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[[Three_Kingdoms | Return to Main]]
 
[[Three_Kingdoms | Return to Main]]
  
==Overview==
 
 
Chi abilities are what set heroes apart from the common people. Such talented individuals have cultivated their ''qi'' through hard work, discipline and sacrifice so enhance their abilities.
 
 
Each chi power set is a separate skill that is gained and raised like any other. Once a character has a non-zero rating they gain the Basic Ability of that power set and may choose one of the abilities listed in its section. The Basic Ability is always active while the other abilities require the expenditure of Qi points. Unless otherwise noted an ability requires the character to expend 1 Qi and remains in effect for 1 round per 5 points in the relevant skill.
 
  
 
==Light Foot==
 
==Light Foot==
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*'''Cloak of Chi:''' Ignore penalties to CON rolls due to extreme temperatures or exposure.  
 
*'''Cloak of Chi:''' Ignore penalties to CON rolls due to extreme temperatures or exposure.  
  
*'''Feel No Pain:''' When making Unconsciousness rolls you gain a bonus equal to Iron Body/5.  
+
*'''Feel No Pain:''' When making Unconsciouness rolls you gain a bonus equal to Iron Body/5.  
  
*'''Cleanse the Blood:''' May use Iron Body skill in place of Medicine or First Aid (or may use it after such a roll fails) to regain HP or treat a disease or poison.
+
*'''Cleanse the Blood:''' Once per day, the character may choose one of the following effects: regain HP = Heal, make an additional CON roll to shrug off a poison or disease.  
**Take twice to gain +2 to skill rolls when using this power.
+
**This ability may be taken up to 3 times.
**Take three times to gain +5 to skill rolls when using this power.
 
  
 
*'''Iron Skin:''' +1 Armor. This armor has all the limitations of worn armor.
 
*'''Iron Skin:''' +1 Armor. This armor has all the limitations of worn armor.
 
**Take twice to gain +Armor = Heal instead of +1.
 
**Take twice to gain +Armor = Heal instead of +1.
  
*'''Strong Defense:''' Increase Knockdown threshold by Heal.
+
*'''Strong Defense:''' +2 to saving throws to resist being stunned, knocked out or delayed.  
**Take twice to get +5 to DEX rolls to resist knockdown.
+
**Take twice to get +4.
  
 
*'''Strength of Mountains:''' +1 to DMG to determine encumbrance.  
 
*'''Strength of Mountains:''' +1 to DMG to determine encumbrance.  
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Perfect action is about the elimination of unnecessary movements.  
 
Perfect action is about the elimination of unnecessary movements.  
  
'''Basic Ability:''' Gain a bonus to DEX checks related to fine control equal to Perfect Action/5.
+
'''Basic Ability:'''  
  
 
*'''Second Hand:''' You do not suffer the reflexive penalty when drawing or recovering a weapon.
 
*'''Second Hand:''' You do not suffer the reflexive penalty when drawing or recovering a weapon.
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**Take twice and when you succeed on the roll all allies within POW in yards also negate the effects.
 
**Take twice and when you succeed on the roll all allies within POW in yards also negate the effects.
  
*'''Speed:''' Reduce the reflexive penalty for facing two opponents to +/-2 and for facing three opponents to +/-5.
+
*'''Speed:''' Increase initiative by +1.  
**Take twice to reduce the reflexive penalty for facing two opponents to 0 and for facing three opponents to +/-2.
+
**Take twice for +2.  
***Take three times to reduce the reflexive penalty for facing three opponents to 0.
+
***Take three times and with a Fire saving throw the character automatically wins initiative.
  
  
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**Take twice to emulate Major weapons. The object must have a resemblance to the weapon emulated.  
 
**Take twice to emulate Major weapons. The object must have a resemblance to the weapon emulated.  
  
*'''Invisible Armor:''' You may increase the armor value of normal clothing by POW/4 or the armor value of light armor by half that amount..  
+
*'''Invisible Armor:''' You may treat normal clothing as light armor and gain the Armor bonus even if not normally able to use armor.
  
