Difference between revisions of "Abilities and Traits 7.2"

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''This is a section from the [[7.2]] [[Rulebook]], the previous section is [[Class]]''
 
''This is a section from the [[7.2]] [[Rulebook]], the previous section is [[Class]]''
 
==Here listed is the entire Ablities and Traits section of the [[7.0]] Rulebook.==
 
==Here listed is the entire Ablities and Traits section of the [[7.0]] Rulebook.==
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may be simul-cast if both of them allow for it.
 
may be simul-cast if both of them allow for it.
 
===[[Awe]]===
 
===[[Awe]]===
As per the [[Awe Spell]]/[[Fear spell]].
+
As per the [[Awe/Fear|Awe Spell]]/[[Awe/Fear|Fear spell]].
 +
 
 
===[[Banish]]===
 
===[[Banish]]===
 
As per the [[Banish spell]].
 
As per the [[Banish spell]].

Revision as of 02:04, 30 November 2008

This is a section from the 7.2 Rulebook, the previous section is Class

Contents

Here listed is the entire Ablities and Traits section of the 7.0 Rulebook.

Accuracy

Effect;

Arrows fired from ones own bow or crossbow deal one additional point of damage.

Antidote to Poison

Materials

A small container of water

Effect

When a person drinks this water, they are instantly cured of any poison.

Armor-piercing Arrow

Materials

A blue ribbon tied to an arrow son !Incantation Declare Loudly “Armor-piercing Arrow”

Effect

A strike from the arrow will destroy all non-invulnerable armor on the location struck and will continue through to wound the target. It will only deal one point of damage to Invulnerability and Invulnerability Armor.

Armor of Quality

Effect

Any armor worn is worth one extra point to a maximum of seven points.

Notes

This ability allows you to exceed your normal class maximum on armor by one point.

Assassinate

Incantation

Say the word ‘Assassinate’ immediately upon killing a person.

Effect

The victim is affected as per the spell Sever Spirit.

Notes

May be used while moving.

Attuned

Effect

May choose to carry two enchantments from any caster (or combination of casters) for the duration of the current life.

Notes

This ability may not be used in conjunction with any other similar ability or magic. Only one of these two enchantments may be simul-cast if both of them allow for it.

Awe

As per the Awe Spell/Fear spell.

Banish

As per the Banish spell.

Berserk

Materials;

A red headband or armband.

Incantation and gestures:

You may choose to go Berserk at any point on an eligible life by tying on the red band and announcing your Berserk state.

Effect:

  • While Berserk you gain the following traits:

Natural Armor: 2 points on all hit locations. Strong: Melee weapons become Red. Melee weapons that are already Red do an extra point of damage to armor for a total of three. Rage: Weapons used while berserk must be over two feet in length. Players may not cast magic, use projectiles, shields, hinged weapons, or activate class abilities (except Berserk). Armor worn is considered destroyed, and cannot be used while berserk. You may not retreat from combat unless facing odds of at least 5:1, monsters with a ratio of 5:1 or greater, or a Wizard, Healer, Druid, or Bard. Immunity: Control

Bowyer

Effect:

Limitations:

  • May only be used on a bow.

Camouflage

Materials

  • 10 ft green cloth

Incantation and gestures:

  • Place cloth in a circle, repeat x3 “May the forces of nature hide my presence.”

To end the camouflage, the player must repeat x2 “Nature release me.”

Range

  • Within circle

Effect

  • While inside the circle, the player can’t be attacked, even if someone viewed him activating the Camouflage. Area Effect

magic that encompasses the area of the camouflage, such as Doomsday, still affects the player. While camouflaged, the player may not affect anyone else, though they can use their own abilities on themselves such as healing or curing poison. The player may not camouflage anyone else (or their belongings), nor may game items be taken into camouflage. Any enemy with the Tracking ability within 20 feet can cancel the camouflage by stating “Tracking” and pointing out the player in question.

Earth Bind

Incantation:

  • Repeat x2 “May mother nature bind thee.”

Range

  • 20 ft

Effect

  • Victim cannot move feet until each of his legs are struck ten times with a slashing

or bludgeoning weapon. Anyone attempting to free the victim must state “free this leg” while doing so or the hits strike the player as normal.

Notes

  • May be used while moving.

Extend Immunities

Incatiation

“My faith shall defend thee.”

Range

Touch

Effect

Player extends all of his class immunities to one person with whom he is in direct physical contact. Immunities may not be extended to equipment. This ability ends as soon as physical contact is broken.

Notes

May be used while moving.

Fear

As per the Awe Spell/Fear spell.

Fight After Death

Effect

Occurs immediately after having died. Player continues to fight for 10 seconds—which must be counted out loud—after dying. Limbs and armor lost before death remain lost, and additional limbs and armor can be removed, but this does not stop the berserker from continuing to function (save for losing the use of the limb) for the duration of the fight after death. Additional killing shots do not kill the barbarian. Fight After Death does not count as ‘moving after having died.’

Limitations

Being struck by a Sphere of Annihilation or a Siege Weapon will prevent or end Fight After Death.

