Difference between revisions of "LOE Test Stuff"

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'''Portable Shrine'''<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.
+
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.<br>
 
Init: -1/+0<br>
 
Init: -1/+0<br>
 
Duration: Permanent<br>
 
Duration: Permanent<br>

Revision as of 06:21, 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

Red Sidereal Puzzlebox

Taboo Word
An Imperial word at least six letters in length is made taboo in the presence of the caster. Anyone saying it has Charisma and Will reduced to X.
Init: -2/+0
Duration: Until triggered.
2 Slot

Untrue Word Target rolls Perception at difficulty 6. If he succeeds, he thinks the caster is lying.
Init: -1/+10
Duration: A while…?
1 Slot

Clarity of Mind
Caster gains +3 to a particular mental contest or complex task due to magically induced concentration. However, he must make perception rolls to notice anything else.
Init: +0
Duration: Until task fails or finishes.
1 Slot

Red Counterargument
Upon bringing up a reasonable (if not entirely logical and possibly fallacious) counterargument to something, he gains +2 Charisma for the statement.
Init: -1/+10
Duration: Instant
2 Slot

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