From 6f21e0fe8830d72de96fafe903792c15cd03abd4 Mon Sep 17 00:00:00 2001 From: Andrew Maitland Date: Sun, 9 Apr 2017 00:41:02 -0700 Subject: [PATCH] more work on this game system (#346) --- .../_immortal_invisible_war.pcc | 3 +- .../immortal_invisible_war/iiw__stats.lst | 14 +- .../immortal_invisible_war/iiw_abilities.lst | 439 +++++++++--------- .../iiw_abilities_serenades.lst | 2 + .../iiw_abilitycategories.lst | 8 +- .../immortal_invisible_war/iiw_languages.lst | 1 + .../immortal_invisible_war/iiw_races.lst | 14 + 7 files changed, 263 insertions(+), 218 deletions(-) create mode 100644 immortal/jikkarro_enterprises/immortal_invisible_war/iiw_abilities_serenades.lst create mode 100644 immortal/jikkarro_enterprises/immortal_invisible_war/iiw_languages.lst diff --git a/immortal/jikkarro_enterprises/immortal_invisible_war/_immortal_invisible_war.pcc b/immortal/jikkarro_enterprises/immortal_invisible_war/_immortal_invisible_war.pcc index 9a08280d2..d4ed8fd2c 100644 --- a/immortal/jikkarro_enterprises/immortal_invisible_war/_immortal_invisible_war.pcc +++ b/immortal/jikkarro_enterprises/immortal_invisible_war/_immortal_invisible_war.pcc @@ -30,11 +30,12 @@ COPYRIGHT:Immortal and Invisible War are COPYRIGHT:PCGen dataset conversion for "Immortal Invisible War (3rd Edition Player's Guide)" Copyright 2014, PCGen Data team (Including, but not limited to Andrew Maitland). # Do not remove the EXTRAFILE comment. - +STAT:iiw__stats.lst # Data files ABILITY:iiw_abilities.lst ABILITYCATEGORY:iiw_abilitycategories.lst +LANGUAGE:iiw_languages.lst RACE:iiw_races.lst SKILL:iiw_skills.lst # diff --git a/immortal/jikkarro_enterprises/immortal_invisible_war/iiw__stats.lst b/immortal/jikkarro_enterprises/immortal_invisible_war/iiw__stats.lst index 8a46d571e..00a775c63 100644 --- a/immortal/jikkarro_enterprises/immortal_invisible_war/iiw__stats.lst +++ b/immortal/jikkarro_enterprises/immortal_invisible_war/iiw__stats.lst @@ -1,7 +1,7 @@ -Strength SORTKEY:1 ABB:STR KEY:STR -Agility SORTKEY:2 ABB:AGL KEY:AGL -Endurance SORTKEY:3 ABB:END KEY:END -Perception SORTKEY:4 ABB:PER KEY:PER -Willpower SORTKEY:5 ABB:WIL KEY:WIL -Presence SORTKEY:6 ABB:PRS KEY:PRS -Spirit SORTKEY:7 ABB:SPT KEY:SPT +Strength SORTKEY:1 ABB:STR KEY:STR STATRANGE:1|9 ABILITY:Internal|AUTOMATIC|Default +Agility SORTKEY:2 ABB:AGL KEY:AGL STATRANGE:1|9 +Endurance SORTKEY:3 ABB:END KEY:END STATRANGE:1|9 +Perception SORTKEY:4 ABB:PER KEY:PER STATRANGE:1|9 +Willpower SORTKEY:5 ABB:WIL KEY:WIL STATRANGE:1|9 +Presence SORTKEY:6 ABB:PRS KEY:PRS STATRANGE:1|9 +Spirit SORTKEY:7 ABB:SPT KEY:SPT STATRANGE:1|9 diff --git a/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_abilities.lst b/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_abilities.lst index fdca864ee..58a984c3e 100644 --- a/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_abilities.lst +++ b/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_abilities.lst @@ -6,7 +6,26 @@ # TODO: Set up Skill System - grant CSKILL or base off granted Ability? Both? -Default CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Die Value DEFINE:Attribute_Build_Pool|0 BONUS:VAR|Attribute_Build_Pool|16 DEFINE:Predilection_Pool|0 BONUS:VAR|Predilection_Pool|1 DEFINE:Calling_Pool|0 BONUS:VAR|Calling_Pool|1 +Default CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Die Value + DEFINE:Attribute_Build_Pool|0 + BONUS:VAR|Attribute_Build_Pool|16 + DEFINE:Predilection_Pool|0 + BONUS:VAR|Predilection_Pool|1 + DEFINE:Calling_Pool|0 + BONUS:VAR|Calling_Pool|1 + DEFINE:Hismati_Nature_Pool|0 + BONUS:VAR|Hismati_Nature_Pool|0 + DEFINE:Tribe_Pool|0 + BONUS:VAR|Tribe_Pool|1 + DEFINE:Himsati_Type_Pool|0 + BONUS:VAR|Himsati_Type_Pool|1 + DEFINE:Build_Points|0 + BONUS:VAR|Build_Points|55 + DEFINE:Bonus_Points|0 + BONUS:VAR|Bonus_Points|20 + + + CATEGORY=Internal|Default.MOD DEFINE:Body|0 BONUS:VAR|Body|ceil((STR+AGL+END)/2) CATEGORY=Internal|Default.MOD DEFINE:Mind|0 BONUS:VAR|Mind|ceil((PER+WIL+PRS)/2) @@ -62,116 +81,122 @@ Die Value CATEGORY:Special Ability ASPECT:DieValue|d%|DieValue DEFINE:DieValue|0 +###Block: Bonus Point Purchases +Purchase Himsati Nature COST:8 CATEGORY:Character TYPE:Bonus Points +Increase Himsati Nature by one level COST:8 CATEGORY:Character TYPE:Bonus Points +Purchase Additional Attribute build point COST:8 CATEGORY:Character TYPE:Bonus Points +Purchase additional Foci for a regular starting skill COST:4 CATEGORY:Character TYPE:Bonus Points +Purchase additional skill build point COST:1 CATEGORY:Character TYPE:Bonus Points ###Block: Predilection Choice -Analyst KEY:Predilection ~ Analyst CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Analyst is most concerned with choosing a course of action only after all variables are taken into account. How it works and why are very important to him. -Arbiter KEY:Predilection ~ Arbiter CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Arbiter is most concerned with resolving problems between others and achieving harmony. There should be no grudges when everyone walks away. -Authoritarian KEY:Predilection ~ Authoritarian CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Authoritarian is most concerned with order. Without guidelines there is chaos. He follows the rules and does what needs to be done to enforce them. -Avenger KEY:Predilection ~ Avenger CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Avenger is most concerned with justice. Those who do wrong to the Avenger or his people are dealt with swiftly. He seeks out and punishes the unjust. -Beast KEY:Predilection ~ Beast CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Beast is most concerned with being in control. He will hunt down those who defy him and beat them into submission if necessary. Might makes right. -Bohemian KEY:Predilection ~ Bohemian CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Bohemian is most concerned with staying on the cutting edge. He wishes to not become an antiquity himself. He knows all the latest trends and news. -Boor KEY:Predilection ~ Boor CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Boor is most concerned with teaching the highbrow the art of humility. He is crass and sometimes crude; he seeks to ruffle the feathers of the high and mighty. -Builder KEY:Predilection ~ Builder CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Builder is most concerned with leaving his mark on the world. His work is his legacy for others to follow. Tangible accomplishments are what he lives for. -Cabalist KEY:Predilection ~ Cabalist CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Cabalist is most concerned with coming out on top. All things are pawns and players to him, part of his plots. He has many allies, but few he calls friends. -Confidant KEY:Predilection ~ Confidant CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Confidant is most concerned with being on the winning side. He always has an ear to listen, compliments to give, and stays in everyone's good graces. -Custodian KEY:Predilection ~ Custodian CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Custodian is most concerned with caring for people, places, objects or even ideas. He is a timeless guardian who feels a need to preserve and protect. -Detractor KEY:Predilection ~ Detractor CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Detractor is most concerned with achieving perfection. He has enigmatic standards and is capable of finding faults in nearly anything. -Epicurean KEY:Predilection ~ Epicurean CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Epicurean is most concerned with satisfaction and feeling good. He finds whatever brings him joy and partakes of it again and again. -Hermit KEY:Predilection ~ Hermit CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Hermit is most concerned with being left alone. He lives a life less ordinary and is a solitary creature. He only works with others when he has to. -Innocent KEY:Predilection ~ Innocent CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Innocent is most concerned with embracing his youth. The world of the adult is inherently destructive to his spirit. He doesn't grow up nor does he become jaded. -Knight KEY:Predilection ~ Knight CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Knight is most concerned with defending the weak. He rights the wrongs of the world, because right makes might. Natural selection be damned. -Martyr KEY:Predilection ~ Martyr CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Martyr is most concerned with a cause. He will make the ultimate sacrifices for his cause; some things are worth dying for, some things are worth even more. -Misfit KEY:Predilection ~ Misfit CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Misfit is most concerned with shirking societal standards. He is the alternative, bizarre and sometimes shocking outsider unwilling to conform. -Mourner KEY:Predilection ~ Mourner CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Mourner is most concerned with the mystique of beyond. True gothic lore, the realms of spirit, death and darkness are his obsessions. -Outlaw KEY:Predilection ~ Outlaw CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Outlaw is most concerned with breaking the rules. He believes authority is inherently corrupt and thumbs his nose at it to show as much. -Peacock KEY:Predilection ~ Peacock CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Peacock is most concerned with getting attention. It justifies his existence and provides the spotlight that he craves so much. -Romantic KEY:Predilection ~ Romantic CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Romantic is most concerned with love. It makes the world go around, as winter must always give way to spring. Happy endings are necessary for him. -Surrealist KEY:Predilection ~ Surrealist CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Surrealist is most concerned with deeper truths and spiritual meanings. He always peeks behind the velvet curtain to see what lies beyond. -Survivor KEY:Predilection ~ Survivor CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Survivor is most concerned with his ability to continue on. In the end if there is only one left standing, he will be that one; no matter the cost. -Teacher KEY:Predilection ~ Teacher CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Teacher is most concerned with seeking and passing on knowledge. Nothing can be lost in translation; his precious cargo of knowledge must pass on. -Thrill-Seeker KEY:Predilection ~ Thrill-Seeker CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Thrill-Seeker is most concerned with feeling the rush. Live hard, love fast and live harder and love faster. It's only worth it if his heart never slows down. -Traditionalist KEY:Predilection ~ Traditionalist CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Traditionalist is most concerned with maintaining established convention and custom. He tends to be right wing in thought and deed; subversive thinking destroys society. -Trickster KEY:Predilection ~ Trickster CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Trickster is most concerned with getting one over. He is a mischief-maker, preferring those with no humor as his favorite targets to teach a lesson to. -Wanderer KEY:Predilection ~ Wanderer CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Wanderer is most concerned with moving on. He is unable to stay in one place too long. His true freedom lies down the road with every turn he takes. -Yuppie KEY:Predilection ~ Yuppie CATEGORY:Special Ability TYPE:Predilection.SpecialQuality DESC:The Yuppie is most concerned with fitting in. He will never get ahead of society and he'll never fall behind. He'll work to stay in the status quo. +Analyst KEY:Predilection ~ Analyst CATEGORY:Character TYPE:Predilection.Display DESC:The Analyst is most concerned with choosing a course of action only after all variables are taken into account. How it works and why are very important to him. +Arbiter KEY:Predilection ~ Arbiter CATEGORY:Character TYPE:Predilection.Display DESC:The Arbiter is most concerned with resolving problems between others and achieving harmony. There should be no grudges when everyone walks away. +Authoritarian KEY:Predilection ~ Authoritarian CATEGORY:Character TYPE:Predilection.Display DESC:The Authoritarian is most concerned with order. Without guidelines there is chaos. He follows the rules and does what needs to be done to enforce them. +Avenger KEY:Predilection ~ Avenger CATEGORY:Character TYPE:Predilection.Display DESC:The Avenger is most concerned with justice. Those who do wrong to the Avenger or his people are dealt with swiftly. He seeks out and punishes the unjust. +Beast KEY:Predilection ~ Beast CATEGORY:Character TYPE:Predilection.Display DESC:The Beast is most concerned with being in control. He will hunt down those who defy him and beat them into submission if necessary. Might makes right. +Bohemian KEY:Predilection ~ Bohemian CATEGORY:Character TYPE:Predilection.Display DESC:The Bohemian is most concerned with staying on the cutting edge. He wishes to not become an antiquity himself. He knows all the latest trends and news. +Boor KEY:Predilection ~ Boor CATEGORY:Character TYPE:Predilection.Display DESC:The Boor is most concerned with teaching the highbrow the art of humility. He is crass and sometimes crude; he seeks to ruffle the feathers of the high and mighty. +Builder KEY:Predilection ~ Builder CATEGORY:Character TYPE:Predilection.Display DESC:The Builder is most concerned with leaving his mark on the world. His work is his legacy for others to follow. Tangible accomplishments are what he lives for. +Cabalist KEY:Predilection ~ Cabalist CATEGORY:Character TYPE:Predilection.Display DESC:The Cabalist is most concerned with coming out on top. All things are pawns and players to him, part of his plots. He has many allies, but few he calls friends. +Confidant KEY:Predilection ~ Confidant CATEGORY:Character TYPE:Predilection.Display DESC:The Confidant is most concerned with being on the winning side. He always has an ear to listen, compliments to give, and stays in everyone's good graces. +Custodian KEY:Predilection ~ Custodian CATEGORY:Character TYPE:Predilection.Display DESC:The Custodian is most concerned with caring for people, places, objects or