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MITHICA - THE BOOK OF ANOTH | A pen-&-paper RPG > Powers
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Minor Powers

Minor Powers are associated by trees, the specifics of which being provided by the individual class the character pursues. In the event that a character possesses a Power that exists in another class' tree, the character is considered to possess the Power in the new tree with no further expenditure ­ although it does not count for the purpose of fulfilling prerequisites unless the character possesses all other prerequisites in question.

  • Archer's Gift
Take no damage from non-critical fumbles with bow or sling weapons.

  • Apt as Anyone
Treat character as Proficient in all simple and martial weapons except for the purposes of satisfying requirements for Minor Powers.

  • Brighteyes
Any character which you have damaged in the last round who attempts stealth while you are watching must make a Wisdom-based Star check or remain visible to you, and remain visible until one round passes in which you do not do damage to him.

  • Cutting Rain
When a character evades your attack due to concealment, you have a (10 + Class Levelexternal link)% chance to hit the target anyway.

  • Melee Combat
­The character's AtK increases by one every level in any class with the Melee Combat power. SPECIAL: The character may not invest points in Ranged Combat for three levels, unless done through a different class that does not include the Melee Combat skill.

  • Melee Combat, Lesser
­As Melee Combat, except that the character's AtK increases only on every other level.

  • Ranged Combat
­The character's rAtK increases by one every level in any class with the Ranged Combat power. SPECIAL: The character may not invest points in Melee Combat for three levels, unless done through a different class that does not include the Ranged Combat skill.

  • Ranged Combat, Lesser
­As Ranged Combat, except that the character's rAtK increases only on every other level.

  • Dodge Savant
­Dodge receives a one-­time, +2 bonus.

  • Hardy (Limit 5)
Hit Point maximum increases by 1.

  • Bruising Beating
Unarmed attacks that deal subdual damage are upgraded to a d6 of regular damage.

  • Bringer of Destruction
Once per day, the character may opt to make a vicious assault against a foe - and use all available actions in one round to attack one enemy while adding +5 to each attack roll.

  • Quick Draw
Fire one additional Ranged Attack at full bonus at the start of your turn.

  • Piercing Rain
When a character evades your attack due to Defense/Deflect, but only by two or more points - you have a flat 10% chance of hitting the target anyway.

  • Sofistacation (Limit 3)
Add +1 to unarmed Attack Bonus and Damage, as if wielding a magical weapon with a bonus equal to the character's Sofistacation ranks.

  • Resilience
    2 to all Vitality- and Strength- relevant Star rolls.

  • Warflesh
    1/+1 to the character's Armour value, even when no armour is equipped.

  • Battlehound
­The character is particularly apt at following a target through pitched battle, as well as in using the noise and chaos to his advantage. In any close­quarters combat in which there are more than ten combatants, the character receives a +2 bonus to attack rolls against any target they have attacked in the last turn.

  • Evenhanded
If the character's casting of a spell is interrupted, there is a 60% chance that the point of Mana used to cast will be refunded.

  • Destruction Methodology
­All attacks on inanimate objects (except those in the possession of other characters) are made at a +2 bonus.

  • Weapon Affinity (Multi)
With any one weapon with which the character is proficient, add +1 to attack rolls.

  • Aggressive Handling (Multi)
With any one weapon with which the character has the Weapon Affinity power, add +1 to damage rolls.

  • Natural Health
Recover one additional Hit Point per rest period.

  • Thwip
The character's second main attack each round receives a +2 bonus if the bonus is less than that of the first attack.

  • Distant Sunder
You may make ranged attacks against an opponent's weapon.

  • Ironsight
­The character's eyesight is particularly keen at medium and long ranges, gaining an additional +2 to hit with a projectile weapon in these circumstances.

  • Prepared
Go one round earlier each Initiative.

  • Familiar
­The character may adopt a creature with 1 int or less as his familiar.

  • Dexterous Bladework
­The character may use his Dexterity bonus in place of his Strength bonus when calculating damage with a bladed weapon with which the character possesses proficiency.

  • Dexterous Unarmed
­As Dexterous Bladework, except that it applies to unarmed combat.

  • Mana Crucible
­The character receives +4 Mana whenever he loses over one­-half his HP from a single
hostile magic spell.

  • Mana Recovery
­When a spell fails, the character has a 40% chance to retain his Mana point instead of using
it.

  • Mana Recovery, Greater
­As Mana Recovery, except the chance increases to 60%.

  • Nimble Fingers
One-time +4 bonus to Dexterity spheres.

  • Obedience
Allows Daelem to obey instructions of up to five words in length

  • Greater Obedience
Allows Daelem to obey instructions of up to twelve words in length

  • Judgment
Allows Daelem to choose between multiple actions depending on outside circumstances. Doubles the maximum instruction-length.

  • Support Daelem
-Daelem's Support rank is always equal to his level.

  • Crusher Daelem
-Daelem's Physical rank is always equal to his level.

  • Arcane Daelem
-Daelem's Magic rank is always equal to his level.

  • Mobile
-Provides a one-time +2 bonus to the Daelem's Agility score.

  • Sturdy
-Adds two times the Daelem's level to its hit points; thereafter, at every levelup it gains a further 2 HP.

  • Compass
-The Daelem can always find north.

  • Servant Index
-The Daelem's relative location is always known to its master.

  • Instant Recall
-The Daelem's master can summon it once per week, at cost of reducing the Daelem's hit points to 10.

  • Guardianship
-The Daelem absorbs up to the first three dice of damage from each attack or spell that would ordinarily hurt the master. This ability may be activated and deactivated at will.

  • Sensory Switch
-The master may see and hear as if they occupied the Daelem's position, so long as the Daelem and master are no more than fifty feet apart.

  • Vocal Switch
-The master may speak and have his words expressed from the Daelem's body, so long as the Daelem and master are no more than fifty feet apart.

  • Detection
-The Daelem may make a Level Check up to three times per day in order to determine whether there are any hidden or invisible creatures in the room or within a 50' radius, whichever is smaller.

Major Powers

  • Dangerous
­One attack per day may be declared critical prior to to-­hit roll, and (if successful) damage is rolled as if a natural critical was made. The use is expended whether or not damage is dealt, and even if the hit would have been critical naturally.

  • Mana Paragon
­The character gains a permanent, +4 bonus to his maximum Mana.

  • Corpsewright
­The character may attempt an Arcana check against DC 15 to extract 1 Mana from a corpse. Once a corpse has been harvested in this way, it will never be subject to a Corpsewright effect again.

Contributors to this page: Kerin .
Page last modified on Friday 05 of September, 2008 [00:35:29 UTC] by Kerin.