Special abiliteis list/ debuff explanation
#1
Posted 30 April 2012 - 04:06 AM
Purifyers-(Fenirs and nosk)
iron overload-USing the iron in a targets body , the purifyer can casue blood to expand in the veins of the victum until they rupture casuing the victim to convulse and die only usable if the player rolls above a certain amount
if iron is in an enviroment, it can be ripped out, and used as seen fit
Sepsus-The use of mercury to manipulate iron casues a bit of blood posioning, the more the user manipulates iron the higher the level of poisioning, to lower the poisioning one can drainin their blood, or mix a cocktail of herbs,
(murdock, penicillin, acetametophin)
Pyros-(priest)
Corona- a huge burst of flame radiates out from the user, casues extreme damage to living and dead, not very affective agasint golems
pyro kinesis-the use of fire, if in areas with higher gas concentrations it can casue detriment to anyone fleshy
Cycke burn- Using the Element cyceklyine, the user can manipulate gasses from the air and casue combustion, this however if done without proper protection can casue burns, swelling.
(treatments/ aloe, penacillin)
Focus-Nox
Focus-Mental conditioning that causes the user to react more efficently than others, time seems to slow down, everything seems to be take down to heartbeats, like other abilities, triggered on at battle start, but cannot be trigered off until after battle
Migraines-Focus causes parts of the brain to overload, prolonged use can casue sever migraines or even seizures
treatment-(asprin, ibuprofens)
Rot-(phoenix)
Rot is rapid decay that casues rapid decompisiton, but fills the air with deadly posionous particles
can be triggered at will but the higher levels of rot will cause parts of the butcher to fall off
must be healed by a brotherhood member, consume corpses, or have a purifier replace lost iron in his body
Crackshots-(renegade or regualr ho siht ops)
if using any ranged weapons , ho siht members can make night impossible shots if they roll high enough
Shadow blurs-(renegade or regular ops)
the op seems to teleport from where he is by moving through shadows, attacks will likely be fatal
hyper extended/ mentally exhasuted-(both ops)
These tricks and blurs cause the body to be pushed farther than the normal human can go, untreated operatives will either faint or break bones
treatments-(heating treatment, penicilin, energypills, murdock root)
Enforcers-(grim)-(same as ops)
warden--Elfin
BUrden of duty adds to the wardens rolls in combat, i will not specify, but it will also cause various interactions to be swayed his way
The weight of justice-(see migraines) toggled on and off
Dragons eyes-(crucias)
Dragons eyes cause intimidation in the living and dead, before combat crucias can make a roll to see if dragons eyes will intimidate his foes, causing his enemies to be less likely to hit him or his party, he can also make a similar roll before an intimidation attempt to try and make his target give up more information, this ability is toggled on and off
Burdens of strength-The more crucias uses dragons eyes he will get tired, and have to pull back, the longer his use of it he is at risk for both exhaustion and migraines
Berserker-Fenis-priest
The higher the level, the higher their emdurance+chance for critical damage, this ability is toggled on, but cannot be toggled off until after combat
Double edged sword-The higher the berserk level, the higher damage that both users will sustain-(leads to broken bones, hypextended)
only way to lower berserk is staying away from battle for extended periods
Oh sanctuary...THAAAAAAAAAAAAAAAT Rp
#2
Posted 30 April 2012 - 06:13 AM
#4
Posted 30 April 2012 - 03:45 PM
sent from the gothic sector
Oh sanctuary...THAAAAAAAAAAAAAAAT Rp
#5
Posted 30 April 2012 - 04:16 PM
#6
Posted 30 April 2012 - 04:20 PM
Nolo mihi libet sis multo felis.
#7
Posted 30 April 2012 - 04:29 PM
#8
Posted 30 April 2012 - 05:14 PM
Oh sanctuary...THAAAAAAAAAAAAAAAT Rp