even ideas. He is a timeless guardian who feels a need to preserve and protect. +Detractor KEY:Predilection ~ Detractor CATEGORY:Character TYPE:Predilection.Display DESC:The Detractor is most concerned with achieving perfection. He has enigmatic standards and is capable of finding faults in nearly anything. +Epicurean KEY:Predilection ~ Epicurean CATEGORY:Character TYPE:Predilection.Display DESC:The Epicurean is most concerned with satisfaction and feeling good. He finds whatever brings him joy and partakes of it again and again. +Hermit KEY:Predilection ~ Hermit CATEGORY:Character TYPE:Predilection.Display DESC:The Hermit is most concerned with being left alone. He lives a life less ordinary and is a solitary creature. He only works with others when he has to. +Innocent KEY:Predilection ~ Innocent CATEGORY:Character TYPE:Predilection.Display DESC:The Innocent is most concerned with embracing his youth. The world of the adult is inherently destructive to his spirit. He doesn't grow up nor does he become jaded. +Knight KEY:Predilection ~ Knight CATEGORY:Character TYPE:Predilection.Display DESC:The Knight is most concerned with defending the weak. He rights the wrongs of the world, because right makes might. Natural selection be damned. +Martyr KEY:Predilection ~ Martyr CATEGORY:Character TYPE:Predilection.Display DESC:The Martyr is most concerned with a cause. He will make the ultimate sacrifices for his cause; some things are worth dying for, some things are worth even more. +Misfit KEY:Predilection ~ Misfit CATEGORY:Character TYPE:Predilection.Display DESC:The Misfit is most concerned with shirking societal standards. He is the alternative, bizarre and sometimes shocking outsider unwilling to conform. +Mourner KEY:Predilection ~ Mourner CATEGORY:Character TYPE:Predilection.Display DESC:The Mourner is most concerned with the mystique of beyond. True gothic lore, the realms of spirit, death and darkness are his obsessions. +Outlaw KEY:Predilection ~ Outlaw CATEGORY:Character TYPE:Predilection.Display DESC:The Outlaw is most concerned with breaking the rules. He believes authority is inherently corrupt and thumbs his nose at it to show as much. +Peacock KEY:Predilection ~ Peacock CATEGORY:Character TYPE:Predilection.Display DESC:The Peacock is most concerned with getting attention. It justifies his existence and provides the spotlight that he craves so much. +Romantic KEY:Predilection ~ Romantic CATEGORY:Character TYPE:Predilection.Display DESC:The Romantic is most concerned with love. It makes the world go around, as winter must always give way to spring. Happy endings are necessary for him. +Surrealist KEY:Predilection ~ Surrealist CATEGORY:Character TYPE:Predilection.Display DESC:The Surrealist is most concerned with deeper truths and spiritual meanings. He always peeks behind the velvet curtain to see what lies beyond. +Survivor KEY:Predilection ~ Survivor CATEGORY:Character TYPE:Predilection.Display DESC:The Survivor is most concerned with his ability to continue on. In the end if there is only one left standing, he will be that one; no matter the cost. +Teacher KEY:Predilection ~ Teacher CATEGORY:Character TYPE:Predilection.Display DESC:The Teacher is most concerned with seeking and passing on knowledge. Nothing can be lost in translation; his precious cargo of knowledge must pass on. +Thrill-Seeker KEY:Predilection ~ Thrill-Seeker CATEGORY:Character TYPE:Predilection.Display DESC:The Thrill-Seeker is most concerned with feeling the rush. Live hard, love fast and live harder and love faster. It's only worth it if his heart never slows down. +Traditionalist KEY:Predilection ~ Traditionalist CATEGORY:Character TYPE:Predilection.Display DESC:The Traditionalist is most concerned with maintaining established convention and custom. He tends to be right wing in thought and deed; subversive thinking destroys society. +Trickster KEY:Predilection ~ Trickster CATEGORY:Character TYPE:Predilection.Display DESC:The Trickster is most concerned with getting one over. He is a mischief-maker, preferring those with no humor as his favorite targets to teach a lesson to. +Wanderer KEY:Predilection ~ Wanderer CATEGORY:Character TYPE:Predilection.Display DESC:The Wanderer is most concerned with moving on. He is unable to stay in one place too long. His true freedom lies down the road with every turn he takes. +Yuppie KEY:Predilection ~ Yuppie CATEGORY:Character TYPE:Predilection.Display DESC:The Yuppie is most concerned with fitting in. He will never get ahead of society and he'll never fall behind. He'll work to stay in the status quo. # TODO: Core skills - 2x at 2 ranks, 1x at 3 ranks, 1x at base 0 ranks - no cost. # Skills have a transitive cost depending upon Mortal or Immortal. Otherwise cost remains static. ###Block: Calling -Emissary KEY:Calling ~ Emissary CATEGORY:Special Ability TYPE:Calling.SpecialQuality DESC:Negotiators and Ambassadors ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Immerse ABILITY:Core Skill|AUTOMATIC|Business|Culture|Persuasion|Social Sciences -Explorer KEY:Calling ~ Explorer CATEGORY:Special Ability TYPE:Calling.SpecialQuality DESC:Archeologists and Travelers ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Terrain ABILITY:Core Skill|AUTOMATIC|Crafts|Survival|Earth Science BONUS:ABILITYPOOL|Core Skill Combat|1 -Harlequin KEY:Calling ~ Harlequin CATEGORY:Special Ability TYPE:Calling.SpecialQuality DESC:Spies and Thieves ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ The Mask ABILITY:Core Skill|AUTOMATIC|Culture|Evasion|Larceny|Performance -Juggler KEY:Calling ~ Juggler CATEGORY:Special Ability TYPE:Calling.SpecialQuality DESC:Controllers and Deceivers ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Empathy ABILITY:Core Skill|AUTOMATIC|Indoctrination|Persuasion|Social Sciences|Performance -Keeper KEY:Calling ~ Keeper CATEGORY:Special Ability TYPE:Calling.SpecialQuality DESC:Sentinels and Guardians ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Sleepless ABILITY:Core Skill|AUTOMATIC|Evasion|Medicine|Survival BONUS:ABILITYPOOL|Core Skill Combat|1 -Mentor KEY:Calling ~ Mentor CATEGORY:Special Ability TYPE:Calling.SpecialQuality DESC:Teachers and Advisors ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Lore ABILITY:Core Skill|AUTOMATIC|Culture|Linguistics|Occult|Trades -Merchant KEY:Calling ~ Merchant CATEGORY:Special Ability TYPE:Calling.SpecialQuality DESC:Crafters and Provisioners ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Soulprice ABILITY:Core Skill|AUTOMATIC|Business|Larceny|Performance|Persuasion -Mystic KEY:Calling ~ Mystic CATEGORY:Special Ability TYPE:Calling.SpecialQuality DESC:Metaphorists and Surrealists ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Notice Not ABILITY:Core Skill|AUTOMATIC|Artistry|Culture|Evasion|Occult -Probe KEY:Calling ~ Probe CATEGORY:Special Ability TYPE:Calling.SpecialQuality DESC:Researchers and Investigators ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Discernment ABILITY:Core Skill|AUTOMATIC|Dodge|Investigation|Linguistics|Theoretical Sciences -Scourge KEY:Calling ~ Scourge CATEGORY:Special Ability TYPE:Calling.SpecialQuality DESC:Law Enforcers and Magistrates ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Judge's Ear ABILITY:Core Skill|AUTOMATIC|Indoctrination|Social Sciences|Survival|Investigation -Slayer KEY:Calling ~ Slayer CATEGORY:Special Ability TYPE:Calling.SpecialQuality DESC:Hunters and Soldiers ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Darkstop ABILITY:Core Skill|AUTOMATIC|Gymnastics|Survival BONUS:ABILITYPOOL|Core Skill Combat|2 -Tactician KEY:Calling ~ Tactician CATEGORY:Special Ability TYPE:Calling.SpecialQuality DESC:Strategists and Planners ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Assess ABILITY:Core Skill|AUTOMATIC|Investigation|Social Sciences|Occult BONUS:ABILITYPOOL|Core Skill Combat|1 - - - - -Immerse KEY:Calling Gift ~ Immerse CATEGORY:Special Ability TYPE:Calling Gift.SpecialQuality DESC:Emissaries carry lots of confidential information and knowledge. He can choose a single thought, memory, or fact and bury it so deeply in his mind that no mundane methods (interrogation, hypnosis, and so forth) can detect or find it - even the Emissary has no access to it. The Emissary chooses a time or circumstance that it will reappear when he buries it. Against magical methods of sensing (such as serenades that read minds) the Emissary's MIND is considered double its normal value; the magical method must achieve a Mythic or better effect level to detect it. -Terrain KEY:Calling Gift ~ Terrain CATEGORY:Special Ability TYPE:Calling Gift.SpecialQuality DESC:Explorers always have an innate sense of their surroundings. If he spends at least one full day in a general previously unknown area (roughly equal to his PER in square miles) he may choose to gain a bonus equal to half his SPT. This bonus is usable against Surprise and Tactical penalties. If the character leaves the area for more than one full day, the bonus is lost. On future forays into the area he now knows where to look for such trouble spots. -The Mask KEY:Calling Gift ~ The Mask CATEGORY:Special Ability TYPE:Calling Gift.SpecialQuality DESC:Harlequins can use a single action to assume traits necessary to infiltrate or escape a situation - changes to eye color, hair color/length, a few inches gain/loss in height, even minor changes to basic bone structure of face and body can occur. This also works on their himsati as well. It cannot make major changes such as apparent sex or himsati species. The change is physical - it is not an illusion - and lasts for one scene; the character can change back earlier if desired. -Empathy KEY:Calling Gift ~ Empathy CATEGORY:Special Ability TYPE:Calling Gift.SpecialQuality DESC:Jugglers can obtain a piece of information from a target (that the target truly considers vital) by rolling their PER against a target number equal to the target's WIL. If successful, he gains information in the form of a stray thought, a mental picture, and so forth; the clarity is based on how much he beat the target number by. Whether he succeeds or fails, the target is unaware of the Juggler's attempt. -Sleepless KEY:Calling Gift ~ Sleepless CATEGORY:Special Ability TYPE:Calling Gift.SpecialQuality DESC:A Keeper can remain awake and completely alert for a number of weeks equal to twice his END. During this time he will need only the most minimal of nourishment as well. At the end of this time he requires 24 hours of sustained sleep, rest and nourishment. He may choose to begin the rest period early, ending the gift's use at that time. -Lore KEY:Calling Gift ~ Lore CATEGORY:Special Ability TYPE:Calling Gift.SpecialQuality DESC:A Mentor can make a WIL roll against a target number equal to his own SPT to recall any fact, legend, memory and so forth, possessed by himself or any of his Avatars. It takes approximately one minute to focus and recall the information in this manner. Things recalled into memory are subject to bias based on the character's mental state and if drawn from one, the perception and personality of the Avatar. Drawing knowledge from an Avatar does not require the Avatar to be cooperative or even “awake” within the character's mind - only that the character is aware of the existence of the Avatar within him. -Soulprice KEY:Calling Gift ~ Soulprice CATEGORY:Special Ability TYPE:Calling Gift.SpecialQuality DESC:A Merchant can determine what a target is willing to give or do in order to obtain his goods or services. Alternatively he can gauge what he might offer to obtain a good or service from the target. The Merchant makes a PER roll against a target number equal to the target's WIL. If successful, he gains that information in the form of a stray thought, a mental picture, and so forth; the clarity is based on how much he beat the target number by. Whether he succeeds or fails, the target is unaware of the Merchant's attempt. -Notice Not KEY:Calling Gift ~ Notice Not CATEGORY:Special Ability TYPE:Calling Gift.SpecialQuality DESC:Mystics can blend into a situation so completely that they go completely unnoticed by anyone they do not directly interact with, even afterwards people will have a difficult time remembering their interaction with the Mystic. When using this ability, anyone who may be aware of the Mystics presence must make a PER roll against a target number equal to twice the Mystic's own PRS to notice him. The gift remains active for one scene. This gift works well within places like the Morpheum, where the Mystic may not wish to interfere in a mortal's dreams. -Discernment KEY:Calling Gift ~ Discernment CATEGORY:Special Ability TYPE:Calling Gift.SpecialQuality DESC:A Probe has the knack for picking up on subtle clues and uncovering facts even after others have performed exhaustive searches and investigations. In game terms the Probe can take a “second chance” to uncover clues and facts that others (including himself) have missed earlier. At any point, the Probe may make a PER roll and add 2 to the roll; the Narrator compares that to any target numbers for clues or other facts that were missed during the scene. The Narrator then reveals one of the missed clues or facts to the Probe in a manner of his choosing: a piece of evidence may be accidentally uncovered that was previously missed, an NPC could phrase a statement in such a way that it stands out to the Probe as a clue, or alternatively a previously disregarded clue could be brought to the fore again, underscoring its importance. -Judge's Ear KEY:Calling Gift ~ Judge's Ear CATEGORY:Special Ability TYPE:Calling Gift.SpecialQuality DESC:A Scourge can detect when a target makes purposeful and knowing misrepresentations during a conversation. The character makes a PER roll against a target number equal to the target's WIL. At lower success levels only bold lies and changes to facts are detected; at higher levels the character receives mental pictures and stray thoughts revealing glimpses of the truth behind them. The Scourge must be in the physical presence of the target but not need participate directly in the conversation itself, the target must be aware of the Scourge's presence. The gift ends when the conversation ends or is interrupted for more than a minute or