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STANDARD KNOWLEDGES
Alertness - How well you can sense things
Lv.1 Increase of the 5 senses - Difficulty Dice
Lv.2 Sense small animals - Difficulty Dice
Lv.3 Sense danger. If successful during combat, add +2 to dodge- Difficulty Dice
Lv.4 Sense any living thing- Difficulty die
Lv.5 Sense any non-living thing. Never be supprised at meeting anything again.
Animal Control - How well you can control animals. This does not include monsters unless you are a Tamer.
Lv.1 Tame Small Animals- Difficulty die
Lv.2 Tame any animal- Difficulty die
Lv.3 enables use of familiars
Lv.4 Control Small animals- Difficulty die
Lv.5 Control any animal- Difficulty die
Athletics/Acrobatics - How flexible and acrobatic you are
Lv.1 Flip
Lv.2 Backflip
Lv.3 Jump between walls to get higher- Difficulty Die
Lv.4 Run up Walls
Lv.5 Do anything flexible
Brawl - How well you can fight when weaponless
Lv.1 +1 to unarmed fighting and attacks with fighter only weapons.
Lv.2 +2 to unarmed fighting and attacks with fighter only weapons.
Lv.3 +3 to unarmed fighting and attacks with fighter only weapons.
Lv.4 +4 to unarmed fighting and attacks with fighter only weapons.
Lv.5 +5 to unarmed fighting and attacks with fighter only weapons.
Building/Crafts - How well you can make/build something.
Lv.1 Bad Scuplture. Requires supplies.
Lv.2 Good Small Sculpture. Requires supplies.
Lv.3 Good Sculpture. Requires time and supplies.
Lv.4 Build Buildings. Requires time and supplies.
Lv.5 Build Vehicles. Requires time and supplies.
Cooldown - The power to disregard a GM's wishes
Lv.1 Decrease your Cooldown by 1
Lv.2 Decrease your Cooldown by 2
Lv.3 Cooldown time is halved
Lv.4 Decrease your Cooldown on all spells to 2 if it is higher
Lv.5 Power to increase Cooldown of any spell of any person by 2, even if you aren't a GM
Drive - Humanoid races only- Driving Vehicles
Lv.1 Drive Motorcycle
Lv.2 Drive Car
Lv.3 Drive Boat
Lv.4 Drive Submarine
Lv.5 Drive Airship
Familiar - Have a pet Familiar to aide you in battle (a small animal which fights along side you)
Lv.1 Level 1 Familiar; must have 3 in animal control to use this
Lv.2 Level 2 Familiar
Lv.3 Level 3 Familiar
Lv.4 Level 4 Familiar
Lv.5 Level 5 Familiar
Flight - Flying Races only - How well you can fly
Lv.1 Can fly 60 feet high, Dodge Roll + 1only when flying
Lv.2 Can fly 120 feet high
Lv.3 Can fly 240 feet high
Lv.4 Can fly faster, Dodge Roll + 3 only when flying
Lv.5 Can fly to any height
Investigation - How well you can investigate
Lv.1 Policeman- Difficulty die.
Lv.2 Detective- Difficulty die.
Lv.3 Crime Scene Investigator- Difficulty die.
Lv.4 Private Detective- Difficulty die.
Lv.5 Reasearcher not for Hire- Difficulty die.
Jump - How High can you jump?
Lv.1 20 feet
Lv.2 40 feet
Lv.3 100 feet
Lv.4 You can jump chasms
Lv.5 You have Mario Jumping Skillz.
Leadership
Level 1: all members add +1 to skill roll (such as rolling to check your hunting skill and etc)
Level 2: all members add +1 to hit
Level 3: all members add +1 to attack
Level 4: all members add +1 to defense
Level 5: all members add +1 to dodge
Manipulation - How well you can persuade people into doing things.
Lv. 1 You can say one word and the target will do one thing relating to the word. Don't expect this to usually work in your favor.
Lv.2 Same as previous, but two words.
Lv.3 Persuade someone with a dificulty dice
Lv.4 Command one person to do anything- Difficulty die.
