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DFRPG / Re: Codex Alera Conversion for DFRPG
« on: February 10, 2012, 07:36:51 AM »
Earthcraft
Inhuman Strength [–2]
Description: You are able to lift more and hit harder than the average human can, due to your connection to the earth.
Skills Affected: Might, other physical skills.
Musts: You must be connected to the earth to utilize this furycraft. Standing on a stone structure is sufficient, provide the stone touches the earth.
Effects:
Improved Lifting. Whenever lifting or breaking inanimate things, you gain a +3 to your Might score.
Bruising Strength. Roll Might at +1 whenever using that skill in conjunction with grappling (YS 211). This also allows you to inflict a 2-stress hit on an opponent as a supplemental action during a grapple.
Superior Strength. Whenever using your Might to modify (YS 214) another skill, it always provides a +1 regardless of the actual comparison of your Might score to the skill in question.
Hammer Blows. With attacks that depend on muscular force (Fists, thrown Weapons, etc.), you are at +2 to damage, increasing the stress dealt by two on a successful hit.
Supernatural Strength [–4]
Description: You have supernatural strength—you’re able to lift and break things you shouldn’t be able to, and people who get in your way tend to be very, very sorry.
Musts: Supernatural Strength replaces Inhuman Strength if taken. You must be connected to the earth to utilize this furycraft. Standing on a stone structure is sufficient, provide the stone touches the earth.
Skills Affected: Might, other physical skills.
Effects:
Superior Lifting. Whenever lifting or breaking inanimate things, you gain a +6 to your Might score.
Bludgeoning Strength. Roll Might at +2 whenever using that skill in conjunction with grappling (see page 211). This also allows you to inflict a 3-stress hit on an opponent as a supplemental action during a grapple.
Superlative Strength. Whenever using your Might to modify (page 214) another skill, it always provides a +2 regardless of the actual comparison of your Might score to the skill
in question.
Lethal Blows. With attacks that depend on muscular force (Fists, thrown Weapons, etc.), you are at +4 to damage, increasing the stress dealt by four on a successful hit. Be careful; it’s casually easy to kill someone with a simple punch at this level.
Mythic Strength [–6]
Description: Your strength is a thing out of legend—legends that feature you.
Musts: Mythic Strength replaces Inhuman or Supernatural Strength if taken. You must be connected to the earth to utilize this furycraft. Standing on a stone structure is sufficient, provide the stone touches the earth.
Skills Affected: Might, other physical skills.
Effects:
Supreme Lifting. Whenever lifting or breaking inanimate things, you gain a +12 to your Might score.
Unstoppable Strength. Roll Might at +3 whenever using that skill in conjunction with grappling (see page 211). This also allows you to inflict a 4-stress hit on an opponent as a supplemental action during a grapple.
Supreme Strength. Whenever using your Might to modify (page 214) another skill, it always provides a +3 regardless of the actual comparison of your Might score to the skill in question.
Devastating Blows. With attacks that depend on muscular force (Fists, thrown Weapons, etc.), you are at +6 to damage, increasing the stress dealt by six on a successful hit.
Earthsense[-1]
Description: You can sense the presense of living creatures by the pressure they put upon the ground.
Musts. You must be touching the earth.
Skills Affected: Survival
Effects:
Earthsense: When touching the ground, you gain a +3 Survival checks made to locate nearby living creatures up to three zones away.
Calm Beasts [-1]
Description: You are good with animals.
Musts. You must be touching the earth.
Skills Affected: Survival
Effects:
Soothe the Savage Beast. By touching an animal, you gain a +3 to Survival checks made to calm an animal thorugh the Animal Handling use of the skill. This does not apply to other uses of Animal Handling, such as training an animal.
Incite Emotion (Lust) [-1]
Description: You are able to incite lust in a target.
Skills affected: Decipt.
Effects:
Emotion-Touch. If you can touch someone, you can make them feel lust. You’re able to do maneuvers at +2 to a Deceit roll that forces a lustful emotion on a target (as a temporary aspect), so long as you’re in the same zone as they are and you can physically touch them. The victim defends with their Discipline. You may be able to prevent the victim from taking other actions as well if you do this as a block (YS 210) instead of as a maneuver.
At Range [–1]. You may use this ability on targets up to one zone away without touching them.
Lasting Emotion [–1]. If you increase the refresh cost of this ability by 1, you gain the ability to do Emotion-Touch as a mental attack instead of a mere maneuver or block. If such an attack hits, you gain a +2 stress bonus on a successful hit (as though it were Weapon:2), increasing the chances of inflicting a mental consequence (and thus, a more lasting emotional state). The victim defends with his Discipline.
Potent Emotion [–1]. The Lasting Emotion upgrade is a prerequisite to this one. You get another +2 stress bonus on successful attacks as per Lasting Emotion, as though you had Weapon:4.
