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Thread: Raiders & Ruins

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    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Raiders & Ruins

    --- TRICKS ---

    Spoiler
    Show


    When you use a trick, you roll a trick check. Trick checks are always being rolled against a difficulty rank (DR) that is set by a rule or directly by the RM.
    Using a trick is (usually) a free action but remember, you can use only one free action per turn.

    trick check: 3d6 + character's height + other modifiers

    -The tricks are the following:

    combat (knowledge about war and combat)
    social (knowledge about peace and society)
    grotesque (knowledge about madness and the Grotesque Realm and their inhabitants)
    ki (knowledge about positive energy plane and negative energy plane and their inhabitants)
    mind (knowledge about law and constructs)
    dark (knowledge about the underground and its inhabitants)
    elemental (knowledge about chaos and elementals)
    star (knowledge about astrology and astronomy)
    gaia (knowledge about the nature and its inhabitants)
    religious (knowledge about religion)
    magical (knowledge about magic)
    see (the ability to see things with your eyes)
    hear (the ability to hear things with your ears)
    feel (the ability to feel things with your hands or your feet)
    taste (the ability to taste things with your tongue)
    smell (the ability to use your nose to smell things)
    art (the ability to dance or sing or act or whatever)
    job (the ability to do your job well)
    create (the ability to create objects with your own hands)
    mislead (the ability to tell lies or to mislead someone)
    terrorize (the ability to cause terror or to bully others)
    dialogue (the ability to negotiate with others)

    Cases where combat is useful (your RM may find more cases):

    - If your character is living in a military camp of some sort your RM may require checks of this trick here and there.
    - Performing a remarkable stunt in combat that your character has not normaly as a power (DR = 20 + power's height).
    - To realise how to use a relatively huge siege engine or a relatively small stationary weapon.


    Cases where social is useful (your RM may find more cases):

    - If your character is living in a town of some sort your RM may require checks of this trick here and there.
    - Performing a remarkable speech in front of a crowd when your character is not used to do that kind of thing daily.
    - To realise how to behave to the mighty emperor or to the filthy peasant (this is a cruel world we live in).


    Cases where grotesque is useful (your RM may find more cases):

    - If your character is living in a place tainted by the Grotesque Realm your RM may require checks of this trick here and there.
    - Using Shivers as a power in combat without your character having Grotesque as a heaven source (DR = 21).
    - To realise the difference between sanity and madness.


    Cases where ki is useful (your RM may find more cases):

    - If your character is living in a monastery of some sort your RM may require checks of this trick here and there.
    - Channeling your ki energy through your body and to an object in order to strengthen it or to break it.
    - Falling down willingly in the heat of battle without taking any damage (DR = 10).


    Cases where mind is useful (your RM may find more cases):

    - If your character is living in a very lawful area your RM may require checks of this trick here and there.
    - Adding the Break property to a power of yours (DR = 10 + power's height).
    - To realise the basic principles of law.


    Cases where dark is useful (your RM may find more cases):

    - If your character is living in the underground wilderness your RM may require checks of this trick here and there.
    - See like you have exceptional vision while you have not (DR = 21).
    - Hide in the shadows (DR = 5 + opponent's See check).


    Cases where elemental is useful (your RM may find more cases):

    - If your character is living in a very chaotic area your RM may require checks of this trick here and there.
    - Gain resistance to a certain element's respective damage type (fire = fire, water = ice, air = shock, earth = sound, DR = 20 + amount of resistance).
    - To realise the basic principles of chaos.


    Cases where star is useful (your RM may find more cases):

    - If your character is living in an outdoors area your RM may require checks of this trick here and there.
    - To know the exact time of the day or the week or the year according to the positioning of the stars.
    - To show others your abilities to astrology and astronomy.


    Cases where gaia is useful (your RM may find more cases):

    - If your character is living in the surface's wilderness your RM may require checks of this trick here and there.
    - Use this trick to communicate with an animal instead of dialogue.
    - To track someone by any traces they have left behind in a forest.


    Cases where religious is useful (your RM may find more cases):

    - If your character is living in a temple of some sort your RM may require checks of this trick here and there.
    - Use this trick to perform a holy ritual instead of job (DR = 15 + ritual's height, it takes 1 minute + 1 minute per ritual's height, it costs one tenth of the original item's price, ritual must belong to the religious heaven source).
    - To know everything a person can about religion.