Lv.5 Command an entire militia to stand down- Difficulty die.
Mechanics - How well you can fix vehicles, etc.
Lv.1 Fix Motorcyle- Difficulty die.
Lv.2 Fix Car- Difficulty die.
Lv.3 Fix Boat- Difficulty die.
Lv.4 Fix Submarine- Difficulty die.
Lv.5 Fix Airships- Difficulty die.
Medicine - How well you can make/use curative items.
Lv.1 +1 to Curative Items
Lv.2 +2 to Curative Items
Lv.3 +3 to Curative Items
Lv.4 +4 to Curative Items
Lv.5 +5 to Curative Items
Ride - Riding Animals
Lv.1 Ride a Horse
Lv.2 Ride a Chocobo
Lv.3 Ride a Unicorn
Lv.4 Ride a Pegasus
Lv.5 Ride a Dragon
Stealth - How well you can sneak into places or around enemies.
Lv.1 Sneak around small enemies - Difficulty Dice
Lv.2 Sneak around large enemies - Difficulty Dice
Lv.3 Sneak around Shops - Difficulty Dice
Lv.4 Sneak around Buildings - Difficulty Dice
Lv.5 Sneak around Military Instillations - Difficulty Dice
Survival Skills - How well you can Survive in the Wilderness
Lv.1 You can tie any kind of knot and make it hold.
Lv.2 You can tell what is safe to eat, and what isn't.
Lv.3 You can make a shelter to stay in overnight. Requires time and supplies.
Lv.4 You can carve weapons out of trees. Requires time and supplies.
Lv.5 You can carve small boats out of trees. Requires time and supplies.
Technology - How well you can do things with Technology. (Hack, reprogram. etc.)
Lv.1 Fix Computerized things- difficulty die
Lv.2 Program- difficulty die
Lv.3 Hotwire Vehicles- difficulty die
Lv.4 Hack- difficulty die
Lv.5 Build Robots- difficulty die
Weapon Master - How well you can weild, and your knowledge of, weapons.
Lv.1 +1 to Weapon Combat
Lv.2 +2 to Weapon Combat
Lv.3 +3 to Weapon Combat
Lv.4 +4 to Weapon Combat
Lv.5 +5 to Weapon Combat
Defence Mastery- Your ability to protect yourself
Lv.1 -1 to damage taken
Lv.2 -2 to damage taken
Lv.3 -3 to damage taken
Lv.4 -4 to damage taken
Lv.5 -5 to damage taken
Ranged Mastery - Skill with Firearms, bows, and anything else that fires projectiles at a distance.
Lv.1 +1 to Ranged attacks
Lv.2 +2 to Ranged attacks
Lv.3 +3 to Ranged attacks
Lv.4 +4 to Ranged attacks
Lv.5 +5 to Ranged attacks
Theatrics - Skill in Entertainment
Level 1: add +1 to dances and songs
Level 2: add +2 to dances and songs
Level 3: add +3 to dances and songs; can keep up 2 dances/songs
Level 4: add +4 to dances and songs; Reduce shop prices by 25% (Doesnt stack)
Level 5: add +5 to dances and songs; can keep up 3 dances/songs; Reduce shop prices by 50% (Doesnt stack)
MAGICAL KNOWLEDGES
Body - Power to magically use your body
Lv.1 Use your blood, snot, vomit, whatever that comes out of your body to make a small concentrated attack. Deals d4.
Lv.2 Same as level 1, but large concentrated attack. Deals d8
Lv.3 Enchant body parts to do things apart from your body.
Lv.4 Change parts of your body into something similar(2 parts at a time).
Lv.5 Take off Body parts and meld them back to you at will.
Color - Control of Colors
Lv.1 Double effects of all attacks based off one color for rest of battle.
Lv.2 Double effects of all attacks based off two different colors for rest of battles (doesn't stack with level 1).
Lv.3 Add an extra coin flip/dice roll to any attack based off any color if desired.
Lv.4 Manipulate the color of objects around you to whatever you desire.
