelled. Terminated by death of mouse.
2 Slot
The mouse makes its way across a given area at its normal cautious speed. It will trigger and only trigger traps meant for you.

Murinael Revenge
Init: -2 (1 round casting, 1 round while it swells in size)/+0
Duration: End of Battle
3 Slot
Target: Your own mouse only.
The mouse grows to the size of a large bear, but maintains the relative speed in agility of a mouse, making an exceedingly deadly critter, exacerbated by the fact 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.

Summon Rodents
Duration: ?
2 Slot
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.


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