Appendix B: Special Action Systems

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Initial Special Action Systems
Special Action System Description
Spellcasting These individuals have mastered the arcane arts and can sling spells, enchant objects and imbue power into themselves and others.
Psychic Abilities These individuals have the ability to reach into the minds of others, impress their will upon the world around them and reach into the great beyond.
Combat Techniques These individuals are masters of the battlefield, whether weilding weapons or just their fists, these people can strike hard, defend allies and endure a lot.
Social Prowess These individuals shine everywhere from the stage, to the backrooms where the real deals are made. They can be both convincing and conniving.
Advanced Crafting These individuals have spent their time fiddling with trinkets and machines large and small. They can assemble and disassemble just about anything, far beyond your typical craftsman.
Planned Special Action Systems
Special Action System Description
Mechs & Exoskeletons This system allow for you to modularly construct an advanced armor allowing you to tackle unique circumstances and survive in extreme conditions.
Cybernetics This system is for individuals who have modified their own bodies to enhance their natual abilities, hide weapons and tool inside themselves or increase medical fortitude.
Runework These individuals have mastered the ancient and primordial runes of the multiverse. These runes channel the most ancient powers of the worlds to produce incredible effects.
Ritualist These individuals have learned to utilize the inherent magic in the world around them. They know exactly which plants, materials and words can be combined to prepare rituals which imbue themselves and others with great power.
Vampirism These beings, whether through curse, disease or nature have gained both the dependance upon stealing vital essence from other beings, as well as the ability to channel that essence into stength, cunning and enhanced senses.
Therianthropy These beings, whether through curse, disease or nature have gained the abillity to transform into a monstrous animalistic creature, gaining more control over their bestial form as they grow in stength.