 
*'''Shatter Wood:''' With a successful skill roll you may destroy a wooden object such as a chair, scaffold or wall. The skill roll is penalized by the size of the object and quality of the wood.
 
*'''Shatter Wood:''' With a successful skill roll you may destroy a wooden object such as a chair, scaffold or wall. The skill roll is penalized by the size of the object and quality of the wood.
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*'''Shatter Stone:''' With a successful skill roll you may destroy a stone object such as a boulder, coffin or wall. The skill roll is penalized by the size of the object and hardness of the stone.
 
*'''Shatter Stone:''' With a successful skill roll you may destroy a stone object such as a boulder, coffin or wall. The skill roll is penalized by the size of the object and hardness of the stone.
  
*'''Shatter Steel:''' With a successful skill roll you may destroy a metal object such as a sword, gong or gate. The skill roll is penalized by the size of the object and type of metal.
+
*'''Shatter Steel:''' With a successful skill roll you may destroy a metal object such as a sword, gong or gate. The skill roll is penalized by the size of the object and type of metal (-0 for bronze, -2 for iron).
  
 
*'''Directed Chi:''' Normally all Inner Power abilities work only when you touch the object. With Directed Chi you may extend the effects long enough to either throw the object or to use a Shatter ability with a held or thrown object. The range is limited to your POW in yards.
 
*'''Directed Chi:''' Normally all Inner Power abilities work only when you touch the object. With Directed Chi you may extend the effects long enough to either throw the object or to use a Shatter ability with a held or thrown object. The range is limited to your POW in yards.
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'''Basic Ability:''' When determining the modifier to detect you based on distance multiply the distance by Hidden Shadow/5.
+
'''Basic Ability:'''  
  
 
*'''The Dark Veil:''' +5 to skill rolls for stealth while remaining still.  
 
*'''The Dark Veil:''' +5 to skill rolls for stealth while remaining still.  
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==Artisan's Hand==
 
==Artisan's Hand==
  
'''Basic Ability:'''
+
*'''The Hand that Mends:''' +2 to proficiency throws to repair or restore objects
 
 
*'''The Hand that Mends:''' +XP to skill rolls to repair or restore objects
 
  
*'''The Hand that Creates:''' +XP to skill rolls to create objects or works.
+
*'''The Hand that Creates:''' +2 to proficiency throws to create objects or works.
  
*'''The Hand that Acts:''' Reduce base time needed to craft by a percentage equal to 2x Artisan's Hand rating.  
+
*'''The Hand that Acts:''' Reduce all crafting times by half. If used to earn money increase earned amount by 50%.
 
   
 
   
*'''The Hand that Inspires:''' On a successful crafting skill roll all items/works crafted are of quality 1 step greater than normal for the materials/time required.
+
*'''The Hand that Inspires:''' On a successful proficiency throw all items/works crafted are of quality 1 step greater than normal for the materials/time required.
  
 +
*'''The Sharp Mind:''' +1 to proficiency throws for all skills using Intelligence.
 +
**Take twice for +2.
  
==Scholar's Art==
+
*'''The Tranquil Mind:''' Ignore all penalties due to distractions.
  
'''Basic Ability:'''
+
*'''Library of the Mind:''' With a successful Water save the character can perfectly recall an image, words in a scroll, or piece of music and reproduce it if they have the correct proficiency. If the character has the Loremastery proficiency they also get +2 to throws to use it.
 
 
*'''The Sharp Mind:''' +half XP to lore skills.
 
**Take twice for +XP to lore skills.
 
 
 
*'''The Tranquil Mind:''' Ignore all penalties to Lore and Courtly skills due to distractions.
 
 
 
*'''Library of the Mind:''' With a successful Scholar's Art roll the character can perfectly recall an image, words in a scroll, or piece of music and reproduce it if they have the correct skill.  
 