so. -Darkstop KEY:Calling Gift ~ Darkstop CATEGORY:Special Ability TYPE:Calling Gift.SpecialQuality DESC:A Slayer can resist the spill taint; while other immortals buckle and fall at the wave of dark energies, the Slayer negates the effects up to half his WIL. When a mortal being - such as a Predator - is imbued with taint, it spills forth upon its death. Similarly, if a Progeny's spirit should spill to the Blue Air, any taint in his spirit spills forth as well. This normally causes a feeling of nausea and weakness in other nearby Immortals who are not attuned to these dark energies. -Assess KEY:Calling Gift ~ Assess CATEGORY:Special Ability TYPE:Calling Gift.SpecialQuality DESC:A Tactician is able to assess a single individual or summarize a single situation. The Tactician rolls his PER against a target number set by the Narrator (or the SPT of an individual). The more he beats that target number by, the more information that he can gain, such as the strengths and weaknesses of the individual or how the situation currently stands. +Emissary KEY:Calling ~ Emissary CATEGORY:Character TYPE:Calling.Display DESC:Negotiators and Ambassadors ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Immerse ABILITY:Core Skill|AUTOMATIC|Business|Culture|Persuasion|Social Sciences +Explorer KEY:Calling ~ Explorer CATEGORY:Character TYPE:Calling.Display DESC:Archeologists and Travelers ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Terrain ABILITY:Core Skill|AUTOMATIC|Crafts|Survival|Earth Science BONUS:ABILITYPOOL|Core Skill Combat|1 +Harlequin KEY:Calling ~ Harlequin CATEGORY:Character TYPE:Calling.Display DESC:Spies and Thieves ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ The Mask ABILITY:Core Skill|AUTOMATIC|Culture|Evasion|Larceny|Performance +Juggler KEY:Calling ~ Juggler CATEGORY:Character TYPE:Calling.Display DESC:Controllers and Deceivers ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Empathy ABILITY:Core Skill|AUTOMATIC|Indoctrination|Persuasion|Social Sciences|Performance +Keeper KEY:Calling ~ Keeper CATEGORY:Character TYPE:Calling.Display DESC:Sentinels and Guardians ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Sleepless ABILITY:Core Skill|AUTOMATIC|Evasion|Medicine|Survival BONUS:ABILITYPOOL|Core Skill Combat|1 +Mentor KEY:Calling ~ Mentor CATEGORY:Character TYPE:Calling.Display DESC:Teachers and Advisors ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Lore ABILITY:Core Skill|AUTOMATIC|Culture|Linguistics|Occult|Trades +Merchant KEY:Calling ~ Merchant CATEGORY:Character TYPE:Calling.Display DESC:Crafters and Provisioners ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Soulprice ABILITY:Core Skill|AUTOMATIC|Business|Larceny|Performance|Persuasion +Mystic KEY:Calling ~ Mystic CATEGORY:Character TYPE:Calling.Display DESC:Metaphorists and Surrealists ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Notice Not ABILITY:Core Skill|AUTOMATIC|Artistry|Culture|Evasion|Occult +Probe KEY:Calling ~ Probe CATEGORY:Character TYPE:Calling.Display DESC:Researchers and Investigators ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Discernment ABILITY:Core Skill|AUTOMATIC|Dodge|Investigation|Linguistics|Theoretical Sciences +Scourge KEY:Calling ~ Scourge CATEGORY:Character TYPE:Calling.Display DESC:Law Enforcers and Magistrates ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Judge's Ear ABILITY:Core Skill|AUTOMATIC|Indoctrination|Social Sciences|Survival|Investigation +Slayer KEY:Calling ~ Slayer CATEGORY:Character TYPE:Calling.Display DESC:Hunters and Soldiers ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Darkstop ABILITY:Core Skill|AUTOMATIC|Gymnastics|Survival BONUS:ABILITYPOOL|Core Skill Combat|2 +Tactician KEY:Calling ~ Tactician CATEGORY:Character TYPE:Calling.Display DESC:Strategists and Planners ABILITY:Special Ability|AUTOMATIC|Calling Gift ~ Assess ABILITY:Core Skill|AUTOMATIC|Investigation|Social Sciences|Occult BONUS:ABILITYPOOL|Core Skill Combat|1 + -###Block: Tribes -Arachne CATEGORY:Special Ability TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Arachne -Eremites CATEGORY:Special Ability TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Eremites -Hemari CATEGORY:Special Ability TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Hemari -Magdalen CATEGORY:Special Ability TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Magdalen -Morrigan CATEGORY:Special Ability TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Morrigan -Osiri CATEGORY:Special Ability TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Osiri -Peri CATEGORY:Special Ability TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Peri -Phoenix CATEGORY:Special Ability TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Phoenix -Proteans CATEGORY:Special Ability TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Proteans -Sharakai CATEGORY:Special Ability TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Sharakai -Terat CATEGORY:Special Ability TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Terat -Tuatha CATEGORY:Special Ability TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Tuatha +Immerse KEY:Calling Gift ~ Immerse CATEGORY:Special Ability TYPE:Calling Gift.Display DESC:Emissaries carry lots of confidential information and knowledge. He can choose a single thought, memory, or fact and bury it so deeply in his mind that no mundane methods (interrogation, hypnosis, and so forth) can detect or find it - even the Emissary has no access to it. The Emissary chooses a time or circumstance that it will reappear when he buries it. Against magical methods of sensing (such as serenades that read minds) the Emissary's MIND is considered double its normal value; the magical method must achieve a Mythic or better effect level to detect it. +Terrain KEY:Calling Gift ~ Terrain CATEGORY:Special Ability TYPE:Calling Gift.Display DESC:Explorers always have an innate sense of their surroundings. If he spends at least one full day in a general previously unknown area (roughly equal to his PER in square miles) he may choose to gain a bonus equal to half his SPT. This bonus is usable against Surprise and Tactical penalties. If the character leaves the area for more than one full day, the bonus is lost. On future forays into the area he now knows where to look for such trouble spots. +The Mask KEY:Calling Gift ~ The Mask CATEGORY:Special Ability TYPE:Calling Gift.Display DESC:Harlequins can use a single action to assume traits necessary to infiltrate or escape a situation - changes to eye color, hair color/length, a few inches gain/loss in height, even minor changes to basic bone structure of face and body can occur. This also works on their himsati as well. It cannot make major changes such as apparent sex or himsati species. The change is physical - it is not an illusion - and lasts for one scene; the character can change back earlier if desired. +Empathy KEY:Calling Gift ~ Empathy CATEGORY:Special Ability TYPE:Calling Gift.Display DESC:Jugglers can obtain a piece of information from a target (that the target truly considers vital) by rolling their PER against a target number equal to the target's WIL. If successful, he gains information in the form of a stray thought, a mental picture, and so forth; the clarity is based on how much he beat the target number by. Whether he succeeds or fails, the target is unaware of the Juggler's attempt. +Sleepless KEY:Calling Gift ~ Sleepless CATEGORY:Special Ability TYPE:Calling Gift.Display DESC:A Keeper can remain awake and completely alert for a number of weeks equal to twice his END. During this time he will need only the most minimal of nourishment as well. At the end of this time he requires 24 hours of sustained sleep, rest and nourishment. He may choose to begin the rest period early, ending the gift's use at that time. +Lore KEY:Calling Gift ~ Lore CATEGORY:Special Ability TYPE:Calling Gift.Display DESC:A Mentor can make a WIL roll against a target number equal to his own SPT to recall any fact, legend, memory and so forth, possessed by himself or any of his Avatars. It takes approximately one minute to focus and recall the information in this manner. Things recalled into memory are subject to bias based on the character's mental state and if drawn from one, the perception and personality of the Avatar. Drawing knowledge from an Avatar does not require the Avatar to be cooperative or even “awake” within the character's mind - only that the character is aware of the existence of the Avatar within him. +Soulprice KEY:Calling Gift ~ Soulprice CATEGORY:Special Ability TYPE:Calling Gift.Display DESC:A Merchant can determine what a target is willing to give or do in order to obtain his goods or services. Alternatively he can gauge what he might offer to obtain a good or service from the target. The Merchant makes a PER roll against a target number equal to the target's WIL. If successful, he gains that information in the form of a stray thought, a mental picture, and so forth; the clarity is based on how much he beat the target number by. Whether he succeeds or fails, the target is unaware of the Merchant's attempt. +Notice Not KEY:Calling Gift ~ Notice Not CATEGORY:Special Ability TYPE:Calling Gift.Display DESC:Mystics can blend into a situation so completely that they go completely unnoticed by anyone they do not directly interact with, even afterwards people will have a difficult time remembering their interaction with the Mystic. When using this ability, anyone who may be aware of the Mystics presence must make a PER roll against a target number equal to twice the Mystic's own PRS to notice him. The gift remains active for one scene. This gift works well within places like the Morpheum, where the Mystic may not wish to interfere in a mortal's dreams. +Discernment KEY:Calling Gift ~ Discernment CATEGORY:Special Ability TYPE:Calling Gift.Display DESC:A Probe has the knack for picking up on subtle clues and uncovering facts even after others have performed exhaustive searches and investigations. In game terms the Probe can take a “second chance” to uncover clues and facts that others (including himself) have missed earlier. At any point, the Probe may make a PER roll and add 2 to the roll; the Narrator compares that to any target numbers for clues or other facts that were missed during the scene. The Narrator then reveals one of the missed clues or facts to the Probe in a manner of his choosing: a piece of evidence may be accidentally uncovered that was previously missed, an NPC could phrase a statement in such a way that it stands out to the Probe as a clue, or alternatively a previously disregarded clue could be brought to the fore again, underscoring its importance. +Judge's Ear KEY:Calling Gift ~ Judge's Ear CATEGORY:Special Ability TYPE:Calling Gift.Display DESC:A Scourge can detect when a target makes purposeful and knowing misrepresentations during a conversation. The character makes a PER roll against a target number equal to the target's WIL. At lower success levels only bold lies and changes to facts are detected; at higher levels the character receives mental pictures and stray thoughts revealing glimpses of the truth behind them. The Scourge must be in the physical presence of the target but not need participate directly in the conversation itself, the target must be aware of the Scourge's presence. The gift ends when the conversation ends or is interrupted for more than a minute or so. +Darkstop KEY:Calling Gift ~ Darkstop CATEGORY:Special Ability TYPE:Calling Gift.Display DESC:A Slayer can resist the spill taint; while other immortals buckle and fall at the wave of dark energies, the Slayer negates the effects up to half his WIL. When a mortal being - such as a Predator - is imbued with taint, it spills forth upon its death. Similarly, if a Progeny's spirit should spill to the Blue Air, any taint in his spirit spills forth as well. This normally causes a feeling of nausea and weakness in other nearby Immortals who are not attuned to these dark energies. +Assess KEY:Calling Gift ~ Assess CATEGORY:Special Ability TYPE:Calling Gift.Display DESC:A Tactician is able to assess a single individual or summarize a single situation. The Tactician rolls his PER against a target number set by the Narrator (or the SPT of an individual). The more he beats that target number by, the more information that he can gain, such as the strengths and weaknesses of the individual or how the situation currently stands. + +###Block: Tribes +Arachne CATEGORY:Character TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Arachne +Eremites CATEGORY:Character TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Eremites +Hemari CATEGORY:Character TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Hemari +Magdalen CATEGORY:Character TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Magdalen +Morrigan CATEGORY:Character TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Morrigan +Osiri CATEGORY:Character TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Osiri +Peri CATEGORY:Character TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Peri +Phoenix CATEGORY:Character TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Phoenix +Proteans CATEGORY:Character TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Proteans +Sharakai CATEGORY:Character TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Sharakai +Terat CATEGORY:Character TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Terat +Tuatha CATEGORY:Character TYPE:Tribe ABILITY:Special Ability|AUTOMATIC|TYPE=Tribe_Tuatha +None CATEGORY:Character TYPE:Tribe + # Tribe Gift and Weakness -Tribal Gift (The Oneness) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Arachne -Tribal Weakness (Himsati Frenzy) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Arachne -Tribal Gift (Spark of Reason) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Eremites -Tribal Weakness (Missionary) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Eremites -Tribal Gift (Estrus) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Hemari -Tribal Weakness (Blood Mar) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Hemari -Tribal Gift (Counterspell) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Magdalen -Tribal Weakness (Limbo) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Magdalen -Tribal Gift (Doom) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Morrigan -Tribal Weakness (The Challenge) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Morrigan -Tribal Gift (Necromancy) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Osiri -Tribal Weakness (Haunted) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Osiri -Tribal Gift (Artifice) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Peri -Tribal Weakness (Cursed Form) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Peri -Tribal Gift (Wishgiving) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Phoenix -Tribal Weakness (Wishbound) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Phoenix -Tribal Gift (Evolution) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Proteans -Tribal Weakness (Cheval) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Proteans -Tribal Gift (Spirit of Sharakai) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Sharakai -Tribal Weakness (Sharakai's Wrath) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Sharakai -Tribal Gift (Dreamscape) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Terat -Tribal Weakness (Monstrosity) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Terat -Tribal Gift (Glamour) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Tuatha -Tribal Weakness (Rapt) CATEGORY:Special Ability TYPE:SpecialQuality.Tribe_Tuatha +Tribal Gift (The Oneness) CATEGORY:Special Ability TYPE:Display.Tribe_Arachne +Tribal Weakness (Himsati Frenzy) CATEGORY:Special Ability TYPE:Display.Tribe_Arachne +Tribal Gift (Spark of Reason) CATEGORY:Special Ability TYPE:Display.Tribe_Eremites +Tribal Weakness (Missionary) CATEGORY:Special Ability TYPE:Display.Tribe_Eremites +Tribal Gift (Estrus) CATEGORY:Special Ability TYPE:Display.Tribe_Hemari +Tribal Weakness (Blood Mar) CATEGORY:Special Ability TYPE:Display.Tribe_Hemari +Tribal Gift (Counterspell) CATEGORY:Special Ability TYPE:Display.Tribe_Magdalen +Tribal Weakness (Limbo) CATEGORY:Special Ability TYPE:Display.Tribe_Magdalen +Tribal Gift (Doom) CATEGORY:Special Ability TYPE:Display.Tribe_Morrigan +Tribal Weakness (The Challenge) CATEGORY:Special Ability TYPE:Display.Tribe_Morrigan +Tribal Gift (Necromancy) CATEGORY:Special Ability TYPE:Display.Tribe_Osiri +Tribal Weakness (Haunted) CATEGORY:Special Ability TYPE:Display.Tribe_Osiri +Tribal Gift (Artifice) CATEGORY:Special Ability TYPE:Display.Tribe_Peri +Tribal Weakness (Cursed Form) CATEGORY:Special Ability TYPE:Display.Tribe_Peri +Tribal Gift (Wishgiving) CATEGORY:Special Ability TYPE:Display.Tribe_Phoenix +Tribal Weakness (Wishbound) CATEGORY:Special Ability TYPE:Display.Tribe_Phoenix +Tribal Gift (Evolution) CATEGORY:Special Ability TYPE:Display.Tribe_Proteans +Tribal Weakness (Cheval) CATEGORY:Special Ability TYPE:Display.Tribe_Proteans +Tribal Gift (Spirit of Sharakai) CATEGORY:Special Ability TYPE:Display.Tribe_Sharakai +Tribal Weakness (Sharakai's Wrath) CATEGORY:Special Ability TYPE:Display.Tribe_Sharakai +Tribal Gift (Dreamscape) CATEGORY:Special Ability TYPE:Display.Tribe_Terat +Tribal Weakness (Monstrosity) CATEGORY:Special Ability TYPE:Display.Tribe_Terat +Tribal Gift (Glamour) CATEGORY:Special Ability TYPE:Display.Tribe_Tuatha +Tribal Weakness (Rapt) CATEGORY:Special Ability TYPE:Display.Tribe_Tuatha @@ -195,120 +220,120 @@ Elementals KEY:Himsati Type ~ Elementals TYPE:Himsati Type CATEGORY:Inte #Water: Ice|puddles|mist|stream|pool, whirlpool|wave|waterspouts #Shadow: Dark clouds|normal shadow|silhouettes - -360 Vision CATEGORY:Himsati Nature TYPE:Placeholder -Absorb CATEGORY:Himsati Nature TYPE:Placeholder -Aquatic CATEGORY:Himsati Nature TYPE:Placeholder -Arboreal CATEGORY:Himsati Nature TYPE:Placeholder -Armor CATEGORY:Himsati Nature TYPE:Placeholder -Balance CATEGORY:Himsati Nature TYPE:Placeholder -Beauty CATEGORY:Himsati Nature TYPE:Placeholder -Bioluminescence CATEGORY:Himsati Nature TYPE:Placeholder -Blood Drain CATEGORY:Himsati Nature TYPE:Placeholder -Blur CATEGORY:Himsati Nature TYPE:Placeholder -Body Compression CATEGORY:Himsati Nature TYPE:Placeholder -Breath CATEGORY:Himsati Nature TYPE:Placeholder -Burrow CATEGORY:Himsati Nature TYPE:Placeholder -Camouflage CATEGORY:Himsati Nature TYPE:Placeholder -Charge CATEGORY:Himsati Nature TYPE:Placeholder -Cling CATEGORY:Himsati Nature TYPE:Placeholder -Deafen CATEGORY:Himsati Nature TYPE:Placeholder -Discharge CATEGORY:Himsati Nature TYPE:Placeholder -Discorporate CATEGORY:Himsati Nature TYPE:Placeholder -Discriminatory Smell CATEGORY:Himsati Nature TYPE:Enhanced Senses -Echolocation CATEGORY:Himsati Nature TYPE:Placeholder -Elemental Essence CATEGORY:Himsati Nature TYPE:Placeholder -Elongated Limbs CATEGORY:Himsati Nature TYPE:Placeholder -Enhanced Hearing CATEGORY:Himsati Nature TYPE:Enhanced Senses -Enhanced Limbs CATEGORY:Himsati Nature TYPE:Placeholder -Enhanced Vision CATEGORY:Himsati Nature TYPE:Enhanced Senses -Flight CATEGORY:Himsati Nature TYPE:Placeholder -Haste CATEGORY:Himsati Nature TYPE:Placeholder -Hibernation CATEGORY:Himsati Nature TYPE:Placeholder -High Range Hearing CATEGORY:Himsati Nature TYPE:Enhanced Senses -Low Range Hearing CATEGORY:Himsati Nature TYPE:Enhanced Senses -Hyper CATEGORY:Himsati Nature TYPE:Placeholder -Immunities CATEGORY:Himsati Nature TYPE:Placeholder -Infrared Vision CATEGORY:Himsati Nature TYPE:Enhanced Senses -Leap CATEGORY:Himsati Nature TYPE:Placeholder -Low-Light Vision CATEGORY:Himsati Nature TYPE:Enhanced Senses -Magnetic Sense CATEGORY:Himsati Nature TYPE:Placeholder -Mesmerize CATEGORY:Himsati Nature TYPE:Placeholder -Mimicry CATEGORY:Himsati Nature TYPE:Placeholder -Natural Weaponry CATEGORY:Himsati Nature TYPE:Placeholder -Phasing CATEGORY:Himsati Nature TYPE:Placeholder -Poison CATEGORY:Himsati Nature TYPE:Placeholder -Regrowth CATEGORY:Himsati Nature TYPE:Placeholder -Secrete CATEGORY:Himsati Nature TYPE:Placeholder -Size CATEGORY:Himsati Nature TYPE:Placeholder -Sleeping Lungs CATEGORY:Himsati Nature TYPE:Placeholder -Species Communication CATEGORY:Himsati Nature TYPE:Placeholder -Spew CATEGORY:Himsati Nature TYPE:Placeholder -Stillness CATEGORY:Himsati Nature TYPE:Placeholder -Swarm CATEGORY:Himsati Nature TYPE:Placeholder -Swell CATEGORY:Himsati Nature TYPE:Placeholder -Synthesis CATEGORY:Himsati Nature TYPE:Placeholder -Tail CATEGORY:Himsati Nature TYPE:Placeholder -Terrible Countenance CATEGORY:Himsati Nature TYPE:Placeholder -Vibration Sense CATEGORY:Himsati Nature TYPE:Placeholder +# These are just PREREQs +360 Vision CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Absorb CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Aquatic CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Arboreal CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Armor CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Balance CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Beauty CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Bioluminescence CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Blood Drain CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Blur CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Body Compression CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Breath CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Burrow CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Camouflage CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Charge CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Cling CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Deafen CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Discharge CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Discorporate CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Discriminatory Smell CATEGORY:Himsati Nature TYPE:Himsati Nature.Enhanced Senses +Echolocation CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Elemental Essence CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Elongated Limbs CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Enhanced Hearing CATEGORY:Himsati Nature TYPE:Himsati Nature.Enhanced Senses +Enhanced Limbs CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Enhanced Vision CATEGORY:Himsati Nature TYPE:Himsati Nature.Enhanced Senses +Flight CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Haste CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Hibernation CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +High Range Hearing CATEGORY:Himsati Nature TYPE:Himsati Nature.Enhanced Senses +Low Range Hearing CATEGORY:Himsati Nature TYPE:Himsati Nature.Enhanced Senses +Hyper CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Immunities CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Infrared Vision CATEGORY:Himsati Nature TYPE:Himsati Nature.Enhanced Senses +Leap CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Low-Light Vision CATEGORY:Himsati Nature TYPE:Himsati Nature.Enhanced Senses +Magnetic Sense CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Mesmerize CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Mimicry CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Natural Weaponry CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Phasing CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Poison CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Regrowth CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Secrete CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Size CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Sleeping Lungs CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Species Communication CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Spew CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Stillness CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Swarm CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Swell CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Synthesis CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Tail CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Terrible Countenance CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder +Vibration Sense CATEGORY:Himsati Nature TYPE:Himsati Nature.Placeholder ###BLOCK: Nature Master List -360 Vision PREABILITY:1,CATEGORY=Himsati Nature,360 Vision CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You ignore all penalties imposed on you for attempting to perceive or fight opponents/things behind or flanking you. You can effectively see in all directions at once. Tribe: Arachne -Absorb PREABILITY:1,CATEGORY=Himsati Nature,Absorb CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You absorb the essence of your species into your body and can hold it there for the duration of a scene. At the end of the scene, the essence will automatically flow out of your body naturally. The amount you absorb can be no greater in volume than your own body in himsati form (A fire elemental the size of a mouse cannot absorb a bonfire). At any time during the scene, you can disgorge the held material outwards with explosive force. You use this as a Throwing skill-based attack (AGL only if you do not have Throwing Weapons). The maximum range is your STR in yards and it does damage points equal to twice your SPT. This nature is common for pure elementals (fire elementals absorb fire, and so forth) only. Other himsatis absorb their species (a hawk himsati absorbs birds for example). Tribes: Not Terat -Aquatic PREABILITY:1,CATEGORY=Himsati Nature,Aquatic CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You ignore all penalties caused by water or being underwater. You are also immune to deep-sea pressure up to your END x1000 fathoms. 1 fathom equals 2 yards. You may swim at your full movement rates, but this does not enable you to breathe water. Additional levels double the your swimming speed (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) Tribe: Protean (can withstand up to END x 2000 fathoms instead of 1000 fathoms) -Arboreal PREABILITY:1,CATEGORY=Himsati Nature,Arboreal CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You move and fight through trees, power lines, scaffolding, etc. at your full movement rates by effectively swinging, fast climbing, slight hops and acrobatic tumbles as needed. Penalties still apply. Additional levels double your speed (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) -Armor PREABILITY:1,CATEGORY=Himsati Nature,Armor CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You gain a number of points of Armor equal to half your STR. This armor is intrinsic and applies against serenades and other mystic forms of damage that do not explicitly deny the use of the nature as protection. Tribe: Peri -Balance PREABILITY:1,CATEGORY=Himsati Nature,Balance CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You ignore all penalties related to balance or poor footing, including those penalties created by mystical means. -Beauty PREABILITY:1,CATEGORY=Himsati Nature,Beauty CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You gain a bonus equal to half your SPT for any social interactions that attempt to awe others due to incredible looks, animal magnetism, a continuous alluring scent, etc. When in full himsati, you may instead direct your beauty at a single target, forcing the target to roll his WIL against a target number equal to your PRS plus half your SPT. Failure indicates the target cannot bring himself to attack you, and will stand in awe of your presence. If you attempt to direct the power of the nature at multiple targets, the number of targets is subtracted from your PRS for determining their target number to resist. (IE -- Attempting to affect 3 targets subtracts 3 from your PRS). The effect lasts until the end of the scene, but can last longer if the Narrator deems it appropriate. Tribes: Hemari, Tuatha -Bioluminescence PREABILITY:1,CATEGORY=Himsati Nature,Bioluminescence CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You ignore darkness penalties within a number of yards equal to your END. You create a vision penalty whenever desired (by using an action) equal to half your END, against everyone in hand-tohand combat range (it cannot be applied selectively). The vision penalty will last until the end of the scene. Tribe: Phoenix -Blood Drain PREABILITY:1,CATEGORY=Himsati Nature,Blood