Showing posts with label Specializations. Show all posts
Showing posts with label Specializations. Show all posts

Friday, October 30, 2015

Fantasy Age Specializations - The Witch

While every mage knows how to cast a spell, each one possesses a different source for that knowledge and approaches this mystical power in a unique way. Some spend years locked away within ancient towers, pouring over dusty tomes to unlock their arcane secrets. Others devote their lives to the deities, learning to channel their divine might. There are a lucky few who are born with the ability to sling spells, eldritch energies infused within their blood. The witch has chosen a different path.

The witch forges a mystically-binding pact with an otherworldly entity, gaining the ability to perform magical feats. However, they must act as this entity's agent in the mortal world. Occasionally, the witch will be required to perform certain tasks for the patron. These will be determined by the Game Master, based upon the nature of your eldritch pact. The requests made by a demonic creature will differ from the requests of a powerful fey.

WITCH TALENT
Classes: Mage                                    
Requirements: Intelligence and Willpower 2 or higher.                               

Novice: The pact you've made allows you to ask your patron for advice. You can use a major action to act if a particular action will bring good or bad results for you in the future. This will garner you one of four results: 
  • Weal (the action will bring you good results)
  • Woe (the action will bring you bad results)
  • Weal and Woe (the action will bring you good or bad results)
  • Nothing (the action does not have any especially good or bad results). 
You can only contact you patron this way once per encounter. You must rest for 8 hours before you can use this ability again if used outside of combat. 

Journeyman: You patron has granted you the ability to weaken your opponents, turning luck against them. You gain the ability to use a special spell stunt called Hex. This stunt allows you to give a target opponent a -2 penalty to one ability of your choosing until the end of the encounter. This stunt costs 5 SP. 

Master: You become more adept at hexing your opponents. The Hex stunt works as normal, but you can select two abilities to impose a -2 penalty upon instead of one. 

Monday, October 26, 2015

Fantasy Age Specializations - The Slayer

There are things that go bump in the night. The slayer is the one who bumps back. These warriors have trained their entire lives to face the horrors that lurk within the darkness, hoping to eradicate the grotesque and the unnatural.

Sadly, very few slayers have happy endings. The majority either die fighting the creatures they despise, or stare into the Abyss for too long, slowly turning themselves into a special breed of monster. However, there will always be someone willing to ignore the dangerous laid out before them and travel down this sad path, doing what they believe to be necessary.

SLAYER TALENT
Classes: Warrior
Requirements: You must have Fighting and Willpower 2 or higher.

Novice: Your training has made you particularly adept at killing supernatural and terrifying creatures. You can spend an Activate action to target an extraplanar or undead creature within 12 yards of you. You receive +1 damage bonus against this target and weapons used against it are considered magical. This lasts until the end of the encounter, the target dies, or you spend another Activate action to target anothet creature. You can only target one creature at a time, and the same target can't be targeted more than once in a 24 hour period.

Journeyman: As you grow in power, you gain the ability to cause greater harm to these abominations. The damage bonus you receive against your target increases to +3.

Master: You learn to multitask and handle several targets at once. When you spend an Activate action, you can target two extraplanar or undead creatures at one time.

Wednesday, September 23, 2015

Fantasy Age Specializations - The Alchemist

Lurking within smokey laboratories, experimenting with strange chemicals and incredibly unstable concoctions, the alchemist hopes to gain either knowledge or power by delving into the scientific art they draw their name from. These individuals are willing to go where no mortal has gone before in order to obtain their goals, even if they risk blowing themselves up to do so.

ALCHEMIST TALENT
Classes: Rogue
Requirements: You must have Accuracy and Intelligence scores of 2 or higher, and Alchemy (Novice)

Novice: The alchemist has become very adept at fighting with his grenades. He receives the Accuracy (Grenades) focus if he doesn't already have it and adds his Perception to damage rolls with grenades. 

Journeyman: While delving into this unpredictable science, the alchemist has most likely experienced is fair share of explosions. When subject to the Kaboom! stunt, the alchemist only takes half the amount of damage (rounded down).

Master: The alchemist knows the recipes for his grenades like the back of his hand and can make brew a new one at a much faster rate. Once per encounter, the alchemist can use an Activate action to make a TN 13 Intelligence (Brewing) test. The alchemist creates one kind of grenade they can normally make on the spot on a successful result.