  
  
 
==Inner Eye==  
 
==Inner Eye==  
  
'''Basic Ability:'''
+
*'''The Keen Eye:''' +2 on all proficiency throws to hear noise, spot or otherwise passively perceive.  
 
 
*'''The Keen Eye:''' +POW/5 on all skill rolls to perceive including most Awareness and Hunting rolls.
 
  
 
*'''The Sharp Sense:''' As an action double the range/effect of one sense that you concentrate on.
 
*'''The Sharp Sense:''' As an action double the range/effect of one sense that you concentrate on.
  
*'''The Outer Eye:''' With an Inner Eye roll halve any penalty due to loss of sense or surprise.
+
*'''The Outer Eye:''' With a Water saving throw ignore any penalty due to loss of sense or surprise or to negate the bonus enemies get from flanking.  
**Take twice to no negate the penalty for surprise or loss of sense entirely on a successful skill roll.
+
**Take twice to no longer need to make a saving throw, you can no longer suffer any penalty for loss of senses, surprise or being flanked.
 
 
  
==Serene Presence==
+
*'''Mask of Serenity:''' +1 to reaction rolls.
 +
**Take twice for +2.
 +
***Take three times to also improve the morale of henchmen by +1 while in your presence.
  
'''Basic Ability:'''
+
*'''Resist Chi:''' +2 bonus to saving throws against the effects of chi abilities.
  
*'''Mask of Serenity:''' +POW/5 to skill rolls involving social adeptness such as Courtesy, Flirting, Intrigue and Romance
+
*'''Resist Manipulation:''' +2 bonus to saving throws against any attempt to manipulate, intimidate or deceive.
**Take twice to also improve the Valorous of anyone with a loyalty or love passion for you.
 
 
 
*'''Resist Chi:''' Treat POW as 2 higher for resistance rolls against the effects of chi abilities.
 
 
 
*'''Resist Manipulation:''' Treat POW as 2 higher for resistance rolls against any attempt to manipulate, intimidate or deceive.
 
  
  
 
==Art of War==
 
==Art of War==
 
'''Basic Ability:'''
 
  
 
*'''Spring Breeze:''' With a Metal saving throw the commander's calm demeanor suppresses the results of a unit's failed save or morale check for a number of rounds equal to half the commander's level. If the condition that caused the check persists at the end of this period the unit must re-check morale.
 
*'''Spring Breeze:''' With a Metal saving throw the commander's calm demeanor suppresses the results of a unit's failed save or morale check for a number of rounds equal to half the commander's level. If the condition that caused the check persists at the end of this period the unit must re-check morale.
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*'''Rustling Grass''': Enemy armies treat you as 1 category more distant when making recon rolls.
 
*'''Rustling Grass''': Enemy armies treat you as 1 category more distant when making recon rolls.
 
**Take twice to shift all enemy recon results one column to the left.
 
**Take twice to shift all enemy recon results one column to the left.
 
  
 
==Way of Peace==
 
==Way of Peace==
 
'''Basic Ability:'''
 
  
 
*'''Sow Confusion''': The enemy commander must make an Earth save. Failure means your battlefield position is shifted 1 category in your favor. If your force has already ambushed their their army's BR is halved for the first battle round and they may not attempt a Heroic Foray.
 
*'''Sow Confusion''': The enemy commander must make an Earth save. Failure means your battlefield position is shifted 1 category in your favor. If your force has already ambushed their their army's BR is halved for the first battle round and they may not attempt a Heroic Foray.
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**Take twice to use this ability at Battalion scale
 
**Take twice to use this ability at Battalion scale
 
**Take three times to use this ability at Brigade scale.
 
**Take three times to use this ability at Brigade scale.
 
 
==Predictionism==
 
 
'''Basic Ability:'''
 
 
*'''Divination'''
 

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