Drain CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You heal one box of damage for every two boxes of damage you cause an opponent. This must be done through some form of direct body contact such as skin-to-skin, biting with fangs, etc. The choice to use the nature must be made before any attack rolls are made. -Blur PREABILITY:1,CATEGORY=Himsati Nature,Blur CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You create a vision penalty equal to your AGL against characters attempting to hit you from range, and half your AGL against characters in hand-to-hand combat, due to vibrating at a high rate of speed, seeming to be in two places at once, blinking in and out of sight, etc. This effect will last until the end of the scene. Tribe: Tuatha -Body Compression PREABILITY:1,CATEGORY=Himsati Nature,Body Compression CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You can compress your body into a space the size of an adult human fist. The shape adjusts to allow you to squeeze under doors, through keyholes, etc. Additionally, you ignore all penalties for fighting or maneuvering in close or cramped quarters. If your size grows beyond level 0, the size of the compressed body doubles for each level (Size 1 = two adult human fists, Size 2 = four adult human fists, Size 3 = eight adult human fists) -Breath PREABILITY:1,CATEGORY=Himsati Nature,Breath CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You pick a liquid or gas (such as water or methane) that you can breathe in place of normal air when desired. You take no penalties or damage for breathing this substance. This can be purchased multiple times for multiple substances. -Burrow PREABILITY:1,CATEGORY=Himsati Nature,Burrow CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You move underground through packed dirt at your full movement rate and through harder substances (stone and metal) at a slower pace according to Narrator's discretion. You can choose to leave behind a tunnel corresponding to you size. Additionally you are able to carve out underground caverns at a rate of one comfortable room per day (based on your size). Additional levels double your speed (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) -Camouflage PREABILITY:1,CATEGORY=Himsati Nature,Camouflage CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:When moving at combat rate or slower you can create a bonus equal to half your SPT for all stealth rolls. If you stay still the bonus is equal to your full SPT. -Charge PREABILITY:1,CATEGORY=Himsati Nature,Charge CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You build up momentum and move in a short burst of speed, allowing you to add half your AGL to any damage points caused during the charge maneuver. You must effectively run into your opponent for this to work. This nature can only be used once per combat turn (10 rounds). -Cling PREABILITY:1,CATEGORY=Himsati Nature,Cling CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You stick to walls, ceilings and other solid surfaces capable of holding your weight, and traverse them at full movement rates. You are able to exert your full STR and fight without penalty so long as you continuously touch a surface. Additional levels double the characters speed (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) Tribe: Arachne -Deafen PREABILITY:1,CATEGORY=Himsati Nature,Deafen CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You create a penalty against all opponents in hand-to-hand combat range, equal to half your PRS. This is due to disorientation, loss of hearing, balance, etc. The effect lasts until the end of the scene; hearing protection if sufficient may reduce the penalty the target receives. -Discharge PREABILITY:1,CATEGORY=Himsati Nature,Discharge CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You emit a substance or odor (musk, deep shadows, pollen spores, ink), creating a penalty equal to half your STR against any of the target's PER rolls that rely on the effected senses. The effects last until the character can remove the penalty (step out of the shadow, wash the ink out of his eyes, etc.) or the turn ends (when it dissipates). This affects all targets in hand-to-hand combat range; it cannot be selectively applied. You can use this nature once per turn (10 rounds). -Discorporate PREABILITY:1,CATEGORY=Himsati Nature,Discorporate CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You turn into a liquid, gas or other nonsolid form as soon as the nature is activated. You flow through nearly any type of crack or tiny opening. You are able to transform mundane inanimate objects and willing living beings up to your own weight and carry and manipulate them. Conventional physical attacks will not harm you, but any weapon or item imbued with immaculum or other special energies do damage equal to the amount imbued into them. The power grants no other special capabilities such as special forms of damage, flight, invisibility, etc., other natures must be used. It remains in effect until the nature is deactivated. This nature is common to air, water, fire and shadow elementals and the Tribes listed below only. Tribes: Osiri (ghost-form), Protean (shapeless water form) -Discriminatory Smell PREABILITY:1,CATEGORY=Himsati Nature,Discriminatory Smell CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:(Enhanced Sense) You gain details from scents by using your PER in the same way you do eyesight. Environmental conditions, elapsed time since scent was left, etc. cause penalties to the roll. You are able to track individuals by scent with a simple PER roll (penalties can still apply). -Echolocation PREABILITY:1,CATEGORY=Himsati Nature,Echolocation CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You ignore all penalties that affect your vision so long as your hearing is not impaired. You can also communicate with other entities that have echolocation as well. -Elemental Essence PREABILITY:1,CATEGORY=Himsati Nature,Elemental Essence CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You summon forth the essence of your element to attack your opponents in a radius equal to your SPT in yards. You can direct it at one opponent per action and it is resolved as a hand-to-hand unarmed attack (using your combat skills) with base damage equal to your WIL. Fire elementals will seemingly burst into flame (or even lightning possibly), winds will whip around an air elemental, water will dance and stream around water elementals and the very terrain will rise up at the command of an earth elemental. Shadow elementals call forth deep pools of deadly shadow that can coalesce into physical form. Your actual body is not transformed, but remains unharmed by the maelstrom around you. This nature is common for pure elementals and the Tribes listed below only (and only for the element listed for the Tribe). You must expend actions to direct the elements; they do not move about on their own, they have no sentience. Tribes: Peri (earth), Phoenix (fire) and Protean (water), Not Terat -Elongated Limbs PREABILITY:1,CATEGORY=Himsati Nature,Elongated Limbs CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:Your reach is extended one additional yard for every level purchased. Characters with longer reach impose tactical penalties against opponents with shorter reaches in hand-to-hand combat. This power can simulate longer arms and legs, the extended crushing power of a constrictor snake's ability to coil around its target, an excessively long tail (when used with the Tail Nature) and so forth. -Enhanced Hearing PREABILITY:1,CATEGORY=Himsati Nature,Enhanced Hearing CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:(Enhanced Sense) You add half your SPT to all PER rolls to hear things in the normal range of audible sounds. It does not grant high or low frequency hearing however. -Enhanced Limbs PREABILITY:1,CATEGORY=Himsati Nature,Enhanced Limbs CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:Normally, whenever you shapeshift, you are granted the appropriate number of limbs. Enhanced limbs provides a bonus when grappling other opponents, enforcing on them a penalty equal to half your STR as long as you use more than one pair of limbs to grapple. The penalty is not cumulative per pair of limbs. If your himsati does not normally have more than two pairs of limbs (two legs and two arms, or two fore legs and two hind legs) then this power may be purchased multiple times, each time giving you one additional pair of limbs. The additional limbs do not grant additional STR bonus beyond the basic one-half, just allow you to hold additional items, targets, and so forth. -Enhanced Vision PREABILITY:1,CATEGORY=Himsati Nature,Enhanced Vision CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:(Enhanced Sense) You add half your SPT to PER rolls to see things that can be seen in the normal range of the viewable light spectrum. It does not grant Infrared or Lowlight vision. -Flight PREABILITY:1,CATEGORY=Himsati Nature,Flight CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You fly via wings, glider membranes, air control, etc. at your full movement rates. You take no penalties from fighting while flying. Additional levels double your speed (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) Tribe: Morrigan -Haste PREABILITY:1,CATEGORY=Himsati Nature,Haste CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You may add your SPT to your Initiative roll once per turn (not every round). -Hibernation PREABILITY:1,CATEGORY=Himsati Nature,Hibernation CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You enter a state of suspended animation and cannot voluntary come out until certain preset conditions are met, or a certain amount of time has passed (decided when he begins Hibernating, maximum time is your END in months). You do not need to eat, drink, can withstand freezing temperatures and extreme heat as well as any normal weather condition while hibernating. You appear dead to any casual inspection. -High Range Hearing PREABILITY:1,CATEGORY=Himsati Nature,High Range Hearing CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:(Enhanced Sense) You make normal PER rolls to hear sounds above or below the normal range of the sounds audible to the human ear. Note this nature is automatically in use once activated and you are then vulnerable to attacks designed to go after these hearing ranges specifically. For example, if you have high range hearing, you will be sensitive to dog whistles, especially if they are used right next to you. High and Low are bought as separate natures. -Low Range Hearing PREABILITY:1,CATEGORY=Himsati Nature,Low Range Hearing CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:(Enhanced Sense) You make normal PER rolls to hear sounds above or below the normal range of the sounds audible to the human ear. Note this nature is automatically in use once activated and you are then vulnerable to attacks designed to go after these hearing ranges specifically. For example, if you have high range hearing, you will be sensitive to dog whistles, especially if they are used right next to you. High and Low are bought as separate natures. -Hyper PREABILITY:1,CATEGORY=Himsati Nature,Hyper CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:The first level removes all penalties from simple ground-based obstacles while moving, the character moves fluidly around any obstacles where a quick and easy path can be found (dumpsters, cars, people, mailboxes, turned over trashcans, etc.) Additional levels double your speed. (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) -Immunities PREABILITY:1,CATEGORY=Himsati Nature,Immunities CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You choose a normally harmful mundane substance (fire, acid, salt, radiation, etc.) and are completely immune to any damage from all nonmagical forms of that substance. Against any magical form of the attack (imbued with Immaculum, created by a serenade) the Immunity acts as if you had armor, granting half your STR as armor against that particular attack. This will combine with the Armor nature. Poison cannot be chosen for immunity. You can purchase this multiple times for multiple substances. -Infrared Vision PREABILITY:1,CATEGORY=Himsati Nature,Infrared Vision CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:(Enhanced Sense) You “shut off” your normal method of seeing and now see heat patterns. It negates all vision penalties for darkness, allowing you to continue to make normal PER rolls to see. Anything that is at or near the same temperature as the surrounding air and surfaces will impose a penalty however, at the Narrator's discretion. Sudden, violent changes in temperature can also temporarily blind you. -Leap PREABILITY:1,CATEGORY=Himsati Nature,Leap CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:If you leap straight up, your feet reach a height of your AGL + STR. In a standing horizontal jump you leap twice that far and six times with a running horizontal jump. Additional levels double your leap's height/distance (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) -Low-Light Vision PREABILITY:1,CATEGORY=Himsati Nature,Low-Light Vision CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:(Enhanced Sense) You see as if the lighting conditions were completely normal, in anything up to the complete absence of light, and take no vision penalties. However, any bright flashes of light, the use of the bioluminescence nature, etc. will have twice the effect/ penalty on you. -Magnetic Sense PREABILITY:1,CATEGORY=Himsati Nature,Magnetic Sense CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You feel magnetic emanations within a number of yards equal to your SPT and always know which direction you are facing (N/S/E/W). You pick up on the basic magnetic fields of most creatures as well as most electronic equipment. This also negates vision penalties that impede normal vision, but strong conflicting fields can render the magnetic sense ineffective. -Mesmerize PREABILITY:1,CATEGORY=Himsati Nature,Mesmerize CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You hypnotize a target by making a contested PRS vs. PRS roll, with the target taking a penalty equal to half your WIL. If you win, the