    Cases where magical is useful (your RM may find more cases):

    - If your character is living in a library of some sort your RM may require checks of this trick here and there.
    - Use this trick to create a magical item instead of Create (DR = 15 + item's height, it takes 15 days to be created, it costs one tenth of the original item's price, item must belong to the magical heaven source).
    - To know everything a person can know about magic.


    Cases where see is useful (your RM may find more cases):

    - To look around with your eyes.
    - To search an area (DR = 15 for not well-hidden objects OR DR = 20 for well-hidden objects OR DR = 25 for really well-hidden objects).
    - To identify someone through a disguise (DR = target's MD defense or target's Mislead check result, whatever the target chooses from the two).


    Cases where hear is useful (your RM may find more cases):

    - To see with blindsense.
    - To appraise the value of a song (DR = 10 for a simple and common song OR DR = 15 for a martial and national anthem OR DR = 20 for exotic and foreign music).
    - To hear any sounds around you, especially of any creatures moving silently around you (DR = mislead check of each creature that tries to move silently around you).


    Cases where feel is useful (your RM may find more cases):

    - To see with tremorsense.
    - To appraise the value of an item by its weight (DR = 10 for common item OR DR = 15 for rare item OR DR = 20 for unique item).
    - To test the floor of the ruins, to see if it is safe to proceed (DR = 15 to 25).


    Cases where taste is useful (your RM may find more cases):

    - To test the power and type of a poison you are about to use (DR = 15 + poison's height).
    - To appraise the value of a wine (DR = 15 + years of wine).
    - To figure the type of an alchemical potion by its taste (DR = 15 + potion's height).


    Cases where smell is useful (your RM may find more cases):

    - To check if a ruined room's air is full of rotten smell, meaning it is full of dead bodies, so there is a hazard of some sort.
    - To figure the type of an alchemical potion or poison by its perfume (DR = 15 + potion's height OR DR = 15 + poison's height).
    - To track someone's exact location with scent (DR = 20 + number of squares the target is away from you).


    Cases where job is useful (your RM may find more cases):

    - To sail when you are a sailor.
    - To hunt when you are a hunter.
    - To perform rituals when you are a ritualist (DR = 20 + ritual's height, it takes 1 minute + 1 minute per ritual's height, it costs one tenth of the original item's price).


    Cases where create is useful (your RM may find more cases):

    - To create weapons when you are a weaponsmith (DR = 20 + item's height, it takes 15 days to be created, it costs one tenth of the original item's price).
    - To create armor when you are an armorsmith (DR = 20 + item's height, it takes 15 days to be created, it costs one tenth of the original item's price).
    - To create bows when you are a bowmaker (DR = 20 + item's height, it takes 15 days to be created, it costs one tenth of the original item's price).


    Cases where art is useful (your RM may find more cases):

    - To dance when you are a dancer.
    - To paint when you are a painter.
    - To sing when you are a singer.


    Cases where mislead is useful (your RM may find more cases):

    - To lie.
    - To lie more.
    - To lie better.


    Cases where terrorize is useful (your RM may find more cases):

    - To have a somewhat intimidating appearence that keeps people at a distance.
    - To force your way through the bodyguards without a combat encounter.
    - To blackmail someone (ok, someone may disagree that this falls to the dialogue category).


    Cases where dialogue is useful (your RM may find more cases):

    - To make elves and dwarves friends again.
    - To save really bad negotiations from a complete failure.
    - To persuade the king to send the help he promised.




    --- STUNTS ---

    Spoiler
    Show


    You gain a new stunt at each height. You can choose a certain stunt only once, so you can not take, for example, two or more times the Greater Axe Focus stunt. There are 5 types of stunts. Proficiency stunts that make you proficient with a certain weapon group or armor, immunity stunts that grant you an immunity somewhere, focus stunts that increase your attack and damage with a certain weapon or device, defensive stunts that increase your defense against certain attacks and power stunts that grant you new powers to use (usually at combat).