Lv.5 Double effects of all attacks based off any color for rest of battle.
Correspondence - Power of Teleportation
Lv.1 Teleport a small object, such as a peice of equipment, somewhere nearby.
Lv.2 Teleport a big object, like a boulder, somewhere nearby.
Lv.3 Teleport a person or yourself somewhere nearby.
Lv.4 Teleport any object anywhere.
Lv.5 Teleport anything anywhere.
Darkness - Control of Shadows and Darkness
Lv.1 Move Shadows
Lv.2 Shadow copy- C
Lv.3 Shadow Meld- C
Lv.4 Envelop in Darkness
Lv.5 Raise Skeletons. Enables you to command many skeleton monster familiars- C for each skeleton
Elements - Control of the 5 Elements of Fire, Water, Earth, Air, and Electricity
Lv.1 +1 to attack spells. Create Element in Hand and throw it.
Lv.2 +2 to attack spells. Create Element from no where.
Lv.3 +3 to attack spells. Shoot Beam of Element 10 feet.
Lv.4 +4 to attack spells. Shoot Beam of Element 20 feet.
Lv.5 +5 to attack spells. Create a "Natural Disaster" with your elements- C
Life - Control of Life and Light.
Lv.1 +1 to Curative magic.
Lv.2 +2 to Curative magic.
Lv.3 +3 to Curative magic. Animate an inanimate object. Enables you to have weapons and shield control themselves seperate from you- C
Lv.4 +4 to Curative magic. Create Life from another object. Enables you to use this skill like a Phoenix Down- C
Lv.5 +5 to Curative magic. Create Life from nothing. Enables you to bring back any dead character no matter where you are in relation to them- C
Matter - Control of changing of one thing into another or fusing substances
Lv.1 Mold Materials
Lv.2 Transmute Materials
Lv.3 Change Properties of Matter- C
Lv.4 Create Matter from Nothing. Allows you to create normal equipment- Difficulty Die
Lv.5 Destroy Matter, Re-weave Matter Patterns, Change Essence of Matter. Enables you to make powerful and magical equipment- Difficulty Die
Mind - Control of moving things with your mind and reading minds
Lv.1 Read Minds of Animals
Lv.2 Read Minds of anyone
Lv.3 Mold Minds to make people seem like dolls and vice versa- Difficulty Die
Lv.4 Command People via Telepathy to do something- Difficulty Die
Lv.5 Telepathicly Communicate
Phasing - Power to make your body transparent and walk through objects
Lv.1 For a Short amount of time let Objects pass through you - Difficulty Die
Lv.2 Walk through objects - Difficulty Die
Lv.3 Walk through buildings - Difficulty Die
Lv.4 Turn invisible - C
Lv.5 Dimensional Travel - C
Time - Control of Time
Lv.1 Go back 30 seconds- C
Lv.2 Go back 1 hour- C
Lv.3 Stop Time- C
Lv.4 Go into the far Past- C
Lv.5 Go into the far Future- C
Now that you have seen the Magic Powers and Knowledges/Abilities, let me explain how they work. Each Magic Power and Konwledge has up to 5 Points. In most P+P RPGs, on character sheets each point is shown as a non-filled circle and when you have a point in it, it is a filled circle. It will work the same way here. You have 5 points slots in each power or knowledge. Then you get points and level up that knowledge. So You have up to 5 levels. You get more skillful in each area (level up a knowledge/power) whenever you dazzle in doing said thing and the RPG mod or I see it fit to give you that level up. Lets just take an example now, Level 1 Drive could drive a motorcycle, level 5 drive lets you drive an airship. That is how most knowledges work. Some like Brawl though or Weapon master give you that level in a boost. So a level one weapon master would be a + 1 boost, and lvl. 5 would be a + 5 boost. A unique one is lingustics. Eachh level in linguistics just let you learn a new language. You can have a maximum of 6 languages (Your race's, and then up to 5 others from the level ups). Magical powers are what you can do with them. Life level one can add + 1 to curing magics, but level 5 can actually create life for example. A Full list of the levels and what they do is above.
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