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sw:downloads:sw-special_abilites [2012/05/03 21:36] – external edit 127.0.0.1sw:downloads:sw-special_abilites [2021/05/01 18:23] (current) gm
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-**01 – 05 Ferocious:** You are a particularly violent and aggressive person, and whenever you are in a fight you always give in 110 percent which gives you a permanent +10 to all OBs and initiative. Furthermore you easily goes into a rage giving you a +30 to all frenzy rolls. The drawback is you are always at -10 to all DBs (Your total defence can never be lower than 0).+**01 – 05 Ferocious:** You are a particularly violent and aggressive person, and whenever you are in a fight you always give in 110 percent which gives you a permanent +10 to all OBs and initiative. Furthermore you easily goes into a rage giving you a +30 to all frenzy rolls. The drawback is your Qu based defence bonus is modified by a special -10 (Your total defence can never be lower than 0).
  
 **06 – 10 Perfectionist:** All fumble ranges are cut in half, rounded up. Disadv: When fumbles, character drops any item(s) held in hand, in addition to the fumble result on appropriate table. **06 – 10 Perfectionist:** All fumble ranges are cut in half, rounded up. Disadv: When fumbles, character drops any item(s) held in hand, in addition to the fumble result on appropriate table.
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 **86 – 90 High Strength:** You are unusually strong and have a +20 Strength stat bonus (in addition to any other). This is due to your great stature, for you are the maximum size for one of your kind. Anytime you consciously apply your strength, however, you must make a RR versus a 1st level attack (SD stat bonus) or you will apply all your power involuntarily. For example, you should develop a consciously limp handshake, for any conscious application or your grip might crush the hand of the one you greet. **86 – 90 High Strength:** You are unusually strong and have a +20 Strength stat bonus (in addition to any other). This is due to your great stature, for you are the maximum size for one of your kind. Anytime you consciously apply your strength, however, you must make a RR versus a 1st level attack (SD stat bonus) or you will apply all your power involuntarily. For example, you should develop a consciously limp handshake, for any conscious application or your grip might crush the hand of the one you greet.
  
-**91 – 95 Lycanthropy:** Denne background bliver radikalt anderledes, som beskrevet i Helges tråd om samme emne.+**91 – 95 Reroll:** (Her var engang Lychantropy som er for svær at spille med, der er behov for en anden special ability)
  
 **96 – 97 Bizarre Allergy:** A bizarre allergy allows you a +40 RR bonus versus spells from one realm of your choice. However, anytime you cast a spell from that realm or handle an item whose power is based on that realm, you are beset upon by watery eyes and sneezing. During the following round you roll a D100; the result is equal to the penalty you must operate with for 1-18 rounds. For example, if you roll 27 you operate at -27 for 1-10 rounds. **96 – 97 Bizarre Allergy:** A bizarre allergy allows you a +40 RR bonus versus spells from one realm of your choice. However, anytime you cast a spell from that realm or handle an item whose power is based on that realm, you are beset upon by watery eyes and sneezing. During the following round you roll a D100; the result is equal to the penalty you must operate with for 1-18 rounds. For example, if you roll 27 you operate at -27 for 1-10 rounds.
  
-**98 – 99 Enchanted Quality:** You have an enchanted quality about you and are naturally proficient with spells. You start knowing one spell list up to the level equivalent to one pick by a character of your profession. If you are a Non-spell user or a Semi-spell user, your spell list development costs are cut in half of normal. If you are a Pure- or Hybrid-spell user, you receive 2 ranks per every point invested in spell list acquisition. Yet, whenever you laugh, cry, are stunned, or are bleeding, you glow with a bright red hue which is akin to the light of a campfire. Even if you are invisible, your "aura" will be visible.+**98 – 99 Enchanted Quality:** You have an enchanted quality about you and are naturally proficient with spells. You start knowing one spell list up to the level equivalent to one pick by a character of your profession. If you are a Non-spell user or a Semi-spell user, your spell list development costs are cut in half of normal. If you are a Pure- or Hybrid-spell user, you receive 2 ranks per every point invested in spell list acquisition instead. Yet, whenever you laugh, cry, are stunned, or are bleeding, you glow with a bright red hue which is akin to the light of a campfire. Even if you are invisible, your "aura" will be visible.
  
 **100         Exceptionally Enchanted:** You are exceptionally enchanted. You have a +50 RR bonus versus spells from one realm (roll: 01-40 = Essence; 41-70 = Channeling; and 71-100 = Mentalism) and a +25 bonus when casting such spells or attempting to understand and use inscriptions and items whose power is based on that realm. You are also afflicted with a peculiar fear of dark, enclosed spaces which occasionally flares up. Whenever you enter such a situation you must roll a RR (no bonus) versus a 1st level attack. If you fail, you will panic and pass into a coma for 1-10 hours. For example, you are fine outside on a dark night, but when you enter a dark cave complex you must roll. Say you succeed, but someone lights a torch whose flame then goes out; you must roll again (watch out for strobe lights). **100         Exceptionally Enchanted:** You are exceptionally enchanted. You have a +50 RR bonus versus spells from one realm (roll: 01-40 = Essence; 41-70 = Channeling; and 71-100 = Mentalism) and a +25 bonus when casting such spells or attempting to understand and use inscriptions and items whose power is based on that realm. You are also afflicted with a peculiar fear of dark, enclosed spaces which occasionally flares up. Whenever you enter such a situation you must roll a RR (no bonus) versus a 1st level attack. If you fail, you will panic and pass into a coma for 1-10 hours. For example, you are fine outside on a dark night, but when you enter a dark cave complex you must roll. Say you succeed, but someone lights a torch whose flame then goes out; you must roll again (watch out for strobe lights).
  
sw/downloads/sw-special_abilites.txt · Last modified: 2021/05/01 18:23 by gm