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The Dark
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PostSubject: Utility Powers   Wed Nov 12, 2008 9:42 pm



Last edited by The Dark on Wed Nov 19, 2008 5:34 pm; edited 2 times in total
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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 2:34 am

ADVANCE GOLEM
   Description: Your golem can be improved with additional work.
   Requires: Animate Pawn
   Mechanic: The first time you take this ability, you gain the ability to take any utility power noted as (Advanced Golem). Every additional time you take this ability, which can be taken a number of times equal to 1/3 your Magic modifier, rounded down, your golem gains 3 character points. These points can only be spent on Attack, Defense, Endurance, or Swiftness, and under normal circumstances, do not grant additional abilities.

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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 3:22 am

GOLEM SUIT
    Description: Your golem acts as a moving armor that obeys your commands.
    Requires: Animate Pawn, Advance Golem, small race such as fairy, goblin, gnome, or yaip.
    Mechanic: By spending 1 full turn, you can enter your golem via a built-in cockpit. Once inside, you are invulnerable to physical attacks so long as your golem still has hit points, and similarly invulnerable to damage-dealing magical attacks. Non-damage dealing magical attacks targeted against you cannot rely on being able to see or access your body, or they automatically fail. If your golem is reduced to 0 hit points, this ability, along with any other abilities invested in the golem, becomes useless until the golem is repaired in-game.


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Last edited by Lady Aensland on Thu Nov 13, 2008 3:31 am; edited 1 time in total
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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 3:25 am

IMPROVED SKILLED GOLEM
    Description: Your golem can use ability slots more effectively.
    Requires: Animate Pawn, Advance Golem, 7th Level
    Mechanic: Your golem needs only two points in an attribute to purchase a new ability. The golem may fill newly opened slots as a normal character would on the next time you take Advance Golem.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 3:43 am

Linked Golem
    Description: You share a link with your golem, allowing you to share certain spells.
    Requires: Animate Pawn, Advance Golem
    Mechanic: Every time you take this ability, pick a magical healing ability, magical resistance, or movement mode that you have access to. From now on, when you use this ability on yourself, it is also used on the golem.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 3:47 am

Magical Golem
    Description: Your golem can use magical attacks.
    Requires: Animate Pawn, Advance Golem, 10th Level
    Mechanic: You can now use the Advance Golem ability to increase your golem's Magic. Further, if your golem can take abilities, these abilities may be magical attacks. Your golem still cannot take utility powers.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 3:51 am

Resistant Golem
    Description: Your golem can use magical resistances.
    Requires: Animate Pawn, Advance Golem, 10th Level.
    Mechanic: You can now use the Advance Golem ability to increase your golem's Resistance. Further, if your golem can take abilities, these abilities may be magical resistances. Your golem still cannot take magical healing abilities.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 3:57 am

Skilled Golem
    Description: Your golem can use ability slots.
    Requires: Animate Pawn, Advance Golem
    Mechanic: You may now give your golem abilities as if if were a character. However, a golem must spend four points in an attribute, instead of two, to gain a new ability.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 3:59 am

Awaken Pawn
    Description: You can grant a pawn sentience, making it self-aware and therefore able to develop new abilities.
    Requires: Animate Pawn, 5th Level
    Mechanic: When you execute this attack on the pawn of an opponent, the opponent must make a Resistance check against your Magic check or one of their pawns (your choice) becomes sentient, thereafter acting on its own will as a storyteller controlled NPC. If used on your own pawn, this ability works automatically. Once awakened, an undead retains whatever abilities it was given at the time of awakening, and is considered to be a 1st-level character. Like all characters, it may gain abilities and fill ability slots at its next level up. This ability only works one way; it cannot be used to rob an undead of its sentience, and only works on mindless undead, such as zombies and skeletons; using this ability will not make a sentient undead smarter. This ability can be used in combination with a physical attack once per turn, but not with any magical attacks in the same turn. This ability can be used at a range, as long as you can see your opponent.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:02 am

Empowered
    Description: Now that you've been awakened, you can enhance yourself the way the necromancer used to enhance you.
    Requires: Must be an undead creature previously awakened by Awaken Pawn
    Mechanic: You may now take utility powers that require Animate Pawn as if you yourself had the ability. However, these powers will only work on you; they cannot be transferred to another pawn unless you take the Animate Pawn ability separately and create the pawn yourself. Using this ability is automatic.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:05 am

Awareness
    Description: With your keen eyes and ears, little gets past you.
    Mechanic: You gain a +4 bonus on Resistance checks against opponents trying to deceive you with the Silence and Stealth abilities.


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Last edited by Lady Aensland on Thu Nov 13, 2008 4:12 am; edited 1 time in total
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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:07 am

Blast Struggle
    Description: You can oppose the magical attack of your opponent with one of your own, creating a battle of the blasts.
    Mechanic: When you are targeted by a damage-dealing magical attack, you may choose to oppose the Magic check of your opponent with a Magic check of your own, along with a magical attack of your choice, instead of a Resistance check. If you fail, you take damage as normal in addition to the damage of your own attack. If you succeed, the opponent takes the damage of your attack in addition to their own. Using this ability is otherwise automatic.