    PROFICIENCY STUNTS

    name: common melee proficiency
    requires: -
    benefit: you are proficient with common melee weapons

    name: common ranged proficiency
    requires: -
    benefit: you are proficient with common ranged weapons

    name: common device proficiency
    requires: -
    benefit: you are proficient with common devices

    name: common torso proficiency
    requires: -
    benefit: you are proficient with common torso armor

    name: common arms proficiency
    requires: -
    benefit: you are proficient with common arm items

    name: common hands proficiency
    requires: -
    benefit: you are proficient with common hand items

    name: common legs proficiency
    requires: -
    benefit: you are proficient with common leg items

    name: common feet proficiency
    requires: -
    benefit: you are proficient with common feet items

    name: common back proficiency
    requires: -
    benefit: you are proficient with common back items

    name: common neck proficiency
    requires: -
    benefit: you are proficient with common neck items

    name: common head proficiency
    requires: -
    benefit: you are proficient with common head items

    name: common waist proficiency
    requires: -
    benefit: you are proficient with common waist items



    name: rare melee proficiency
    requires: common melee proficiency
    benefit: you are proficient with rare melee weapons

    name: rare ranged proficiency
    requires: common ranged proficiency
    benefit: you are proficient with rare ranged weapons

    name: rare device proficiency
    requires: common device proficiency
    benefit: you are proficient with rare devices

    name: rare torso proficiency
    requires: common torso proficiency
    benefit: you are proficient with rare torso armor

    name: rare arms proficiency
    requires: common arms proficiency
    benefit: you are proficient with rare arm items

    name: rare hands proficiency
    requires: common hands proficiency
    benefit: you are proficient with rare hand items

    name: rare legs proficiency
    requires: common legs proficiency
    benefit: you are proficient with rare leg items

    name: rare feet proficiency
    requires: common feet proficiency
    benefit: you are proficient with rare feet items

    name: rare back proficiency
    requires: common back proficiency
    benefit: you are proficient with rare back items

    name: rare neck proficiency
    requires: common neck proficiency
    benefit: you are proficient with rare neck items

    name: rare head proficiency
    requires: common head proficiency
    benefit: you are proficient with rare head items

    name: rare waist proficiency
    requires: common waist proficiency
    benefit: you are proficient with rare waist items



    name: unique melee proficiency
    requires: rare melee proficiency
    benefit: you are proficient with unique melee weapons

    name: unique ranged proficiency
    requires: rare ranged proficiency
    benefit: you are proficient with unique ranged weapons

    name: unique device proficiency
    requires: rare device proficiency
    benefit: you are proficient with unique devices

    name: unique torso proficiency
    requires: rare torso proficiency
    benefit: you are proficient with unique torso armor

    name: unique arms proficiency
    requires: rare arms proficiency
    benefit: you are proficient with unique arm items

    name: unique hands proficiency
    requires: rare hands proficiency
    benefit: you are proficient with unique hand items

    name: unique legs proficiency
    requires: rare legs proficiency
    benefit: you are proficient with unique leg items

    name: unique feet proficiency
    requires: rare feet proficiency
    benefit: you are proficient with unique feet items

    name: unique back proficiency
    requires: rare back proficiency
    benefit: you are proficient with unique back items

    name: unique neck proficiency
    requires: rare neck proficiency
    benefit: you are proficient with unique neck items

    name: unique head proficiency
    requires: rare head proficiency
    benefit: you are proficient with unique head items

    name: unique waist proficiency
    requires: rare waist proficiency
    benefit: you are proficient with unique waist items

    FOCUS STUNTS

    name: lesser axe focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with axes.

    name: lesser flail focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with flails.

    name: lesser hammer focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with hammers.

    name: lesser pick focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with picks.

    name: lesser blade focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with blades.

    name: lesser mace focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with maces.

    name: lesser unarmed focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with unarmed attacks.

    name: lesser spear focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with spears.

    name: lesser staff focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with staves.

    name: lesser bow focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with bows.

    name: lesser crossbow focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with crossbows.

    name: lesser sling focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with slings.

    name: lesser firearm focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with firearms.

    name: lesser thrower focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with throwers.

    name: lesser bomb focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with bombs.

    name: lesser wand focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with wands.

    name: lesser rod focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with rods.

    name: lesser orb focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with orbs.

    name: lesser book focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with books.

    name: lesser symbol focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with symbols.

    name: lesser totem focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with totems.



    name: axe focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with axes.

    name: flail focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with flails.

    name: hammer focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with hammers.

    name: pick focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with picks.

    name: blade focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with blades.

    name: mace focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with maces.

    name: unarmed focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with unarmed attacks.

    name: spear focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with spears.

    name: staff focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with staves.

    name: bow focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with bows.