Inhuman Strength [–2]
Description: You are able to lift more and hit harder than the average human can, due to your connection to the earth.
Skills Affected: Might, other physical skills.
Musts: You must be connected to the earth to utilize this furycraft. Standing on a stone structure is sufficient, provide the stone touches the earth.
Effects:
Improved Lifting. Whenever lifting or breaking inanimate things, you gain a +3 to your Might score.
Bruising Strength. Roll Might at +1 whenever using that skill in conjunction with grappling (YS 211). This also allows you to inflict a 2-stress hit on an opponent as a supplemental action during a grapple.
Superior Strength. Whenever using your Might to modify (YS 214) another skill, it always provides a +1 regardless of the actual comparison of your Might score to the skill in question.
Hammer Blows. With attacks that depend on muscular force (Fists, thrown Weapons, etc.), you are at +2 to damage, increasing the stress dealt by two on a successful hit.
Supernatural Strength [–4]
Description: You have supernatural strength—you’re able to lift and break things you shouldn’t be able to, and people who get in your way tend to be very, very sorry.
Musts: Supernatural Strength replaces Inhuman Strength if taken. You must be connected to the earth to utilize this furycraft. Standing on a stone structure is sufficient, provide the stone touches the earth.
Skills Affected: Might, other physical skills.
Effects:
Superior Lifting. Whenever lifting or breaking inanimate things, you gain a +6 to your Might score.
Bludgeoning Strength. Roll Might at +2 whenever using that skill in conjunction with grappling (see page 211). This also allows you to inflict a 3-stress hit on an opponent as a supplemental action during a grapple.
Superlative Strength. Whenever using your Might to modify (page 214) another skill, it always provides a +2 regardless of the actual comparison of your Might score to the skill
in question.
Lethal Blows. With attacks that depend on muscular force (Fists, thrown Weapons, etc.), you are at +4 to damage, increasing the stress dealt by four on a successful hit. Be careful; it’s casually easy to kill someone with a simple punch at this level.
Mythic Strength [–6]
Description: Your strength is a thing out of legend—legends that feature you.
Musts: Mythic Strength replaces Inhuman or Supernatural Strength if taken. You must be connected to the earth to utilize this furycraft. Standing on a stone structure is sufficient, provide the stone touches the earth.
Skills Affected: Might, other physical skills.
Effects:
Supreme Lifting. Whenever lifting or breaking inanimate things, you gain a +12 to your Might score.
Unstoppable Strength. Roll Might at +3 whenever using that skill in conjunction with grappling (see page 211). This also allows you to inflict a 4-stress hit on an opponent as a supplemental action during a grapple.
Supreme Strength. Whenever using your Might to modify (page 214) another skill, it always provides a +3 regardless of the actual comparison of your Might score to the skill in question.
Devastating Blows. With attacks that depend on muscular force (Fists, thrown Weapons, etc.), you are at +6 to damage, increasing the stress dealt by six on a successful hit.
Earthsense[-1]
Description: You can sense the presense of living creatures by the pressure they put upon the ground.
Musts. You must be touching the earth.
Skills Affected: Survival
Effects:
Earthsense: When touching the ground, you gain a +3 Survival checks made to locate nearby living creatures up to three zones away.
Calm Beasts [-1]
Description: You are good with animals.
Musts. You must be touching the earth.
Skills Affected: Survival
Effects:
Soothe the Savage Beast. By touching an animal, you gain a +3 to Survival checks made to calm an animal thorugh the Animal Handling use of the skill. This does not apply to other uses of Animal Handling, such as training an animal.
Incite Emotion (Lust) [-1]
Description: You are able to incite lust in a target.
Skills affected: Decipt.
Effects:
Emotion-Touch. If you can touch someone, you can make them feel lust. You’re able to do maneuvers at +2 to a Deceit roll that forces a lustful emotion on a target (as a temporary aspect), so long as you’re in the same zone as they are and you can physically touch them. The victim defends with their Discipline. You may be able to prevent the victim from taking other actions as well if you do this as a block (YS 210) instead of as a maneuver.
At Range [–1]. You may use this ability on targets up to one zone away without touching them.
Lasting Emotion [–1]. If you increase the refresh cost of this ability by 1, you gain the ability to do Emotion-Touch as a mental attack instead of a mere maneuver or block. If such an attack hits, you gain a +2 stress bonus on a successful hit (as though it were Weapon:2), increasing the chances of inflicting a mental consequence (and thus, a more lasting emotional state). The victim defends with his Discipline.
Potent Emotion [–1]. The Lasting Emotion upgrade is a prerequisite to this one. You get another +2 stress bonus on successful attacks as per Lasting Emotion, as though you had Weapon:4.