FOGGY HILLS
A Supernatural Roleplay Game for Second Life
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UTILITY SPECIALIZATIONS
The following powers are utility oriented, boosting charisma, intelligence, etc.
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Divination
+ 1 to Perception per level.
At level 1 of this power
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By touching an object and concentrating for a turn you may see hints an appearance of the person that last touched it.
At level 3 of this power
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You may try and get someone's general location if you hold on to something that belongs to them and concentrate for a turn.
At level 5 of this power
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You see in the future, roll at the beginning of the scene. The number of successes are tallied for the scene and maybe used however the player sees fit, to add successes to any single roll you make or split between several rolls. (Perception roll)
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Usable only once per scene.
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Illusions
+ 1 to Charisma per level.
At level 1 of this power
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You may create simple or complex illusion of anything you desire, number of which can't exceed your Charisma rating, nor can it be colossal in size. (Normal Action)
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You are able to make yourself or others appear like someone else by using the illusion. (Normal Action)
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Additionally you may leave your illusions in places, putting them on a loop or keeping them static, so you do not need concentration to keep an illusion up. (Normal Action)
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These Illusions do appear only in your mind and in the mind of the SINGLE target you cast it on, others do not see it.
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The illusion themselves may not deal any physical harm or affect anything real physically, and while they can be felt, they will disappear upon harsh physical contact.
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Use of such illusions is very versatile, allowing you to conceal things, confuse others, make diversions, etc. This is when whenever you cast an illusion, state what is that you wish to achieve, be it someone running after a decoy instead of you during the chase, stopping before the fire, etc, then roll (Charisma vs Perception). If you succeed then the desired effect happens.
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Do remember though that the illusion have to make sense for you to achieve the desirable effect. You may not make someone run away in terror from a bunny, and even sending pack of zombies may make someone fight them rather than run away. Also at this level if you make someone attack someone else, this will dispel the illusion after the single hit.
At level 3 of this power
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As your mastery of the illusions grow you learn how to affect as many people in your presence as you wish with your illusion craft. (Normal Action)
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Your illusions are also not so easily dispelled anymore by the rough physical contact, making your illusions lasts equal number of turns to your successes scored after the rough contact been initiated.
At level 5 of this power
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You may now fully control someone's senses with a twisted illusion, making them stuck in a loop for number of turns equal to your successes scored.
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This may put someone into entirely different location inside of their head, or perhaps make them feel like they keep being teleported back to the bottom of the stairs as soon as they come to the top, mean while in reality they run back and froth themselves.
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However, if someone attacks or comes into physical contact with the person who is under effect of this illusion then they appear inside said illusion. This also means that any first attack made on the target who is suffering under this effect, will count as a ambush attack.
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Telepathy
+ 1 to Charisma per level.
At level 1 of this power
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You are able to feel an emotion of a chosen target or scan a room for a certain emotion. (Free Action)
At level 3 of this power
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You may speak with someone by establishing a mental link. (Charisma vs Perception) (Normal Action)
At level 5 of this power
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You may read someone's thoughts if you win the roll. Every success allows you to get the truthful answer to one question, if the target does not know, that still counts as a question. (Charisma vs Perception) (Normal Action)
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Enhancer
+ 1 to Intelligence per level.
At level 1 of this power
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You may put a single enhancement on an item over a week long work on it (can be done off screen but also ensures that you can’t enhance more than one item at the time). This enhancement will add +1 to a single attribute.
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Note that you may not stack bonus to the same attribute more than once, so if you have an item that enhances strength then you may not have another enhanced item on you that enhances strength as well.
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Also enhancement has to make sense, such as adding Perception to a sword or strength to a gun would not make much sense but in reverse it would. The way you do enhancements is up to you. It can be done with engraving runes or gems, etc.
At level 3 of this power
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You may put three enhancements on a single item, +1 bonus to three different attributes. This takes ten days to perform.
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The each one of the 3 enhancements need to boost a different stat. Means you can't take any single stat beyond +1.
At level 5 of this power
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You may now make the item legendary, which will take 15 days to accomplish.
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As per usual, you may add the 3 enhancements to the item, plus a special power from the ones listed below.
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Ignore 1 Armor.
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Add 1 Armor.
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Long range magic attack, which can be performed by melee weapons, but also has a benefit on long ranged weapons since it now won't require ammo.
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Poison your weapon. -1 Penalty to anyone struck with it for a scene. Does not stack with itself.
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Ignite your weapon on fire. +1 attack, ignores undead armor.
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Enhance your weapon with electricity. +1 attack, gives those that are hit by it a -2 to next roll.
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Make your weapon return to you if it’s thrown or lost it.
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Make anyone else unable to use it but the owner of the weapon.
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Blind everyone around you. This is a move that takes up your action and will give everyone a -3 penalty to all rolls. This penalty decays by 1 for every subsequent turn till it full disappears.
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You may upgrade an item from rank 1 to rank 3, and 3 to 5, the time will be reduced.
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Telekinesis
+ 1 to Intelligence per level.
At level 1 of this power
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You may move, hold, and push things with your mind. (Normal Action)
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Attack with violent mental pushes will deal damage as per usual. (intelligence vs Dexterity)
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Hold a person in place, (intelligence vs Strength). While holding someone, you may not take any other actions.
At level 3 of this power
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You may make yourself fly. (Free Action)
At level 5 of this power
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Your power is strong enough to affect car sized targets.
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You also may make entire rooms rumble, giving everyone present -2 penalty to all rolls for as long as you are doing this action.
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Additionally you may use your power to hit several targets, either in line of sight or all around you with a single push.
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Entrancer
+ 1 to Charisma per level.
At level 1 of this power
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You have a Passive mental shield that will reflect any mind based powers back on the user if they fail.
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The reflected effect comes back at the user with full amount of successes they scored.
At level 3 of this power
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You are now able to use any charisma based power on someone twice per scene. (not in the same turn obviously).
At level 5 of this power
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You may possess someone. (Charisma vs Perception) (Daemon hosts cannot be possessed as they are already "occupied,") (Normal Action)
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This lasts for as long as you like on NPCs
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On players this lasts for amount of turns equal to successes scored by you. You cannot perform actions with your own body while in control of someone else's.
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