    name: crossbow focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with crossbows.

    name: sling focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with slings.

    name: firearm focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with firearms.

    name: thrower focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with throwers.

    name: bomb focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with bombs.

    name: wand focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with wands.

    name: rod focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with rods.

    name: orb focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with orbs.

    name: book focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with books.

    name: symbol focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with symbols.

    name: totem focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with totems.



    name: greater axe focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with axes.

    name: greater flail focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with flails.

    name: greater hammer focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with hammers.

    name: greater pick focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with picks.

    name: greater blade focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with blades.

    name: greater mace focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with maces.

    name: greater unarmed focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with unarmed attacks.

    name: greater spear focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with spears.

    name: greater staff focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with staves.

    name: greater bow focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with bows.

    name: greater crossbow focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with crossbows.

    name: greater sling focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with slings.

    name: greater firearm focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with firearms.

    name: greater thrower focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with throwers.

    name: greater bomb focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with bombs.

    name: greater wand focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with wands.

    name: greater rod focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with rods.

    name: greater orb focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with orbs.

    name: greater book focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with books.

    name: greater symbol focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with symbols.

    name: greater totem focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with totems.

    DEFENSIVE STUNTS

    name: lesser axe defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against axes.

    name: lesser flail defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against flails.

    name: lesser hammer defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against hammers.

    name: lesser pick defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against picks.

    name: lesser blade defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against blades.

    name: lesser mace defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against maces.

    name: lesser unarmed defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against unarmed attacks.

    name: lesser spear defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against spears.

    name: lesser staff defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against staves.

    name: lesser bow defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against bows.

    name: lesser crossbow defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against crossbows.

    name: lesser sling defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against slings.

    name: lesser firearm defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against firearms.

    name: lesser thrower defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against throwers.

    name: lesser bomb defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against bombs.

    name: lesser wand defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against wands.

    name: lesser rod defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against rods.

    name: lesser orb defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against orbs.

    name: lesser book defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against books.

    name: lesser symbol defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against symbols.

    name: lesser totem defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against totems.



    name: axe defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against axes.

    name: flail defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against flails.

    name: hammer defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against hammers.

    name: pick defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against picks.

    name: blade defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against blades.

    name: mace defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against maces.

    name: unarmed defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against unarmed attacks.

    name: spear defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against spears.

    name: staff defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against staves.

    name: bow defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against bows.

    name: crossbow defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against crossbows.

    name: sling defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against slings.

    name: firearm defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against firearms.

    name: thrower defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against throwers.

    name: bomb defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against bombs.

    name: wand defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against wands.

    name: rod defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against rods.

    name: orb defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against orbs.

    name: book defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against books.

    name: symbol defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against symbols.

    name: totem defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against totems.



    name: greater axe defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against axes.

    name: greater flail defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against flails.

    name: greater hammer defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against hammers.

    name: greater pick defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against picks.

    name: greater blade defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against blades.

    name: greater mace defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against maces.

    name: greater unarmed defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against unarmed attacks.

    name: greater spear defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against spears.

    name: greater staff defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against staves.

    name: greater bow defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against bows.

    name: greater crossbow defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against crossbows.

    name: greater sling defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against slings.

    name: greater firearm defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against firearms.

    name: greater thrower defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against throwers.

    name: greater bomb defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against bombs.

    name: greater wand defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against wands.

    name: greater rod defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against rods.

    name: greater orb defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against orbs.

    name: greater book defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against books.

    name: greater symbol defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against symbols.

    name: greater totem defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against totems.

    IMMUNITY STUNTS

    name: oppose immunity
    requires: MD 1
    benefit: you are immune to oppose

    name: knock immunity
    requires: PD 1
    benefit: you are immune to knock

    name: fear immunity
    requires: MD 1
    benefit: you are immune to fear

    name: slow immunity
    requires: PD 1
    benefit: you are immune to slow

    name: feint immunity
    requires: PD 1
    benefit: you are immune to feint

    name: backstab immunity
    requires: PD 1
    benefit: you are immune to backstab

    name: curse immunity
    requires: MD 1
    benefit: you are immune to curse

    name: manhunt immunity
    requires: MD 1
    benefit: you are immune to manhunt

    name: fetch immunity
    requires: PD 1
    benefit: you are immune to fetch

    name: drop immunity
    requires: PD 2
    benefit: you are immune to drop

    name: paralyze immunity
    requires: PD 1, MD 1
    benefit: you are immune to paralyze