target will remain hypnotized for the remainder of the scene, or until someone does something to stir the target from the hypnotic state (scream at them, shake them, etc.). During this time you may implant a suggestion that will last a number of days equal to the exact amount you won by (minimum one day). The suggestion cannot cause the target to purposely harm himself, a loved one, etc. -Mimicry PREABILITY:1,CATEGORY=Himsati Nature,Mimicry CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You can recreate any sound or voice you've heard. Those perceiving must make a PER roll against a target number equal to your PRS + SPT to realize the sound or voice is a fake. -Natural Weaponry PREABILITY:1,CATEGORY=Himsati Nature,Natural Weaponry CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You add half your SPT to your STR for determining damage from horns, claws, fangs, talons, etc. This can also be used to represent stingers (like those of a bee or the hooks found in a squid's tentacles), electrical shocks (like those of an eel), etc. -Phasing PREABILITY:1,CATEGORY=Himsati Nature,Phasing CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:Your body melds into other objects, physically merging with them and passing through them or resting inside. Serenades cannot be played while phasing. While phased, you are invisible to all PER rolls save those granted by serenades, and you do not need to breathe. You can stay this way until the normal need to sleep, eat, etc. overtakes you, or you decide to stop phasing. This does not grant you any form of control over the object. You can only phase through objects related to your himsati (ex: earth elemental through stone, metal, etc.; a water elemental through water or ice). If you rest inside the object, you are carried within it should the object move or be moved, and you cannot sense what is happening outside the object without physically peering out. This nature is common to pure elementals and the Tribes listed only. Tribe: Peri -Poison PREABILITY:1,CATEGORY=Himsati Nature,Poison CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You can deliver a poison to your target instead of damage on a successful attack. You must choose to deliver the poison before the attack roll is made. The poison creates a penalty against all the target's actions equal to half your STR, and will affect Immortals. Characters possessing this nature metabolize standard synthetic poisons and toxins (such as alcohol) at normal human rate. Tribe: Sharakai -Regrowth PREABILITY:1,CATEGORY=Himsati Nature,Regrowth CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You continuously regenerate lost limbs or organs automatically while in full himsati. You gain back the lost limb or organ at a rate of your SPT * 10%% per week (ex: A 5 SPT would bring back 50%% of the limb or organ in one week). This nature will not function if you are damaged, all boxes of damage must be healed first. -Secrete PREABILITY:1,CATEGORY=Himsati Nature,Secrete CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You secrete a substance that can hinder your opponents. Each version, Slippery and Sticky, is bought as a separate nature. Any substance generated this way dissipates within a day unless you take the time to reinforce it to last longer. The substance cannot be gotten rid of by a simple act of will, it is a real substance and not just an effect. -Size PREABILITY:1,CATEGORY=Himsati Nature,Size CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:When you assume full himsati you automatically grow or shrink to the appropriate size as shown on the chart below. You need Growth or Shrink to alter your size from that point: Each level of Growth allows your himsati to move up one size range and each level of Shrink down one size range. All movement modifiers are made before any multipliers for movement natures/ serenades. Growth and Shrinking automatically activate when you shift to full himsati - they only work while in full himsati. Your size will not immediately change, it takes a conscious act of will (standard action) to change your size. You can choose to be any size within the levels you purchased. Growth and Shrink are purchased as separate natures. -Sleeping Lungs PREABILITY:1,CATEGORY=Himsati Nature,Sleeping Lungs CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:Sleeping Lungs only has two levels. The first level allows you to go a full scene without needing to breathe in any way, even in a vacuum. The second level allows you to go indefinitely until the nature is deactivated. -Species Communication PREABILITY:1,CATEGORY=Himsati Nature,Species Communication CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:While in full himsati, you are able to communicate with mortal beings of the same species as your himsati. A cobra could communicate with mortal snakes and understand them. It also allows immortals of the same species to secretly communicate in front of others not of the same species. A character can switch between normal and companion communication at any time with no action. -Spew PREABILITY:1,CATEGORY=Himsati Nature,Spew CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You must already possess Discharge, Elemental Essence, Poison or Secrete to have this nature, though you do not have to activate those natures in order to use it. It allows you to shoot the other nature's substance at a range of three times your STR in yards as a Throwing skill-based attack. The normal effects of the substance apply as per the nature supplying the substance. This allows fire breathing, spitting poison or ink, breathing blasts of air, launching pollen. -Stillness PREABILITY:1,CATEGORY=Himsati Nature,Stillness CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You can meld yourself to the architecture or other surroundings and become part of it, composed of the same material and showing the same signs of wear and aging. Even to enhanced senses and close inspect you will merely be an extension of what you have attached yourself to, a sculpture or statue attached to the surface of a building, etc. You do not need to breathe while attached, and can stay this way until the normal need for eat, sleep, etc. overtakes you, or you move. You are unable to take any other actions, but are still aware of your surroundings and can see in the direction you are facing. You cannot use this power to pass through an object, this would require the Phasing nature. -Swarm PREABILITY:1,CATEGORY=Himsati Nature,Swarm CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You break up into a hive-like group of miniature copies of your himsati. You lose the ability to sing serenades during this but still have access to all natures. While in this form, the swarm is able to descend upon a target and attack it in this form. The target's armor is negated unless it is a complete head to toe covering (this negates the armor nature). The swarm takes damage and is affected as a single unit, and when you return to your normal state, you retain all damage taken by the swarm. The swarm also gains a bonus to all dodge attempts equal to half your SPT. If a significant part of the swarm is separated from you when you return to your normal state, you take damage equal to the percentage of the swarm lost (the lost part of the swarm immediately dies when you return to your normal state). You can remain in swarm state until the end of the scene, unless you decide to stop using the nature sooner. This nature is only common for insects, plants and listed Tribes. Tribes: Arachne, Not Terat -Swell PREABILITY:1,CATEGORY=Himsati Nature,Swell CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You receive a bonus of half your END when attempting to escape a grapple or any other bonds as your body swells. You can remain like this until the end of the scene if so desired. -Synthesis PREABILITY:1,CATEGORY=Himsati Nature,Synthesis CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You heal at twice the normal rate when exposed to certain conditions or substances (sunlight, dust, water, while touching your companion animal, etc.). In addition, exposure to the substance negates the need to eat or drink. This nature can be purchased more than once to allow synthesis with more than one substance. The substance must be picked when the nature is taken. -Tail PREABILITY:1,CATEGORY=Himsati Nature,Tail CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:At the first level, you use your tail as a club with your full STR. If you do not already have a tail, this nature will give you one. At the second level the tail becomes prehensile and can manipulate objects almost like another hand, it allows you to fight with a weapon in your tail as if you were fighting offhand. Tail only has two levels, unless the Narrator wishes to allow additional levels to represent extra tails (such as the infamous 9-tailed fox). -Terrible Countenance PREABILITY:1,CATEGORY=Himsati Nature,Terrible Countenance CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You gain a bonus equal to half your SPT for any social interactions where you attempt to intimidate someone due to feral looks, monstrous appearance, etc. When in full himsati, you may instead direct your terrible countenance at a single target, forcing the target to roll his WIL against a target number equal to your PRS. Failure indicates the target cannot bring himself to attack you, and will cower in fear (or perhaps run away if they botch their roll). If you attempt to direct the power of the nature at multiple targets, the number of targets is subtracted from your PRS for determining their target number to resist. (IE -- Attempting to affect 3 targets subtracts 3 from your PRS). The effect lasts until the end of the scene, but can last longer if the Narrator deems it appropriate. -Vibration Sense PREABILITY:1,CATEGORY=Himsati Nature,Vibration Sense CATEGORY:Special Ability TYPE:SpecialQuality.Nature DESC:You feel vibrations that pass through any surface you are touching. The closer or stronger it is, the more you know; you can determine numbers, rough sizes, distance, etc. You make a PER roll against a target number set by the Narrator to determine exactly how much you know. +360 Vision PREABILITY:1,CATEGORY=Himsati Nature,360 Vision CATEGORY:Character TYPE:Display.Himsati Nature DESC:You ignore all penalties imposed on you for attempting to perceive or fight opponents/things behind or flanking you. You can effectively see in all directions at once. Tribe: Arachne +Absorb PREABILITY:1,CATEGORY=Himsati Nature,Absorb CATEGORY:Character TYPE:Display.Himsati Nature DESC:You absorb the essence of your species into your body and can hold it there for the duration of a scene. At the end of the scene, the essence will automatically flow out of your body naturally. The amount you absorb can be no greater in volume than your own body in himsati form (A fire elemental the size of a mouse cannot absorb a bonfire). At any time during the scene, you can disgorge the held material outwards with explosive force. You use this as a Throwing skill-based attack (AGL only if you do not have Throwing Weapons). The maximum range is your STR in yards and it does damage points equal to twice your SPT. This nature is common for pure elementals (fire elementals absorb fire, and so forth) only. Other himsatis absorb their species (a hawk himsati absorbs birds for example). Tribes: Not Terat +Aquatic PREABILITY:1,CATEGORY=Himsati Nature,Aquatic CATEGORY:Character TYPE:Display.Himsati Nature DESC:You ignore all penalties caused by water or being underwater. You are also immune to deep-sea pressure up to your END x1000 fathoms. 1 fathom equals 2 yards. You may swim at your full movement rates, but this does not enable you to breathe water. Additional levels double the your swimming speed (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) Tribe: Protean (can withstand up to END x 2000 fathoms instead of 1000 fathoms) +Arboreal PREABILITY:1,CATEGORY=Himsati Nature,Arboreal CATEGORY:Character TYPE:Display.Himsati Nature DESC:You move and fight through trees, power lines, scaffolding, etc. at your full movement rates by effectively swinging, fast climbing, slight hops and acrobatic tumbles as needed. Penalties still apply. Additional levels double your speed (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) +Armor PREABILITY:1,CATEGORY=Himsati Nature,Armor CATEGORY:Character TYPE:Display.Himsati Nature DESC:You gain a number of points of Armor equal to half your STR. This armor is intrinsic and applies against serenades and other mystic forms of damage that do not explicitly deny the use of the nature as protection. Tribe: Peri +Balance PREABILITY:1,CATEGORY=Himsati Nature,Balance CATEGORY:Character TYPE:Display.Himsati Nature DESC:You ignore all penalties related to balance or poor footing, including those penalties created by mystical means. +Beauty PREABILITY:1,CATEGORY=Himsati Nature,Beauty CATEGORY:Character TYPE:Display.Himsati Nature DESC:You gain a bonus equal to half your SPT for any social interactions that attempt to awe others due to incredible looks, animal magnetism, a continuous alluring scent, etc. When in full himsati, you may instead direct your beauty at a single target, forcing the target to roll his WIL against a target number equal to your PRS plus half your SPT. Failure indicates the target cannot bring himself to attack you, and will stand in awe of your presence. If you attempt to direct the power of the nature at multiple targets, the number of targets is subtracted from your PRS for determining their target number to resist. (IE -- Attempting to affect 3 targets subtracts 3 from your PRS). The effect lasts until the end of the scene, but can last longer if the Narrator deems it appropriate. Tribes: Hemari, Tuatha +Bioluminescence PREABILITY:1,CATEGORY=Himsati Nature,Bioluminescence CATEGORY:Character TYPE:Display.Himsati Nature DESC:You ignore darkness penalties within a number of yards equal to your END. You create a vision penalty whenever desired (by using an action) equal to half your END, against everyone in hand-tohand combat range (it cannot be applied selectively). The vision penalty will last until the end of the scene. Tribe: Phoenix +Blood Drain