next up previous contents
Next: Flaws Up: Advantages Previous: Normal Options   Contents

Subsections

Granted Powers

Elemental Affinity

OP Cost: 10(15 for Elementalists)

Effect: The character has been gifted with a strong tie to a particular element, granting +3 to resist Damage from that element, and an innate sense of its properties. The character may make a Hard(19) Perception roll to detect pure concentrations of the element within Wisdom Scale x10 yards, and the direction it lays in. This requires a bit of concentration(1 Phase), but is not otherwise fatigueing.

Elementalists who have Elemental Affinity add 1 to their Int and Will Scales when using magic from the same Path as their Affinity.

Fianna F$\acute{a}$il

OP Cost: 10

Effect: The Fianna F$\acute{a}$il, or ``Warriors of Destiny,'' are warriors chosen by Gaia to defend her, for sometimes obscure reasons. Many Fianna are apparently indifferent to the Kurr'd-ah and other threats to Gaia, but always end up performing some great service for the world, sometimes by dumb luck.

In any case, Fianna have several advantages over other Gaia-aware beings. The foremost among them is instant recognition by other Fianna, who are almost always willing to aid the character. Fianna also receive a +2 bonus when resisting the Kurr'd-ah Fear effect, making them more effective in fighting the invaders. Chiefly, however, a Fianna can use Gaia in a much more controlled manner, as shown below.



Gaia Effect
3 Negate 1 Kurr'd-ah Magic Effect.
1 Add Spirit Scale to Initiative for 3 Phases.
1 Gain 4 Kurr'd-ah Magic Resistance for 6 Phases.
5 Permanently Stabilize Reality Warp caused by Kurr'd-ah Magic.

Faerie Kinship

OP Cost: 10

Effect: Through either a profound experience with powerful Faerie Magics, or possibly a Faerie in their ancestry in the distant past, the character possesses an innate knowledge and understanding of all things Faerie. The character gains a +2 bonus when interacting with pure Faeries, and automatically gains Faerie Lore 1, representing an instinctive ``feel'' for Faerie creatures.

If possessed by a race not normally capable of learning Faerie Magic, the character may learn up to two Paths of Faerie Magic. This does not apply if the character is normally unable to use magic at all(such as a Fahael or Galar). This Advantage is only available to Mundane Races, but is not available to Taysen.

Magic Resistance

OP Cost: 5/lvl(up to 10 levels)

Effect: The ether around the character resists change, reinforced by the character's aura into a more stable state, and incedentally causing magic to be weakened when directed against him. Magic Resistance affects all types of Magic, and all spells. The character cannot selectively choose which spells to allow, so even healing spells are resisted.

When the character comes into contact with a magical effect, the player rolls one die. If the roll is less than the character's Magic Resistance, the effect is dispelled. Even if the character does not dispell the magic, anything cast specifically at him is weakened significantly. Magic Resistance acts as unpenetratable AV versus Attack spells, and spells using Target must add the character's Magic Resistance level to their Difficulty.

Regeneration 1/day

OP Cost: 10

Effect: The character does not make Healing rolls, and instead automatically heals 1 Wound Point per day, no matter how strenuous his activities. The character may still take the Rapid Healing Advantage, but this only lets him make one Healing roll a day, in addition to his automatic Healing. As with normal Healing, the least severe Wounds are healed first.

Regeneration 1/hour

OP Cost: 25

Effect: The character heals 1 Wound Point every hour. The Rapid Healing Advantage can still be taken, but is pointless with this Advantage.

Regeneration 1/minute

OP Cost: 50

Effect: Wounds to the character heal almost instantly, at the rate of 1 Wound Point per minute. As always, the least severe Wounds are healed first.

Siren's Voice

OP Cost: 10

Effect: The character's voice is very melodious and carries a bit of magic behind it. By rolling their Singing Skill, the character can sway others toward liking them, as if rolling a Charm. In addition, the character may sing during battle by sacrificing one Passive Defense each Phase they continue to sing. By rolling their Singing at a +4 bonus versus the Willpower of any opponents, they can distract and slow their enemies. Any enemy that fails the Willpower roll suffers a -1 to hit and -1 to Initiative.


next up previous contents
Next: Flaws Up: Advantages Previous: Normal Options   Contents
2002-07-02