    name: draining immunity
    requires: MD 2
    benefit: you are immune to draining

    name: mute immunity
    requires: PD 1, MD 1
    benefit: you are immune to mute

    name: grab immunity
    requires: PD 2
    benefit: you are immune to grab

    name: bleeding immunity
    requires: PD 2
    benefit: you are immune to bleeding

    name: dizziness immunity
    requires: PD 2, MD 1
    benefit: you are immune to dizziness

    name: deafen immunity
    requires: PD 1, MD 2
    benefit: you are immune to deafen

    name: demoralize immunity
    requires: MD 3
    benefit: you are immune to demoralize

    name: polymorph immunity
    requires: PD 3, MD 1
    benefit: you are immune to polymorph

    name: stun immunity
    requires: PD 4
    benefit: you are immune to stun

    name: command immunity
    requires: MD 4
    benefit: you are immune to command

    name: blindness immunity
    requires: PD 2, MD 2
    benefit: you are immune to blindness

    name: sleep immunity
    requires: PD 2, MD 3
    benefit: you are immune to sleep

    name: petrification immunity
    requires: PD 3, MD 2
    benefit: you are immune to petrify

    name: pacific immunity
    requires: MD 5
    benefit: you are immune to pacify

    name: amaze immunity
    requires: MD 6
    benefit: you are immune to amaze

    name: domination immunity
    requires: MD 6
    benefit: you are immune to dominate

    name: gravity reversal immunity
    requires: PD 5, MD 1
    benefit: you are immune to gravity reversal

    name: stupidity immunity
    requires: PD 2, MD 5
    benefit: you are immune to stupidity

    name: lesser phantom immunity
    requires: PD 3, MD 4
    benefit: you are immune to lesser phantoms, their attacks won't harm you and you can not even see or interact with them and vice versa.

    name: lesser idol immunity
    requires: PD 4, MD 3
    benefit: you are immune to lesser idol illusions, their attacks won't harm you and you can not see or even interact with them and vice versa.

    name: greater polymorph immunity
    requires: PD 6, MD 1
    benefit: you are immune to greater polymorph

    name: confusion immunity
    requires: PD 2, MD 6
    benefit: you are immune to confusion

    name: greater phantom immunity
    requires: PD 3, MD 5
    benefit: you are immune to greater phantoms, their attacks won't harm you and you can not even see or interact with them and vice versa.

    name: greater idol immunity
    requires: PD 5, MD 3
    benefit: you are immune to greater idol illusions, their attacks won't harm you and you can not even see or interact with them and vice versa.

    name: instant killing immunity
    requires: PD 5, MD 5
    benefit: you are immune to instant kill

    name: transformation immunity
    requires: PD 5, MD 5
    benefit: you are immune to transformation

    POWER STUNTS

    name: powerful lesser resistance
    requires: PD 1, MD 1
    benefit: [weapon] & resist 5 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    special: select a damage type (weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain) when you select this stunt. You gain resist 5 to the chosen damage type.

    name: powerful resistance
    requires: PD 3, MD 3
    benefit: [weapon] & resist 10 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    special: select a damage type (weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain) when you select this stunt. You gain resist 10 to the chosen damage type.

    name: powerful greater resistance
    requires: PD 5, MD 5
    benefit: [weapon] & resist 15 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    special: select a damage type (weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain) when you select this stunt. You gain resist 15 to the chosen damage type.

    name: powerful oppose
    requires: MA 1
    benefit: [weapon] & oppose (recharge: 1 turn duration: 1 turn)

    name: powerful knock
    requires: PA 1
    benefit: [weapon] & knock (recharge: 1 turn duration: 1 turn)

    name: powerful fear
    requires: MA 1
    benefit: [weapon] & fear (recharge: 1 turn duration: 1 turn)

    name: powerful slow
    requires: PA 1
    benefit: [weapon] & slow (recharge: 1 turn duration: 1 turn)

    name: powerful feint
    requires: MA 1
    benefit: [weapon] & feint (recharge: 1 turn duration: 1 turn)

    name: powerful backstab
    requires: PA 1
    benefit: [weapon] & backstab (recharge: 1 turn duration: 1 turn)

    name: powerful curse
    requires: MA 1
    benefit: [weapon] & curse (recharge: 1 turn duration: 1 turn)

