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POWERS
DEFENSIVE POWERS
Defensive powers in SSKiller are any power that
are used to protect or defend the user from damage or other
events.
The powers listed below are not a full list of SSKiller Powers,
if a player wishes to cast a power that is not listed below the
GM should decide upon a difficulty by comparing the power to one
below.
Note. Where duration is unspecified the powers last until the end
of the current combat, or until the end of the next within 24
hours.
Easy Defensive Powers: Double Skill
Chill Protection
the user of this power is protected from slight cold, such as
suffered in winter, or on a cold night, 5 to -5 degrees C. The
power lasts until the next dawn.
Burn Protection
the user of this power is protected from slight heat,
the heat ranges up to that experienced on a hot day, and reduces
hotter heats by a similar amount, about 20 to 30 decrees C
Invisibility to Insects
Normal sized non magical insects can't since, smell or
see the user of this power, it allows the user to pass or handle,
but if the user makes an attack, on purpose the insects will
become aware of them, the power lasts an hour or two.
Normal Defensive Powers: Normal Skill
Protection from Cold
the user of this power protects the user from normal
cold, the user will feel no ill effects from extreme colds,
except magical ones, and can operate without penalty right down
to absolute zero. this protection lasts 6 hours.
Invisibility to Undead I
the user of this power is invisible to low intelligence
under 8, undead, this invisibility will last until the user
makes an attack or receives a sudden blow, this invisibility will
last 24 hours.
Protection from Evil/Good
the user of this power is protected from Good or Evil
depending on which the user used, the protection takes the form
of the attacker will be at half skill while attacking physically
or with other means, whether the creature is classified as Good
or Evil depends on the GM.
Not Me
the user of this power is for the duration of the power less
likely to be attacked by enemies, so long as the power user takes
no aggressive action the user has half the normal chance of deign attacked, Eg. if there are four players, one monster, each player
rolls die, if the Not Me empowered player rolls the most (Fails)
the next highest roll's player re rolls with them, if he still
looses, tough luck. unless he has the Luck Hero Skill.
Protection from Physical Attack I
the user of this power is gifted with a bonus -1 Row (up to a max of 4) of Armour.
Mimic Easy Defensive Spells
the user of this power can mimic the effects of an easy
defensive spell.
Fish Breath
the user of this power for the next 24 hours has Gills
instead of Lungs, they can breath sea or pure water but no air.
this spell may also be reversed to remove the Gills.
Hard Defensive Powers: Half Skill
Protection from Physical Attack II
the user of this power is gifted with a bonus -2 Rows (up to a max of 4) of Armour
Drain Protection
this power allows the user to be protected from the Wound drain
effects of undead creatures, such as Wraiths, Wight's etc. for the
duration of the power the normal extra damage of these creatures
for being hit, or in the vicinity of these creatures is negated.
Protection from Magical Fire
the user of this power is protected from the effects of
magical fire, or given a bonus -4 Row additional Armour level
against magical fire using creatures, the user can pass through
magical or normal fire without effect. the power lasts a few
hours.
Protection from Paralysis
the user of this power is immune to the effects of paralysis for
12 hours.
Protection from Poison
the user of this power is immune to the effects of
poison for 12 hours.
Protection from Gasses
the user of this power for the duration of the power can
breath any gas as if it where normal air, the power lasts up to 2
hours.
Protection from liquids
the user of this power can breath any liquid for 2
hours, the liquid will however effect the users clothing as
normal.
Mimic Normal Defensive Spells
the user of this power can mimic the effects of a Normal
defensive spell.
Very Hard Defensive Powers: Quarter
Skill
Protection from Physical Attack III
the user of this power is gifted with a bonus -3 Rows (up to a max of 4) of Armour.
Globe of Protection
the user of this power creates a globe of protection around
himself, the globe will repel, fire, water, gas, lightning., if
they are attacked by a creature or spell/power based on any of
the listed things they will gain a bonus -2 Row (not restricted
to -4) against attacks based on these.
Gills
the power user can breath pure or sea water for 24
hours, the user can also breath normal air with no penalty.
Mimic Hard Defensive Spells
the user of this power can mimic the effects of a Hard
defensive spell.
Extremely Hard Defensive Powers: Eighth
Skill
Anti Magic Shell
the user of this power is protected against magic or
Powers of all types, no magic or power based attack or effect
will harm the user, unless they use them themselves, as they are
inside there own shell, magic or powers the user uses may be
directed outside the shell as usual.
Protection from Physical Attack IV
the user of this power is gifted with a bonus -4 Rows (up to a max of 4) of Armour.
Wish
See Wish Offensive Spells.
Mimic Very Hard Defensive Spells
the user of this power can mimic the effects of a Very
Hard defensive spell.
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