Notes

This ability does not free the player from any pre-existing effects such as Stun or Earth Bind. As a reminder, a player is always required to stay in control of his actions. Violent flailing with real life disregard for others – during this or at any other time – is grounds for punishment or expulsion by the reeve. You can role-play a crazy person, but you must still have control of your actions at all times. Reeves are encouraged to remove this ability from those who are hurting or endangering others.

Flame Arrow

Materials

An orange ribbon tied to the arrow

Incatiation

Repeat x5 “flame arrow”

Effects

A hit to a shield will destroy the shield unless its face is tapped to the ground five times within five seconds. A hit to a Siege Weapon by a Flame Arrow will do five points of damage to the Siege Weapon. Will deal damage to Armor and people as normal. Has no effect on Iceball, Entangle, or any other magic unless specifically mentioned in the magic description. A flame arrow will remain lit for two minutes.

Heal

As per the Heal Spell.

Improve Shield

Materials

Purple ribbon visibly tied to the front face of the Shield.

Effects

Shield may only be destroyed by Magical Balls, Verbal Magic, or Siege Weapons and is considered to be metal for game effect purposes.

Improve Weapon

Materials

Purple ribbon tied to weapon.

Effect

Weapon deals +1 damage when wielded in a slashing or bludgeoning manner.

Notes

Does not confer shield-breaking abilities.

Missile Block

Effect:

Player is allowed to block arrows with their weapons without penalty. If such a block is insufficient to prevent the projectile from striking any legal target, it still counts as a hit.

Greater Missile Block

Effect:

Functions exactly like Missile Block except it also allows the player to use bare hands to block projectiles and arrows without penalty.

Pass Without Trace

Incantation

Repeat x3 “Pass without trace”

Effect

You must immediately return to your base. You are considered out of the game while returning.

Notes

May be used while moving.

Penetration Arrow

Materials

Denote arrow with black ribbon

Effects

Behaves exactly like an Armor-piercing Arrow except that it will also destroy a normal shield. It will not carry through to the arm underneath, however.

Poison Weapon

Materials

Denoted with black ribbon

Effects

May poison one weapon. People who are wounded by poisoned weapons die if they are not cured in a 100 count. A person may only poison one of his own weapons. This effect remains on the weapon for the entire life.

Powerful Blows

Incatation

Announce “Powerful Blows” before engaging in combat

Effect

Your weapons are treated as magical for the purposes of damaging monsters that are only affected by magic weapons.

Reanimate

As per the Reanimate spell.

Repair Item

Effect

As per the Mend Spell.

Limitations

May only be used on one’s own equipment.

Resurrect

As per the Resurrect Spell.

Sanctuary

Incatations

Drop weapons if any in hand and state “Sanctuary”

Range

20 ft radius from the player

Effect

Others within 20’ may not take hostile actions towards the player, nor target the player or his equipment with magic or abilities. Must be chanting “Sanctuary” and cannot be holding a weapon or the ability is broken.

Limitations

Cannot carry nor affect game items while in Sanctuary. Players in Sanctuary may not impede the play of other people in any manner, and must immediately remove themselves from any such situations they find themselves in.

Notes

The Touch of Death and Touch of Paralyzation abilities and magic are not considered weapons in Sanctuary. If these are on the player when he enters Sanctuary, they can be discharged as normal, though this ends the Sanctuary. The player may move around during Sanctuary, but they must keep at least one foot on the ground at all times and may not run. Sanctuary is broken if the monk comes within 20 feet of a base.

Steal Life

Materials

Death, Dead Person

Incantation

Touch target on their shoulder and recite “I take your life”

Range

Touch

Effect

Target loses one life from their total and the user gains one life. This life is in addition to the person already being dead. You cannot steal lives from those already shattered. This effect may be used on any dead person who has not yet reached Nirvana, even if they have moved from where they died.

Notes

May be used while moving.

Stun Arrow

Materials

Denote arrow with gray ribbon.

Effect

Arrow behaves as a Subdual Blow.

Teleport

As per the Teleport Spell except may be only used on self.

Touch of Death

As per the Touch of Death Enchantment except may only be placed on self.

Tracking

Incantion:

Repeat x5 “Tracking”

Range

Self

You may do ONE of the following:

a.You may ask one yes or no question of someone (dead person, reeve or monster) that must be answered truthfully and to the best of their ability. This is not stopped by the Liplock magic b.Follow a teleporting player c.“Dispel” a Camouflage or blend ability d.Walk through a Thornwall

Transfer Life

Situation

Spirit

Materials

Person

Incantation

Touch person and state “I give thee life from my own.”

Range

Touch

Effect

This ability has two possible effects:

  • 1. A dead peris immediately resurrected as per the spell Resurrect.
  • 2.A living person gains one extra life on their current life total.

In addition, the monk loses one life from his total.

Limitaitons:

If he was on his last life when he used this ability, he dies immediately and may not be restored to life. You may only use this ability on a person playing a standard class. Lives given to people playing transformed monsters are played as the original class, not the monster.

Trap

Incantaion

Repeat x2 “May my devious trap bind thee”

Range

20 feet

Effect

As per Earth Bind.

Notes

May be used while moving.

Truth

As per the Truth Spell.


The next section of the 7.2 Rulebook is Amtgard Magic