    name: powerful manhunt
    requires: MA 1
    benefit: [weapon] & manhunt (recharge: 1 turn duration: 1 turn)

    name: powerful fetch
    requires: PA 1
    benefit: [weapon] & fetch (recharge: 1 turn duration: 1 turn)

    name: powerful drop
    requires: PA 2
    benefit: [weapon] & drop (recharge: 1 turn duration: 1 turn)

    name: powerful paralyze
    requires: PA 1, MA 1
    benefit: [weapon] & paralyze (recharge: 1 turn duration: 1 turn)

    name: powerful draining
    requires: MA 2
    benefit: [weapon] & draining (recharge: 1 turn duration: 1 turn)

    name: powerful mute
    requires: PA 1, MA 1
    benefit: [weapon] & mute (recharge: 1 turn duration: 1 turn)

    name: powerful grab
    requires: PA 2
    benefit: [weapon] & grab (recharge: 1 turn duration: 1 turn)

    name: powerful bleeding
    requires: PA 2
    benefit: [weapon] & bleeding (recharge: 1 turn duration: 1 turn)

    name: powerful dizzyness
    requires: PA 3
    benefit: [weapon] & dizzy (recharge: 1 turn duration: 1 turn)

    name: powerful deafen
    requires: PA 1, MA 2
    benefit: [weapon] & deafen (recharge: 1 turn duration: 1 turn)

    name: powerful demoralize
    requires: MA 3
    benefit: [weapon] & demoralize (recharge: 1 turn duration: 1 turn)

    name: powerful polymorph
    requires: MA 4
    benefit: [weapon] & polymorph (recharge: 1 turn duration: 1 turn)

    name: powerful stun
    requires: PA 4
    benefit: [weapon] & stun (recharge: 1 turn duration: 1 turn)

    name: powerful command
    requires: MA 4
    benefit: [weapon] & command (recharge: 1 turn duration: 1 turn)

    name: powerful blindness
    requires: PA 2, MA 2
    benefit: [weapon] & blind (recharge: 1 turn duration: 1 turn)

    name: powerful sleep
    requires: PA 2, MA 3
    benefit: [weapon] & sleep (recharge: 1 turn duration: 1 turn)

    name: powerful petrification
    requires: MA 5
    benefit: [weapon] & petrify (recharge: 1 turn duration: 1 turn)

    name: powerful pacify
    requires: MA 5
    benefit: [weapon] & pacify (recharge: 1 turn duration: 1 turn)

    name: powerful amaze
    requires: MA 6
    benefit: [weapon] & amaze (recharge: 1 turn duration: 1 turn)

    name: powerful domination
    requires: MA 6
    benefit: [weapon] & dominate (recharge: 1 turn duration: 1 turn)

    name: powerful gravity reversal
    requires: MA 6
    benefit: [weapon] & gravity reversal (recharge: 1 turn duration: 1 turn)

    name: powerful stupidity
    requires: PA 1, MA 6
    benefit: [weapon] & stupidity (recharge: 1 turn duration: 1 turn)

    name: powerful lesser phantom
    requires: PA 2, MA 5
    benefit: [weapon] & lesser phantom (recharge: 1 turn duration: 1 turn)

    name: powerful lesser idol
    requires: PA 3, MA 4
    benefit: [weapon] & lesser idol (recharge: 1 turn duration: 1 turn)

    name: powerful greater polymorph
    requires: PA 1, MA 6
    benefit: [weapon] & greater polymorph (recharge: 1 turn duration: 1 turn)

    name: powerful confusion
    requires: PA 2, MA 6
    benefit: [weapon] & confusion (recharge: 1 turn duration: 1 turn)

    name: powerful greater phantom
    requires: PA 2, MA 6
    benefit: [weapon] & greater phantom (recharge: 1 turn duration: 1 turn)

    name: powerful greater idol
    requires: PA 2, MA 6
    benefit: [weapon] & greater idol (recharge: 1 turn duration: 1 turn)

    name: powerful instant kill
    requires: PA 5, MA 5
    benefit: [weapon] & instant kill (recharge: 1 turn duration: 1 turn)

    name: powerful transformation
    requires: PA 5, MA 5
    benefit: [weapon] & transformation (recharge: 1 turn duration: 1 turn)

    Last edited by ARTHAN; 2020-09-10 at 04:11 PM.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.