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 Basic Generic Talents

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Join date : 2011-08-13

Basic Generic Talents Empty
PostSubject: Basic Generic Talents   Basic Generic Talents EmptySat Aug 13, 2011 4:51 pm

Talents:


Flee: Flee allows you to double your movement when running away from battle; You must be running in the direction to leave the map.

Intimidate: With a successful INT roll, You can Intimidate NPCs or players into fearing you.


Disarm:

Melee:Contested roll on your STR to disarm your enemy of his/her weapon, If your enemy also rolls successful STR the weapon is drop by both.

Traps: Roll on INT to disarms man set traps. +1 to disarm trap rolls.

Explosives: Roll on INT to disarm man set explosives


Dodge Blow!: Upon successful AG test, User dodges any one melee attack. (Once per turn)


Excellent Night Vision:User can see better at night under natural moon light.


Distract!: Roll on INT, If successful the enemy is now annoyed and will focus for 1 turn on this skill user only.

Excellent Strength: +2 to STR

Nimble Feet:+2 to AG when rolling for running or Jumping.

Iron Will: +1 to Toughness when contesting against fear rolls.

Tumble: Upon Successful AG test, User can tumble 10 ft. in any direction or Attempt to tumble out of a 20ft fall or less.

RESIST:

Charm: Enemy takes a -3 mod roll to Charm you.

Fear: Enemy takes a -3 roll to cast Fear on user.

Suduction: Enemy takes a -3 roll to Suduce user.

Pioson: Enemy takes a -3 roll to pioson user.

Magic/Fire/Ice/Light/Death/Life/Shadow/Earth/Wind: Enemy takes a -3 roll
to cast Magic or Element on or Against user.


Second Wind:Upon entering the Bleeding out stage, You may roll once on
Toughness to regenerate 1 Wound. This would place you in Critically wounded instead of bleeding out.


Move Silently: Upon successful AG test User moves without making any noise.


Super Numerate: accurate distance evaluation skills, (Up to 30 Yards)



Conceal Weapon: roll AG to successfully hide a small weapon Example would be a Dagger or the like on your person without detection.

Shadow Step:Upon successful AG test, User hides in shadows, -5 roll against enemy preception rolls.

Natural Drinker: Talent allows user to consume mass amounts of alcohol without getting drunk.

Cook: Successful INT test, results in well cooked food.

First aid: Successful INT Test, results in treating 1 wound when Bleeding out to be Critically wounded instead. In contest the target must make a toughness test to stay conscious.

Sleight of hand: Successful AG test results in successful pickpocket, or like thieving actions.


6th Sense:

Traps: Upon Successful INT test, You'll be made aware of traps ahead.

Undead: Upon Successful INT test, You'll be made aware of near-by undead
or necromancy

Animal Apathy: Upon successful INT test, Animals are slightly comfortable around User.


Sense Motive:Upon Successful INT test, User can understand motives of some targets.

Flourish weapon:Upon successful AG test, User confuses target. Target takes -2 to his/her next WS/BS test. User fails AG test; Weapon is dropped in front of user.


Climb:Upon successful S test, User can climb up trees, rope, etc


Phase:Upon successful Toughness test, User may phase out and pass through solid objects (Immune to melee while Phased)


CRAFTING

Black Smith: Upon successful Strength test you may repair weapons and craft weapons with the correct supply.

Chief: Upon Successful AG test, You can cook excellent meals and boost health.

Tinker:Upon successful INT You can craft simply and strange item with left overs and scraps.

Taylor: Upon Successful AG test, You can repair clothing and even create your own fashions.

Musician:Upon successful AG test, Make beautiful music and melodies. Failure results in terrible garbage. Like, Amy Whinehouse.
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