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Last edited by Lady Aensland on Thu Nov 13, 2008 4:13 am; edited 1 time in total
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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:09 am

Concentration
    Description: Allows the user to focus their thoughts into their energies. As the user gains experience, and with it mental prowess, their energy becomes stronger.
    Requires: Telepathy
    Mechanic: You may add a bonus equal to 1/4 your level, rounded down, to your Magic modifier (minimum 1). This ability may be used twice per combat. This ability requires an entire turn to activate, and only lasts for the turn on which it is used. Although it increases the Magic modifier, this ability does not grant access to additional abilities while being used.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:14 am

Contingency
    Description: You can alter an existing ability so it is executed whenever a specific trigger occurs.
    Mechanic: When you take this ability, you must select a single ability to combine it with. You must also choose a specific "trigger event" that will cause the ability to function with contingency, the specifics of which to be worked out between the player and storyteller. Once chosen, the combined ability and trigger event cannot be reversed. Whenever the trigger event occurs, the ability functions automatically, even if it is not the player's turn.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:17 am

Enhance Armor
    Description: You can make your armor tougher than normal for a short time.
    Mechanic: During the turn you execute this ability, you gain a +4 bonus on Defense checks against physical attacks. This ability can be combined with any physical attacks in the same turn, but cannot be combined with any other magical attacks in the same turn.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:19 am

Enhance Magic
    Description: You can make your magical attacks more powerful than normal for a short time.
    Mechanic: During the turn you execute this ability, you gain a +4 on all magical attacks. This ability can only be combined with one magical attack per turn, and cannot be combined with any physical attacks in the same turn.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:22 am

Enhance Resistance
    Description: You are better able to resist magical attacks than normal for a short time.
    Mechanic: During the turn you execute this ability, you gain a +4 bonus on Resistance checks against magical attacks. This ability can be combined with any magical attacks in the same turn, but cannot be combined with any other physical attacks in the same turn.
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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:24 am

Enhance Weapons
    Description: You can make your weapons more powerful than normal for a short time.
    Mechanic: During the turn you execute this ability, you gain a +4 on all physical attacks. This ability can be combined with all physical attacks in the same turn, but cannot be combined with any other magical attacks in the same turn.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:28 am

Fast Zombie
    Description: Your zombies are faster than normal, taking enemies by surprise.
    Requires: Animate Pawn
    Mechanic: Zombies you create with the animate pawn ability can move and attack in the same turn. This ability must be combined with the Animate Pawn ability to be used, but is otherwise automatic.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:31 am

Illusory Guardian
    Description: You can summon a quasi-real guardian to your aid
    Requires: World of Illusion, must complete Illusionist ability path.
    Mechanic: You must spend 1 turn to summon the guardian. Your guardian is considered to have a 6 in all attributes and be 1/2 your level for the purpose of calculting hit points. It can mimic any ability, but is subject to all the limitations of the Mimic ability. The guardian lasts for a number of turns equal to 1/4 your Magic modifier, rounded down. This ability requires World of Illusion to use.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:34 am

IMPEDE MAGIC
   Description: You can temporarily block magical abilities in others.
   Requires: Telepathy, 10th level
   Mechanic: Opponent must make a successful Resistance check against your Magic or be unable to use any magical attacks or utility powers in the next turn. This ability cannot be combined with any magical attacks in the same turn.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:38 am

Invisibility
    Description: You can magically disappear. Though not the assassin's trick of choice, it can help a canny scout avoid detection.
    Mechanic: Upon activating this ability, you remain invisible to the naked eye for a number of turns equal to 1/2 your Magic modifier, rounded down. During this time, opponents must make a Resistance check against your Magic to detect you by sound; opponents with Awareness add their bonus onto this opposed roll, and if you have Silence, you may add the bonus from that ability. This ability immediately deactivates if you execute a physical or magical attack, but you may activate other abilities freely.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:41 am

Magical Brand
    Description: By inscribing arcane insignias into your pawns upon creation, you imbue them with arcane powers.
    Requires: animate Pawn and the desired damage-dealing magical attack to be granted
    Mechanic: You may now imbue a creation made with the Animate Pawn ability with a single additional magical attack upon creation. This attack may be used separately or combined with the creature's available physical attacks as normal (the zombie is still restricted to a single action per turn) This ability must be combined with the Animate Pawn ability to be used, but is otherwise automatic.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:45 am

Shapeshift
    Description: You can alter your form, transforming into another creature.
    Mechanic: If you take no other actions for an entire turn, you transform into another creature, gaining its racial package in place of your own. You must meet the minimum attributes for any race you shapeshift into, or this ability fails.


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PostSubject: Re: Utility Powers   Thu Nov 13, 2008 4:47 am

Strength of Ages
    Description: Undead you create are tougher than normal.
    Requires: Animate Pawn
    Mechanic: Undead created with this ability gain 2 hit hit points more than their normal total. This ability may be taken multiple times. Each time this ability is taken, the number of additional hit points gained by all subsequently created undead increases by 2 (4, 6, 8, and so on). This ability does not actually increase the undead's Endurance, and is not factored into hit point totals based on level or maintaining abilities with Endurance. This ability must be combined with the Animate Pawn ability to be used, but is otherwise automatic.


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