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The Dark
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PostSubject: Movement Modes   Wed Nov 12, 2008 9:40 pm



Last edited by The Dark on Mon Dec 01, 2008 6:02 pm; edited 18 times in total
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PostSubject: Re: Movement Modes   Thu Nov 13, 2008 4:07 am

BURROW
   Description: You can tunnel through the ground as fast as you can walk.
   Mechanic: You can move below the ground for a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier. This ability may be activated once per combat. Using this ability is otherwise automatic.

~@~


Last edited by The Dark on Thu Nov 13, 2008 4:09 am; edited 1 time in total
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PostSubject: Re: Movement Modes   Thu Nov 13, 2008 4:09 am

CLIMB
   Description: You can climb like an ape, using high elevations to your advantage.
   Mechanic: You can climb in areas where others cannot, such as extremely high mountaintops, cliff faces with no hand holds, and swinging through trees, with no penalty. Using this ability is automatic.

~@~
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PostSubject: Re: Movement Modes   Thu Nov 13, 2008 4:11 am

FLIGHT
   Description: You can take to the sky, flying like a bird.
   Mechanic: You can fly above the ground for a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier. This ability may be activated once per combat. Using this ability is otherwise automatic.

~@~
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PostSubject: Re: Movement Modes   Thu Nov 13, 2008 4:13 am

ICE WALK
   Description: You can walk on ice as if you were a part of it.
   Mechanic: You are in no way impeded or slowed by ice. You are immune to attacks that would use ice to hinder your movement, such as freezing abilities. Gravity does not apply to you while walking on ice, allowing you to walk up icy walls and ceilings. You never slip on ice. You can pass through barriers made of ice as if they were made of air. Using this ability is automatic.

~@~
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PostSubject: Re: Movement Modes   Thu Nov 13, 2008 4:15 am

MOUNT
   Description: You have a horse, mule, or similar mount. Though must faster on your mount, you potentially leave yourself open to a devastating attack.
   Mechanic: Your Swiftness modifier is doubled while using this ability for the purpose of determining turn order and fleeing battle. However, if an opponent makes a successful Attack against your Defense with the intent to unhorse you (they must announce this intent before making the attack), you take +50% damage (8 becomes 12) from that attack and lose your next turn. You may gain the +10 bonus on a lance as if charging without giving up all other actions while on a mount, and a character taking the Knight ability path may take this ability in place of Wind Walk. You may not use this ability in any location too small for your mount to walk through. Using this ability is otherwise automatic.

~@~
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PostSubject: Re: Movement Modes   Thu Nov 13, 2008 4:16 am

SHADOW JUMP
   Description: You can teleport from shadow to shadow.
   Mechanic: For a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier, you can automatically teleport from any shadow you stand in to any shadow you can see. This ability may be activated once per combat. Using this ability is otherwise automatic.

~@~
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PostSubject: Re: Movement Modes   Thu Nov 13, 2008 4:18 am

REALITY SHIFT
   Description: The ability to instantly teleport to a place in sight.
   Requires: Shadow Jump, 10th Level
   Mechanic: Teleports to a specified place instantly. If your swiftness is less than 20, then this ability takes your turn to execute. Other wise it can be combined with any other ability.

~@~
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PostSubject: Re: Movement Modes   Thu Nov 13, 2008 4:20 am

SWIM
   Description: You can swim like you were part of the water.
   Mechanic: In addition to any normal swimming ability your race may possess, you can swim in areas where others cannot, such as up a waterfall or through a raging storm at sea, with no penalty. Using this ability is automatic.

~@~
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PostSubject: Re: Movement Modes   Thu Nov 13, 2008 4:23 am

TIME TRAVEL
   Description: By using a specially designed clock, you can travel through time, although this trip is fraught with strange perils.
   Mechanic: When activating this ability, make a Magic check. The resulting total will tell you how many years forward or back in time you can go (you must decide if you are going back or forward in time before making the check). Next, roll a d100. If your result on the d100 is equal to or less than your Magic total, you arrive safely in the desired year of your own timeline, at which point you create an alternate timeline whose history from that point on is potentially different from the history of the timeline you came from. If you die in that timeline, you appear in the afterlife of the timeline you originally came from. Returning to your own timeline, or a specific alternate timeline, requires an additional Magic check that must match or beat the Magic total last used to leave the timeline in question.

   If you fail at the Magic check to arrive in the desired year, you arrive a number of years too far in the direction desired equal to the difference between your Magic total and the result of the d100. Additionally, the storyteller rolls on the following table to see if you arrive in an alternate reality drastically different than your own.

