Difference between revisions of "Abilities and Traits 7.2"
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''The next section of the [[7.2]] [[Rulebook]] is [[Amtgard Magic]]'' | ''The next section of the [[7.2]] [[Rulebook]] is [[Amtgard Magic]]'' | ||
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Revision as of 14:15, 29 January 2008
Contents
- 1 Ablities and Traits Defined
- 2 Here listed is the entire Ablities and Traits section of the 7.0 Rulebook.
- 2.1 Accuracy
- 2.2 Antidote to Poison
- 2.3 Armor-piercing Arrow
- 2.4 Armor of Quality
- 2.5 Assassinate
- 2.6 Attuned
- 2.7 Awe
- 2.8 Banish
- 2.9 Berserk
- 2.10 Bowyer
- 2.11 Camouflage
- 2.12 Earth Bind
- 2.13 Extend Immunities
- 2.14 Fear
- 2.15 Fight After Death
- 2.16 Flame Arrow
- 2.17 Heal
- 2.18 Improve Shield
- 2.19 Improve Weapon
- 2.20 Missile Block
- 2.21 Greater Missile Block
- 2.22 Pass Without Trace
- 2.23 Penetration Arrow
- 2.24 Poison Weapon
- 2.25 Powerful Blows
- 2.26 Reanimate
- 2.27 Repair Item
- 2.28 Resurrect
- 2.29 Sanctuary
- 2.30 Steal Life
- 2.31 Stun Arrow
- 2.32 Teleport
- 2.33 Touch of Death
- 2.34 Tracking
- 2.35 Transfer Life
- 2.36 Situation
- 2.37 Materials
- 2.38 Incantation
- 2.39 Range
- 2.40 Effect
- 2.41 Trap
- 2.42 Truth
Ablities and Traits Defined
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.
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:
- As per the Mend spell.
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