PREABILITY:1,CATEGORY=Himsati Nature,Blood Drain CATEGORY:Character TYPE:Display.Himsati Nature DESC:You heal one box of damage for every two boxes of damage you cause an opponent. This must be done through some form of direct body contact such as skin-to-skin, biting with fangs, etc. The choice to use the nature must be made before any attack rolls are made. +Blur PREABILITY:1,CATEGORY=Himsati Nature,Blur CATEGORY:Character TYPE:Display.Himsati Nature DESC:You create a vision penalty equal to your AGL against characters attempting to hit you from range, and half your AGL against characters in hand-to-hand combat, due to vibrating at a high rate of speed, seeming to be in two places at once, blinking in and out of sight, etc. This effect will last until the end of the scene. Tribe: Tuatha +Body Compression PREABILITY:1,CATEGORY=Himsati Nature,Body Compression CATEGORY:Character TYPE:Display.Himsati Nature DESC:You can compress your body into a space the size of an adult human fist. The shape adjusts to allow you to squeeze under doors, through keyholes, etc. Additionally, you ignore all penalties for fighting or maneuvering in close or cramped quarters. If your size grows beyond level 0, the size of the compressed body doubles for each level (Size 1 = two adult human fists, Size 2 = four adult human fists, Size 3 = eight adult human fists) +Breath PREABILITY:1,CATEGORY=Himsati Nature,Breath CATEGORY:Character TYPE:Display.Himsati Nature DESC:You pick a liquid or gas (such as water or methane) that you can breathe in place of normal air when desired. You take no penalties or damage for breathing this substance. This can be purchased multiple times for multiple substances. +Burrow PREABILITY:1,CATEGORY=Himsati Nature,Burrow CATEGORY:Character TYPE:Display.Himsati Nature DESC:You move underground through packed dirt at your full movement rate and through harder substances (stone and metal) at a slower pace according to Narrator's discretion. You can choose to leave behind a tunnel corresponding to you size. Additionally you are able to carve out underground caverns at a rate of one comfortable room per day (based on your size). Additional levels double your speed (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) +Camouflage PREABILITY:1,CATEGORY=Himsati Nature,Camouflage CATEGORY:Character TYPE:Display.Himsati Nature DESC:When moving at combat rate or slower you can create a bonus equal to half your SPT for all stealth rolls. If you stay still the bonus is equal to your full SPT. +Charge PREABILITY:1,CATEGORY=Himsati Nature,Charge CATEGORY:Character TYPE:Display.Himsati Nature DESC:You build up momentum and move in a short burst of speed, allowing you to add half your AGL to any damage points caused during the charge maneuver. You must effectively run into your opponent for this to work. This nature can only be used once per combat turn (10 rounds). +Cling PREABILITY:1,CATEGORY=Himsati Nature,Cling CATEGORY:Character TYPE:Display.Himsati Nature DESC:You stick to walls, ceilings and other solid surfaces capable of holding your weight, and traverse them at full movement rates. You are able to exert your full STR and fight without penalty so long as you continuously touch a surface. Additional levels double the characters speed (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) Tribe: Arachne +Deafen PREABILITY:1,CATEGORY=Himsati Nature,Deafen CATEGORY:Character TYPE:Display.Himsati Nature DESC:You create a penalty against all opponents in hand-to-hand combat range, equal to half your PRS. This is due to disorientation, loss of hearing, balance, etc. The effect lasts until the end of the scene; hearing protection if sufficient may reduce the penalty the target receives. +Discharge PREABILITY:1,CATEGORY=Himsati Nature,Discharge CATEGORY:Character TYPE:Display.Himsati Nature DESC:You emit a substance or odor (musk, deep shadows, pollen spores, ink), creating a penalty equal to half your STR against any of the target's PER rolls that rely on the effected senses. The effects last until the character can remove the penalty (step out of the shadow, wash the ink out of his eyes, etc.) or the turn ends (when it dissipates). This affects all targets in hand-to-hand combat range; it cannot be selectively applied. You can use this nature once per turn (10 rounds). +Discorporate PREABILITY:1,CATEGORY=Himsati Nature,Discorporate CATEGORY:Character TYPE:Display.Himsati Nature DESC:You turn into a liquid, gas or other nonsolid form as soon as the nature is activated. You flow through nearly any type of crack or tiny opening. You are able to transform mundane inanimate objects and willing living beings up to your own weight and carry and manipulate them. Conventional physical attacks will not harm you, but any weapon or item imbued with immaculum or other special energies do damage equal to the amount imbued into them. The power grants no other special capabilities such as special forms of damage, flight, invisibility, etc., other natures must be used. It remains in effect until the nature is deactivated. This nature is common to air, water, fire and shadow elementals and the Tribes listed below only. Tribes: Osiri (ghost-form), Protean (shapeless water form) +Discriminatory Smell PREABILITY:1,CATEGORY=Himsati Nature,Discriminatory Smell CATEGORY:Character TYPE:Display.Himsati Nature DESC:(Enhanced Sense) You gain details from scents by using your PER in the same way you do eyesight. Environmental conditions, elapsed time since scent was left, etc. cause penalties to the roll. You are able to track individuals by scent with a simple PER roll (penalties can still apply). +Echolocation PREABILITY:1,CATEGORY=Himsati Nature,Echolocation CATEGORY:Character TYPE:Display.Himsati Nature DESC:You ignore all penalties that affect your vision so long as your hearing is not impaired. You can also communicate with other entities that have echolocation as well. +Elemental Essence PREABILITY:1,CATEGORY=Himsati Nature,Elemental Essence CATEGORY:Character TYPE:Display.Himsati Nature DESC:You summon forth the essence of your element to attack your opponents in a radius equal to your SPT in yards. You can direct it at one opponent per action and it is resolved as a hand-to-hand unarmed attack (using your combat skills) with base damage equal to your WIL. Fire elementals will seemingly burst into flame (or even lightning possibly), winds will whip around an air elemental, water will dance and stream around water elementals and the very terrain will rise up at the command of an earth elemental. Shadow elementals call forth deep pools of deadly shadow that can coalesce into physical form. Your actual body is not transformed, but remains unharmed by the maelstrom around you. This nature is common for pure elementals and the Tribes listed below only (and only for the element listed for the Tribe). You must expend actions to direct the elements; they do not move about on their own, they have no sentience. Tribes: Peri (earth), Phoenix (fire) and Protean (water), Not Terat +Elongated Limbs PREABILITY:1,CATEGORY=Himsati Nature,Elongated Limbs CATEGORY:Character TYPE:Display.Himsati Nature DESC:Your reach is extended one additional yard for every level purchased. Characters with longer reach impose tactical penalties against opponents with shorter reaches in hand-to-hand combat. This power can simulate longer arms and legs, the extended crushing power of a constrictor snake's ability to coil around its target, an excessively long tail (when used with the Tail Nature) and so forth. +Enhanced Hearing PREABILITY:1,CATEGORY=Himsati Nature,Enhanced Hearing CATEGORY:Character TYPE:Display.Himsati Nature DESC:(Enhanced Sense) You add half your SPT to all PER rolls to hear things in the normal range of audible sounds. It does not grant high or low frequency hearing however. +Enhanced Limbs PREABILITY:1,CATEGORY=Himsati Nature,Enhanced Limbs CATEGORY:Character TYPE:Display.Himsati Nature DESC:Normally, whenever you shapeshift, you are granted the appropriate number of limbs. Enhanced limbs provides a bonus when grappling other opponents, enforcing on them a penalty equal to half your STR as long as you use more than one pair of limbs to grapple. The penalty is not cumulative per pair of limbs. If your himsati does not normally have more than two pairs of limbs (two legs and two arms, or two fore legs and two hind legs) then this power may be purchased multiple times, each time giving you one additional pair of limbs. The additional limbs do not grant additional STR bonus beyond the basic one-half, just allow you to hold additional items, targets, and so forth. +Enhanced Vision PREABILITY:1,CATEGORY=Himsati Nature,Enhanced Vision CATEGORY:Character TYPE:Display.Himsati Nature DESC:(Enhanced Sense) You add half your SPT to PER rolls to see things that can be seen in the normal range of the viewable light spectrum. It does not grant Infrared or Lowlight vision. +Flight PREABILITY:1,CATEGORY=Himsati Nature,Flight CATEGORY:Character TYPE:Display.Himsati Nature DESC:You fly via wings, glider membranes, air control, etc. at your full movement rates. You take no penalties from fighting while flying. Additional levels double your speed (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) Tribe: Morrigan +Haste PREABILITY:1,CATEGORY=Himsati Nature,Haste CATEGORY:Character TYPE:Display.Himsati Nature DESC:You may add your SPT to your Initiative roll once per turn (not every round). +Hibernation PREABILITY:1,CATEGORY=Himsati Nature,Hibernation CATEGORY:Character TYPE:Display.Himsati Nature DESC:You enter a state of suspended animation and cannot voluntary come out until certain preset conditions are met, or a certain amount of time has passed (decided when he begins Hibernating, maximum time is your END in months). You do not need to eat, drink, can withstand freezing temperatures and extreme heat as well as any normal weather condition while hibernating. You appear dead to any casual inspection. +High Range Hearing PREABILITY:1,CATEGORY=Himsati Nature,High Range Hearing CATEGORY:Character TYPE:Display.Himsati Nature DESC:(Enhanced Sense) You make normal PER rolls to hear sounds above or below the normal range of the sounds audible to the human ear. Note this nature is automatically in use once activated and you are then vulnerable to attacks designed to go after these hearing ranges specifically. For example, if you have high range hearing, you will be sensitive to dog whistles, especially if they are used right next to you. High and Low are bought as separate natures. +Low Range Hearing PREABILITY:1,CATEGORY=Himsati Nature,Low Range Hearing CATEGORY:Character TYPE:Display.Himsati Nature DESC:(Enhanced Sense) You make normal PER rolls to hear sounds above or below the normal range of the sounds audible to the human ear. Note this nature is automatically in use once activated and you are then vulnerable to attacks designed to go after these hearing ranges specifically. For example, if you have high range hearing, you will be sensitive to dog whistles, especially if they are used right next to you. High and Low are bought as separate natures. +Hyper PREABILITY:1,CATEGORY=Himsati Nature,Hyper CATEGORY:Character TYPE:Display.Himsati Nature DESC:The first level removes all penalties from simple ground-based obstacles while moving, the character moves fluidly around any obstacles where a quick and easy path can be found (dumpsters, cars, people, mailboxes, turned over trashcans, etc.) Additional levels double your speed. (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) +Immunities PREABILITY:1,CATEGORY=Himsati Nature,Immunities CATEGORY:Character TYPE:Display.Himsati Nature DESC:You choose a normally harmful mundane substance (fire, acid, salt, radiation, etc.) and are completely immune to any damage from all nonmagical forms of that substance. Against any magical form of the attack (imbued with Immaculum, created by a serenade) the Immunity acts as if you had armor, granting half your STR as armor against that particular attack. This will combine with the Armor nature. Poison cannot be chosen for immunity. You can purchase this multiple times for multiple substances. +Infrared Vision PREABILITY:1,CATEGORY=Himsati Nature,Infrared Vision CATEGORY:Character TYPE:Display.Himsati Nature DESC:(Enhanced Sense) You “shut off” your normal method of seeing and now see heat patterns. It negates all vision penalties for darkness, allowing you to continue to make normal PER rolls to see. Anything that is at or near the same temperature as the surrounding air and surfaces will impose a penalty however, at the Narrator's discretion. Sudden, violent changes in temperature can also temporarily blind you. +Leap PREABILITY:1,CATEGORY=Himsati Nature,Leap CATEGORY:Character TYPE:Display.Himsati Nature DESC:If you leap straight up, your feet reach a height of your AGL + STR. In a standing horizontal jump you leap twice that far and six times with a running horizontal jump. Additional levels double your leap's height/distance (Level 1 = Normal, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, etc.) +Low-Light Vision PREABILITY:1,CATEGORY=Himsati Nature,Low-Light Vision CATEGORY:Character TYPE:Display.Himsati Nature DESC:(Enhanced Sense) You see as if the lighting conditions were completely normal, in anything up to the complete absence of light, and take no vision penalties. However, any bright flashes of light, the use of the bioluminescence nature, etc. will have twice the effect/ penalty on you. +Magnetic Sense PREABILITY:1,CATEGORY=Himsati Nature,Magnetic Sense CATEGORY:Character TYPE:Display.Himsati Nature DESC:You feel magnetic emanations within a number of yards equal to your SPT and always know which direction you are facing (N/S/E/W). You pick up on the basic magnetic fields of most creatures as well as most electronic equipment. This also negates vision penalties that impede normal vision, but strong conflicting fields can render the magnetic sense ineffective. +Mesmerize PREABILITY:1,CATEGORY=Himsati Nature,Mesmerize CATEGORY:Character TYPE:Display.Himsati Nature DESC:You hypnotize a target by making a contested PRS vs. PRS roll, with the target taking a penalty equal to half your WIL. If you win, the target will