Special Powers

The creatures of the Nexus and the Voidling monsters from other worlds may have some unique powers. In addition to the player accessible feats, creatures have access to additional abilities. These powers occur much less frequently than other abilities and it is not necessary that you memorize each of their effects. It is helpful to have an idea of how each power functions and how you should respond when it is inflicted.

If there is any question to the nature of these powers, please ask an available encounter head or (if unavailable) ask the monster a quick out of game question on how a power functions.

Some of these powers may be available to players through specialized rituals.

To determine how to dodge or resist these skills, refer to the normal rules for dodging and Resisting Physical or Magical Feats.

 

Note that some monsters are capable of using enhanced versions of the powers. This will be indicated by a prefix added to the abilities signature call.

A “Greater” skill that is called cannot be dodged or resisted in any way.

A “Mass” skill that is called now has an AOE effect associated with it.

 

For example, if a monster calls “Greater Mass Paralyze” then anyone within a six foot radius of the monster will become paralyzed and the effect cannot be resisted or dodged.

 


Table 8.1 – Special Powers List

Feat Name Type Target Duration Delivery
Anti-Tolerance P S * N/A
Berserk E S 30 T
Incorporeal E S * N/A
Paralyze P O 10 T,P
Frost Nova M AOE 10 sec CoC
Thunder Shock P AOE I CoC
Enthrall T O 10 * T,P
Compulsion T O 10 T,P
Phantasm T O 10 T,P
Blind P O 10 T,P
Regeneration P S 60 sec N/A

 

 

Name: Anti-Tolerance

Type: Physical

Target: Self Only

Duration: Always Active

Delivery: N/A

Resist By: None

Anti-Tolerance represents a resistance to large damage calls. This power could manifest as thick skin, magical barriers or other forms of protection. If a creature has an unspoken Anti-Tolerance level, no damage call will ever exceed that maximum threshold. Monsters with Anti-tolerance will show no reaction to high damage calls.

 


Name: Berserk

Type: Exceptional

Target: Self Only

Duration: 30 Minutes

Delivery: Touch

This Epic Feat causes the character to berserk for 30 Minutes.  While this makes the character immune to all non-damage effects both negative and positive; it also prompts the character to experience a killing rage.  The character will attack enemies first; however anyone that interferes with the character will also be attacked.

Signature Call:  Berserk

Name: Incorporeal

Type: Exceptional

Target: Self Only

Duration: Varies

Delivery By: N/A

Resist By: None

An Incorporeal being has magically left it’s body or grown beyond it. They are visible, but unaffected by the physical world. They can pass through magical barriers such as Sanctuary and Personal Ward. They cannot pick things up and can pass through traps undetected. They can only be harmed by magic or magical damage delivered by an enchanted weapon. To indicate that a creature is incorporeal, it must wear a Pink headband. Pink LEDs can be worn at night. Some creatures may transition back and forth through an incorporeal state using an uninterruptable three count.

Signature Call:  Phasing 1, phasing 2, phasing 3

Name: Paralyze

Type: Physical

Target: Other

Duration: Ten Minutes

Delivery By: Touch, Packet

Resist By: Reflect

The target of this skill is frozen in place. They cannot move or speak, but they are conscious of the world around them. They can still see and hear everything that happens around them and will still take any damage inflict upon them. Any other feats cast on the target before or after the paralysis will still be in effect, but paralysis will always take priority.

Signature Call:  Paralyze

Name: Frost Nova

Type: Magical

Target: AOE

Duration: Ten Seconds

Delivery By: Centered On Character

Resist By: Prevention, Reduction*

All players within weapons reach radius from the caster takes twenty five damage and are under the effects of lesser paralyze (see above) for ten seconds.

*The paralyze effect cannot be dodged, but the damage done is lessoned by your magical protection level just liked other magic paths.

Signature Call:  Frost Nova

Name: Thunder Shock

Type: Physical

Target: AOE

Duration: Instant

Delivery By: Centered On Character

Resist By: Prevention

All players within a six feet radius from the caster are knocked to the ground and are under the effects of a fumble strike (Warrior Feats).

Signature Call:  Thunder Shock

 

Name: Enthrall

Type: Thought Altering

Target: Other

Duration: Ten Minutes unless otherwise specified

Delivery By: Touch, Packet

Resist By: None

The target is under the influence of the monster for the specified time period. The player loses all will and can only respond to its master. If told to attack, the player must defend the monster. Using Feats while Enthralled is optional, unless the monster requests usage of a specific Feat. If the monster is killed, the spell is broken.

Signature Call: “Enthrall!” (Ten Minutes) or “Enthrall, one minute!”

 

Name: Compulsion

Type: Thought Altering

Target: Other

Duration: Ten Minutes

Delivery By: Touch, Packet

Resist By: None

The victim is under a specific Compulsion effect and for ten minutes, or until cured, is consumed by it. They can use Feats, but they cannot cure themselves of their Compulsion. They can still fight, but must indulge their Compulsion simultaneously. If they must make any choice, the compulsion will always win, even if it means running away to be alone with it. Death or unconsciousness does not end this effect, it pauses its timer. The physical symptoms will stop until being brought back to life or made conscious, but the mind will still be plagued by the compulsion and its inability to be indulged during that time. Only the compulsions listed under table 8.2 can be used. Please see below for details.

Signature Call: Compulsion <type>!

 

Table 8.2 – Compulsion List

Compulsion Target Duration
Itch O 10
Counting O 10
Hoard O 10
Safety O 10
Love O 10

Compulsion Types:

  1. Itch – One or multiple parts of the victim’s body will not stop itching. The victim must uncomfortably itch themselves until the duration has passed or there are cured.
  2. Counting – It is of vital importance that the victim count and catalog a number of mundane details. It is not enough to count the same thing multiple times.
  3. Hoard – The victim must surround themselves with as much of their stuff as possible. They want to wall themselves in with everything they own and accumulate more stuff if needed. They will not steal unless that is already a part of their personality. Theft can be easily justified in this state. Remember to get a rules ref if you’re going to steal from someone’s bunk or tent.
  4. Safety – The victim is obsessed with protecting everyone. Friend or foe, it is their mission to keep everyone safe. They will move obstacles, pick up debris, make worried safety suggestions or anything else to keep everyone safe. They will not put themselves in any danger and cannot engage in combat.
  5. Love – The victim loves everything in sight and cherishes it. There are many kinds of love and the victim of this compulsion may choose how they wish to demonstrate that love.

 

Name: Regeneration

Type: Physical

Target: Self Only

Duration: 60 seconds

Delivery: N/A

Resist By: None

Regeneration will restore a character to full health points and restore all lost limbs. It takes 60 seconds to perform regeneration, depending on the character this count may or may not be interruptible. The default is that it cannot be interrupted and will be activated at the end of the count. The character does not have to be conscious or alive to use this feat.

Signature Call: Regeneration <Not required>

 

 

Name: Phantasm

Type: Thought Altering

Target: Other

Duration: Ten Minutes

Delivery By: Touch, Packet

Resist By: None

Everyone the victim sees appears to be the object of their most extreme emotion, or the creature stated with the call. It could be a lover just lost, an enemy long hated, an ex-lover they just want to avoid, an imaginary monster that terrifies them or anything else that suits the character. There will be no reasoning with someone in this state, they will remember events in any way that justifies the presence of the phantasms and if confused, will forget all recent interactions.

Signature Call: Phantasm <optional name>