RANDOM ALTERNATE REALITIES
d20 Alternate Reality Traits

1: Everyone in the new reality is either predominantly good or evil (storyteller's choice)
2: Reality is dominated by a specific creature, race, or type
3: Reality is slowly unraveling; patches that act as the ability Instant Death if touched appear at random.
4: Reality views you as either good or evil, whichever the opposite of your normal behavior is.
5. You gain a random racial package, chosen by the storyteller. Reality views you accordingly.
6. Your abilities shift to follow an ability path, chosen by the storyteller. Reality views you accordingly.
7. You are a different gender; reality views you accordingly.
8. You gain a granted ability, chosen by the storyteller. Reality views you accordingly.
9. One of your allies has died (or is alive again, if previously dead) in this reality.
10. One of your enemies has died (or is alive again, if previously dead) in this reality.
11. You are dead. You adopt the Spirit racial package. Reality views you accordingly.
12. You were never an adventurer. You are 1st level and have abilities that reflect what you might have done in a civilian life.
13. You are actually one of your allies (chosen by the storyteller). Reality views you accordingly.
14. You are actually one of your enemies (chosen by the storyteller). Reality views you accordingly.
15. You arrive in the distant past
16. You arrive in the Renaissance Era
17. You arrive in the Modern Era
18. You arrive in the Future Era
19. You arrive in a bizarre dimension where normal is weird and weird is normal.
20. You are in your own timeline; you simply move too far forward or back.

   This ability may not be combined with any other abilities in the same turn.

~@~
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PostSubject: Re: Movement Modes   Thu Nov 13, 2008 4:24 am

WIND WALK
   Description: Most creatures are hampered by strong wind. It makes you faster.
   Mechanic: You gain +2 bonus to Defense and Swiftness when there is at least a moderately strong wind present. Using this ability is automatic.

~@~
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PostSubject: Re: Movement Modes   Fri Nov 14, 2008 10:35 pm

ACROBATICS
Description: You dance about the battlefield, dodging blows without missing a step.
Requires: Speed Demon
Mechanic: +4 on Defense checks while using this ability. This ability cannot be combined with any other movement mode in the same turn.

~@~


Last edited by The Dark on Fri Nov 14, 2008 10:37 pm; edited 1 time in total
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PostSubject: Re: Movement Modes   Fri Nov 14, 2008 10:36 pm

DERVISH DANCE
   Description: Your stance is not fixed, but fluid, allowing you to effectively attack on the run.
   Requires: Speed Demon
   Mechanic: +4 on Attack checks while using this ability. This ability cannot be combined with any other movement mode in the same turn.

~@~
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PostSubject: Re: Movement Modes   Fri Nov 14, 2008 10:38 pm

GYPSY MAGIC
   Description: You’ve learned an ancient and mystical art that allows you to cast your spells in a more fluid manner.
   Requires: Speed Demon
   Mechanic: +4 on Magic checks while using this ability. This ability cannot be combined with any other movement mode in the same turn.

~@~
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PostSubject: Re: Movement Modes   Fri Nov 14, 2008 10:40 pm

GYPSY PROTECTION
   Description: You have learned a special dance that allows you to free your mind and spirit from ill effects.
   Requires: Speed Demon
   Mechanic: +4 on Resistance checks while using this ability. This ability cannot be combined with any other movement mode in the same turn.

~@~
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PostSubject: Re: Movement Modes   Fri Nov 14, 2008 10:41 pm

SPEED DEMON
   Description: Your body is limber, and you move like a cat.
   Mechanic: +4 on Swiftness checks while using this ability. This ability cannot be combined with any other movement mode in the same turn.

~@~
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PostSubject: Re: Movement Modes   Wed Nov 19, 2008 2:39 pm

MAUL
   Description: You can rake at opponents you’ve already bowled over, hitting them so fast and hard they barely have time to react.
   Requires: Claws, Tackle
   Mechanic: If you successfully execute Tackle against your opponent, your Claw attacks gain a bonus on all Attack rolls equal to 1/2 your Swiftness modifier, rounded down. This ability counts as a weapon-based fighting style for the purposes of qualifying for an ability path. This ability cannot be combined with any other movement mode in the same turn.

~@~
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PostSubject: Re: Movement Modes   Mon Dec 01, 2008 5:54 pm

LIMBER CORPSE
   Description: Your undead limbs move faster than others of your race.
   Requires: Awakened Zombie or Mummy
   Mechanic: You may now combine as many abilities per turn as a normal character could, but still cannot move and attack in the same turn.

~@~
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PostSubject: Re: Movement Modes   Mon Dec 01, 2008 6:02 pm

AGILE CORPSE
   Description: Being dead hasn’t slowed you down at all.
   Requires: Awakened Zombie or Mummy, Limber Corpse, 10th level
   Mechanic: You may now move and attack in the same round.

~@~
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