remain hypnotized for the remainder of the scene, or until someone does something to stir the target from the hypnotic state (scream at them, shake them, etc.). During this time you may implant a suggestion that will last a number of days equal to the exact amount you won by (minimum one day). The suggestion cannot cause the target to purposely harm himself, a loved one, etc. +Mimicry PREABILITY:1,CATEGORY=Himsati Nature,Mimicry CATEGORY:Character TYPE:Display.Himsati Nature DESC:You can recreate any sound or voice you've heard. Those perceiving must make a PER roll against a target number equal to your PRS + SPT to realize the sound or voice is a fake. +Natural Weaponry PREABILITY:1,CATEGORY=Himsati Nature,Natural Weaponry CATEGORY:Character TYPE:Display.Himsati Nature DESC:You add half your SPT to your STR for determining damage from horns, claws, fangs, talons, etc. This can also be used to represent stingers (like those of a bee or the hooks found in a squid's tentacles), electrical shocks (like those of an eel), etc. +Phasing PREABILITY:1,CATEGORY=Himsati Nature,Phasing CATEGORY:Character TYPE:Display.Himsati Nature DESC:Your body melds into other objects, physically merging with them and passing through them or resting inside. Serenades cannot be played while phasing. While phased, you are invisible to all PER rolls save those granted by serenades, and you do not need to breathe. You can stay this way until the normal need to sleep, eat, etc. overtakes you, or you decide to stop phasing. This does not grant you any form of control over the object. You can only phase through objects related to your himsati (ex: earth elemental through stone, metal, etc.; a water elemental through water or ice). If you rest inside the object, you are carried within it should the object move or be moved, and you cannot sense what is happening outside the object without physically peering out. This nature is common to pure elementals and the Tribes listed only. Tribe: Peri +Poison PREABILITY:1,CATEGORY=Himsati Nature,Poison CATEGORY:Character TYPE:Display.Himsati Nature DESC:You can deliver a poison to your target instead of damage on a successful attack. You must choose to deliver the poison before the attack roll is made. The poison creates a penalty against all the target's actions equal to half your STR, and will affect Immortals. Characters possessing this nature metabolize standard synthetic poisons and toxins (such as alcohol) at normal human rate. Tribe: Sharakai +Regrowth PREABILITY:1,CATEGORY=Himsati Nature,Regrowth CATEGORY:Character TYPE:Display.Himsati Nature DESC:You continuously regenerate lost limbs or organs automatically while in full himsati. You gain back the lost limb or organ at a rate of your SPT * 10%% per week (ex: A 5 SPT would bring back 50%% of the limb or organ in one week). This nature will not function if you are damaged, all boxes of damage must be healed first. +Secrete PREABILITY:1,CATEGORY=Himsati Nature,Secrete CATEGORY:Character TYPE:Display.Himsati Nature DESC:You secrete a substance that can hinder your opponents. Each version, Slippery and Sticky, is bought as a separate nature. Any substance generated this way dissipates within a day unless you take the time to reinforce it to last longer. The substance cannot be gotten rid of by a simple act of will, it is a real substance and not just an effect. +Size PREABILITY:1,CATEGORY=Himsati Nature,Size CATEGORY:Character TYPE:Display.Himsati Nature DESC:When you assume full himsati you automatically grow or shrink to the appropriate size as shown on the chart below. You need Growth or Shrink to alter your size from that point: Each level of Growth allows your himsati to move up one size range and each level of Shrink down one size range. All movement modifiers are made before any multipliers for movement natures/ serenades. Growth and Shrinking automatically activate when you shift to full himsati - they only work while in full himsati. Your size will not immediately change, it takes a conscious act of will (standard action) to change your size. You can choose to be any size within the levels you purchased. Growth and Shrink are purchased as separate natures. +Sleeping Lungs PREABILITY:1,CATEGORY=Himsati Nature,Sleeping Lungs CATEGORY:Character TYPE:Display.Himsati Nature DESC:Sleeping Lungs only has two levels. The first level allows you to go a full scene without needing to breathe in any way, even in a vacuum. The second level allows you to go indefinitely until the nature is deactivated. +Species Communication PREABILITY:1,CATEGORY=Himsati Nature,Species Communication CATEGORY:Character TYPE:Display.Himsati Nature DESC:While in full himsati, you are able to communicate with mortal beings of the same species as your himsati. A cobra could communicate with mortal snakes and understand them. It also allows immortals of the same species to secretly communicate in front of others not of the same species. A character can switch between normal and companion communication at any time with no action. +Spew PREABILITY:1,CATEGORY=Himsati Nature,Spew CATEGORY:Character TYPE:Display.Himsati Nature DESC:You must already possess Discharge, Elemental Essence, Poison or Secrete to have this nature, though you do not have to activate those natures in order to use it. It allows you to shoot the other nature's substance at a range of three times your STR in yards as a Throwing skill-based attack. The normal effects of the substance apply as per the nature supplying the substance. This allows fire breathing, spitting poison or ink, breathing blasts of air, launching pollen. +Stillness PREABILITY:1,CATEGORY=Himsati Nature,Stillness CATEGORY:Character TYPE:Display.Himsati Nature DESC:You can meld yourself to the architecture or other surroundings and become part of it, composed of the same material and showing the same signs of wear and aging. Even to enhanced senses and close inspect you will merely be an extension of what you have attached yourself to, a sculpture or statue attached to the surface of a building, etc. You do not need to breathe while attached, and can stay this way until the normal need for eat, sleep, etc. overtakes you, or you move. You are unable to take any other actions, but are still aware of your surroundings and can see in the direction you are facing. You cannot use this power to pass through an object, this would require the Phasing nature. +Swarm PREABILITY:1,CATEGORY=Himsati Nature,Swarm CATEGORY:Character TYPE:Display.Himsati Nature DESC:You break up into a hive-like group of miniature copies of your himsati. You lose the ability to sing serenades during this but still have access to all natures. While in this form, the swarm is able to descend upon a target and attack it in this form. The target's armor is negated unless it is a complete head to toe covering (this negates the armor nature). The swarm takes damage and is affected as a single unit, and when you return to your normal state, you retain all damage taken by the swarm. The swarm also gains a bonus to all dodge attempts equal to half your SPT. If a significant part of the swarm is separated from you when you return to your normal state, you take damage equal to the percentage of the swarm lost (the lost part of the swarm immediately dies when you return to your normal state). You can remain in swarm state until the end of the scene, unless you decide to stop using the nature sooner. This nature is only common for insects, plants and listed Tribes. Tribes: Arachne, Not Terat +Swell PREABILITY:1,CATEGORY=Himsati Nature,Swell CATEGORY:Character TYPE:Display.Himsati Nature DESC:You receive a bonus of half your END when attempting to escape a grapple or any other bonds as your body swells. You can remain like this until the end of the scene if so desired. +Synthesis PREABILITY:1,CATEGORY=Himsati Nature,Synthesis CATEGORY:Character TYPE:Display.Himsati Nature DESC:You heal at twice the normal rate when exposed to certain conditions or substances (sunlight, dust, water, while touching your companion animal, etc.). In addition, exposure to the substance negates the need to eat or drink. This nature can be purchased more than once to allow synthesis with more than one substance. The substance must be picked when the nature is taken. +Tail PREABILITY:1,CATEGORY=Himsati Nature,Tail CATEGORY:Character TYPE:Display.Himsati Nature DESC:At the first level, you use your tail as a club with your full STR. If you do not already have a tail, this nature will give you one. At the second level the tail becomes prehensile and can manipulate objects almost like another hand, it allows you to fight with a weapon in your tail as if you were fighting offhand. Tail only has two levels, unless the Narrator wishes to allow additional levels to represent extra tails (such as the infamous 9-tailed fox). +Terrible Countenance PREABILITY:1,CATEGORY=Himsati Nature,Terrible Countenance CATEGORY:Character TYPE:Display.Himsati Nature DESC:You gain a bonus equal to half your SPT for any social interactions where you attempt to intimidate someone due to feral looks, monstrous appearance, etc. When in full himsati, you may instead direct your terrible countenance at a single target, forcing the target to roll his WIL against a target number equal to your PRS. Failure indicates the target cannot bring himself to attack you, and will cower in fear (or perhaps run away if they botch their roll). If you attempt to direct the power of the nature at multiple targets, the number of targets is subtracted from your PRS for determining their target number to resist. (IE -- Attempting to affect 3 targets subtracts 3 from your PRS). The effect lasts until the end of the scene, but can last longer if the Narrator deems it appropriate. +Vibration Sense PREABILITY:1,CATEGORY=Himsati Nature,Vibration Sense CATEGORY:Character TYPE:Display.Himsati Nature DESC:You feel vibrations that pass through any surface you are touching. The closer or stronger it is, the more you know; you can determine numbers, rough sizes, distance, etc. You make a PER roll against a target number set by the Narrator to determine exactly how much you know. # KEY:Secrete ~ Slipper Slippery: You create a penalty equal to half your AGL to be used against someone trying to grapple you or trying to climb or maintain balance on a surface you have coated. The slime of slug is an example of Slippery. diff --git a/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_abilities_serenades.lst b/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_abilities_serenades.lst new file mode 100644 index 000000000..139597f9c --- /dev/null +++ b/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_abilities_serenades.lst @@ -0,0 +1,2 @@ + + diff --git a/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_abilitycategories.lst b/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_abilitycategories.lst index 575a4696b..2d07bbadc 100644 --- a/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_abilitycategories.lst +++ b/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_abilitycategories.lst @@ -10,11 +10,13 @@ ABILITYCATEGORY:Special Ability CATEGORY:Special Ability DISPLAYLOCATION:Charact ABILITYCATEGORY:Attribute Build Points POOL:Attribute_Build_Pool EDITABLE:YES EDITPOOL:NO CATEGORY:Character DISPLAYLOCATION:Character TYPE:Attribute_Starting_Build ABILITYCATEGORY:Predilection POOL:Predilection_Pool EDITABLE:YES EDITPOOL:NO CATEGORY:Character DISPLAYLOCATION:Character TYPE:Predilection ABILITYCATEGORY:Calling POOL:Calling_Pool EDITABLE:YES EDITPOOL:NO CATEGORY:Character DISPLAYLOCATION:Character TYPE:Calling -ABILITYCATEGORY:Nature POOL:Nature_Pool EDITABLE:YES EDITPOOL:NO CATEGORY:Character DISPLAYLOCATION:Character TYPE:Nature +ABILITYCATEGORY:Nature POOL:Hismati_Nature_Pool EDITABLE:YES EDITPOOL:NO CATEGORY:Character DISPLAYLOCATION:Character TYPE:Himsati Nature +ABILITYCATEGORY:Tribe POOL:Tribe_Pool EDITABLE:YES EDITPOOL:NO CATEGORY:Character DISPLAYLOCATION:Character TYPE:Tribe -ABILITYCATEGORY:Skills POOL:Character_Pool EDITABLE:YES EDITPOOL:NO CATEGORY:Character DISPLAYLOCATION:Character TYPE:Skill +ABILITYCATEGORY:Skills POOL:Build_Points EDITABLE:YES EDITPOOL:NO CATEGORY:Skill DISPLAYLOCATION:Character TYPE:Skill +ABILITYCATEGORY:Bonus Points POOL:Bonus_Points EDITABLE:YES EDITPOOL:NO CATEGORY:Character DISPLAYLOCATION:Character TYPE:Bonus Points -ABILITYCATEGORY:Himsati Type POOL:Character_Pool EDITABLE:YES EDITPOOL:NO CATEGORY:Internal DISPLAYLOCATION:Character TYPE:Himsati Type +ABILITYCATEGORY:Himsati Type POOL:Himsati_Type_Pool EDITABLE:YES EDITPOOL:NO CATEGORY:Internal DISPLAYLOCATION:Character TYPE:Himsati Type ABILITYCATEGORY:Core Skill Combat CATEGORY:Core Skill DISPLAYLOCATION:Character TYPE:Combat diff --git a/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_languages.lst b/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_languages.lst new file mode 100644 index 000000000..f1e935d72 --- /dev/null +++ b/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_languages.lst @@ -0,0 +1 @@ +Basic \ No newline at end of file diff --git a/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_races.lst b/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_races.lst index ce58b6153..f05f94f5d 100644 --- a/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_races.lst +++ b/immortal/jikkarro_enterprises/immortal_invisible_war/iiw_races.lst @@ -1,3 +1,17 @@ Immortal SIZE:M Mortal SIZE:M +Hismati SIZE:M +#ABILITY:Internal|AUTOMATIC|Hismati + +# 13:19:51.496 WARNING AWT-EventQueue-0 Globals:703 Number of objects loaded. The following should all be greater than 0: +# 13:19:51.497 WARNING AWT-EventQueue-0 Globals:705 Races=4 +# 13:19:51.498 WARNING AWT-EventQueue-0 Globals:706 Classes=0 +# 13:19:51.500 WARNING AWT-EventQueue-0 Globals:707 Skills=37 +# 13:19:51.501 WARNING AWT-EventQueue-0 Globals:708 Feats=0 +# 13:19:51.502 WARNING AWT-EventQueue-0 Globals:711 Equipment=0 +# 13:19:51.503 WARNING AWT-EventQueue-0 Globals:712 ArmorProfs=0 +# 13:19:51.505 WARNING AWT-EventQueue-0 Globals:713 ShieldProfs=0 +# 13:19:51.506 WARNING AWT-EventQueue-0 Globals:714 WeaponProfs=1 +# 13:19:51.510 WARNING AWT-EventQueue-0 Globals:715 Kits=0 +# 13:19:51.510 WARNING AWT-EventQueue-0 Globals:716 Templates=0