Difference between revisions of "Three Kingdoms\Qi Powers"

From RPGnet
Jump to: navigation, search
(Created page with " Return to Main ==Light Foot== The Light Foot power set is about motion and physical prowess. '''Basic Ability:''' Increase your Move by your rating in...")
 
m (Iron Body)
Line 32: Line 32:
 
*'''Feel No Pain:''' When making Unconsciouness 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:''' 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.  
+
*'''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.
**This ability may be taken up to 3 times.
+
**Take twice to gain +2 to skill rolls when using this power.
 +
**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:''' +2 to saving throws to resist being stunned, knocked out or delayed.  
+
*'''Strong Defense:''' Increase Knockdown threshold by Heal.
**Take twice to get +4.
+
**Take twice to get +5 to DEX rolls to resist knockdown.
  
 
*'''Strength of Mountains:''' +1 to DMG to determine encumbrance.  
 
*'''Strength of Mountains:''' +1 to DMG to determine encumbrance.  
 
**Take twice to get +5 to acts of brute strength.  
 
**Take twice to get +5 to acts of brute strength.  
 
***Take three times to get an additional +5 to acts of brute strength.
 
***Take three times to get an additional +5 to acts of brute strength.
 
  
 
==Perfect Action==
 
==Perfect Action==

Revision as of 18:37, 12 April 2015

Return to Main


Light Foot

The Light Foot power set is about motion and physical prowess.

Basic Ability: Increase your Move by your rating in Lightfoot/10.

  • Withdraw: When Evading in combat you do not suffer the reflexive penalty for multiple actions.
  • Sprint/Leap: Double your Move for an action.
  • Wall Running: If you move no more than half speed you may move freely along vertical surfaces. You may not end your movement on a vertical surface.
  • Climb/Fall: You may move vertically up or down a surface. Moving up costs you double what moving across costs. Moving down is limited to half your speed, beyond that you suffer falling damage normally.
  • Sure-footed: Ignore penalties to movement when moving up to half speed.
  • Rock-Steady: No penalty when standing on a narrow surface so long as it is stable (rock, gate).
    • Take twice to no longer need the surface to be stable (rope or chain).


Iron Body

Iron Body increases toughness, endurance and strength.

Basic Ability: Increase Hit Points by Iron Body/5.

  • Cloak of Chi: Ignore penalties to CON rolls due to extreme temperatures or exposure.
  • 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.
    • Take twice to gain +2 to skill rolls when using this power.
    • 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.
    • Take twice to gain +Armor = Heal instead of +1.
  • Strong Defense: Increase Knockdown threshold by Heal.
    • Take twice to get +5 to DEX rolls to resist knockdown.
  • Strength of Mountains: +1 to DMG to determine encumbrance.
    • Take twice to get +5 to acts of brute strength.
      • Take three times to get an additional +5 to acts of brute strength.

Perfect Action

Perfect action is about the elimination of unnecessary movements.

Basic Ability:

  • Second Hand: You do not suffer the reflexive penalty when drawing or recovering a weapon.
    • Take twice to negate the reflexive penalty for moving quickly or standing up.
      • Take three times to negate the penalty for facing an enemy with greater reach.
  • Vigilance: With a successful Perfect Action roll you negate being surprised or any bonus an enemy has due to ambush or advantage.
    • Take twice and when you succeed on the roll all allies within POW in yards also negate the effects.
  • Speed: Increase initiative by +1.
    • Take twice for +2.
      • Take three times and with a Fire saving throw the character automatically wins initiative.


Inner Power

Basic Ability:

  • Improvised Shield: You may treat a harmless object as a shield or defensive weapon and gain the Parry bonus even if you are not normally able to use shields.
  • Hidden Blade: You may treat harmless objects as Common Weapons.
    • Take twice to emulate Major weapons. The object must have a resemblance to the weapon emulated.
  • 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 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 (-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.


Hidden Shadow

Basic Ability:

  • The Dark Veil: +5 to skill rolls for stealth while remaining still.
    • Take twice to also gain the bonus while moving.
  • The Secret Veil: You may conceal a number of small objects (no larger than a knife or throwing spike) equal to DEX/10 + number of Hidden Shadow abilities you possess. No normal search will reveal them.
  • The Path of Shadows: +5 to skill rolls on any movement ability so long as you are not observed.
  • The Path of Ghosts: You may attempt to become hidden even without suitable cover.
    • Take twice and you can attempt to vanish even if being directly observed.


Artisan's Hand

  • The Hand that Mends: +2 to proficiency throws to repair or restore objects
  • The Hand that Creates: +2 to proficiency throws to create objects or works.
  • 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 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.
  • The Tranquil Mind: Ignore all penalties due to distractions.
  • 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.


Inner Eye

  • The Keen Eye: +2 on all proficiency throws to hear noise, spot or otherwise passively perceive.
  • The Sharp Sense: As an action double the range/effect of one sense that you concentrate on.
  • 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 longer need to make a saving throw, you can no longer suffer any penalty for loss of senses, surprise or being flanked.
  • 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.
  • Resist Chi: +2 bonus to saving throws against the effects of chi abilities.
  • Resist Manipulation: +2 bonus to saving throws against any attempt to manipulate, intimidate or deceive.


Art of War

  • 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.
  • Gentle Rain: Negate the morale penalties of your division/army due to lack of supplies. The unit must still make periodic morale checks due to lack of supply but the penalty does not increase with each period.
  • Rolling Thunder: Increase your Leadership Rating by 1.
  • Green Bamboo: Gain a bonus on the morale checks of units in your division equal to the BF risked in that round's foray.
  • Drawn Breath: With a Wood save your division/army may ignore the fatigue penalty due to a forced march or heightened alertness.
  • Observe the Dragon: Instead of making a Heroic Foray you may simply bid BR equal to your Int mod. If your allies win their foray or if the enemy has no heroes to oppose you then treat it as if you succeeded in a foray of that BR.
  • 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.

Way of Peace

  • 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.
  • Still Water: Reduce the difficulty of a water crossing by 1 category.
    • Take twice and with a Water save you treat any water crossing as still water.
  • Bend the Heavens: Change one aspect of the weather by 1 category. This can include changing the direction of the wind. You must know at least 2 other Way of Peace chi abilities to learn this ability.
    • Take twice to change more than one aspect of the weather. Make an Earth save for each shift beyond the first. If any of the saves fail the weather returns to normal. You may never sustain more shifts than your Wis mod.
      • Take three times to change a single aspect by more than one category. This requires an Earth save as per the previous ability and the total shifts is still limited by your Wis mod.
  • Spirit Army: Each Battle turn you gain additional BR equal to your Wis mod. This BR may be assigned casualties as normal but whether they are or not they vanish at the end of the turn. You must have as many or more levels of at least one other Way of Peace chi ability as you do levels of this ability. Each time you use this ability make an Earth save. Failure results in you taking damage equal to your maximum hit points. Roll normally on the Mortal Wounds table for the hp value you have been reduced to.
    • Take twice to use this ability at Battalion scale
    • Take three times to use this ability at Brigade scale.