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PHYSICAL SPECIALIZATIONS

The following powers are combat oriented, boosting your attack, defense, and HP.

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Duelist

+ 1 to Dexterity per level.

At level 1 of this power 

  • You may challenge someone mid fight to focus their attention on you. (Charisma vs Intelligence) (Free Action) 

At level 3 of this power â€‹

  • Convert the Dexterity Duelist bonus into a Strength for a turn. You need to decide if they will do that at the beginning of the turn because you may not used both Dexterity and Strength bonus in the same turn. (Free Action)

At level 5 of this power

  • When being attacked by no more than one person, you may use your own attack in the form of defense. Higher roll wins and damage is done as per usual by the victor. (Strength vs Strength)

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Berserker

+ 1 to Strength per level.

At level 1 of this power 

  • When dual wielding melee weapons, gain +2 to attack. 

At level 3 of this power 

  • Your brawl and melee crits give penalty of  -2 rather than -1. 

At level 5 of this power

  • Ignore 1 armor with melee or brawl weapons. 

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Resilient

+ 1 to Constitution per level.

At level 1 of this power â€‹

  • Crits require 1 more success than per usual to affect you.

  • Natural 20 crits still work as per usual.

At level 3 of this power â€‹

  • No matter what penalties you incur, they may not be higher than - 2 per single roll. 

At level 5 of this power

  • +1 Armor

 

Assassin

+ 1 to Dexterity per level.

At level 1 of this power 

  • You have access to a poison that you may put on your weapons. Striking someone with that weapon will give that target -2 penalty to all rolls for that scene.

At level 3 of this power 

  • You have a range of small throwing weapons which you may throw to hit up to 3 targets at once (Dexterity vs Dexterity). You do not need to buy weapons to make this work, nor do the small weapons that come with this power add any bonuses when used as close range melee. 

At level 5 of this power

  • Ignore 1 armor when using melee weapons.

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Gunslinger

+ 1 to Perception per level.

At level 1 of this power 

  • You may dual wield two hand guns, +2 to ranged attack rolls when using two hand guns.

At level 3 of this power 

  • You may shoot up to 3 people with a barrage of bullets in a single turn when dual wielding two hand guns. 

  • You may spend one turn aiming. On next turn you gain +3 to your ranged attack, as well as reduce your crit threshold by 2. Meaning you need to land 3 damage to crit. 

At level 5 of this power

  • You may perform a stylish quick reload on a single gun and shoot, all in one turn.

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Deviant 

+ 1 to Perception per level.

At level 1 of this power â€‹

  • Scoring a crit on a physical attack heals you for 1 HP. 

  • This is not a supernatural like heal, your wounds wont close. It's just you are so delighted by pain that it gives you more willpower to go on, despite the game you take. 

At level 3 of this power 

  • You relish not only in pain of others but also in your own. 

  • Do not take penalties that come from crits,

  • Gain +1 to Strength and Dexterity for every 5 HP missing for the rest of the scene. 

  • Note that you can't just cut yourself to get this bonus. The penalties come from powers, critical hits, etc. 

At level 5 of this power

  • Crits require 1 less successes. 

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"FOGGY HILLS RPG" © is an original I.P created for use on the second life platform © 2023 

For the full authentic experience we recommend using  the simulator settings 

PHOTOGRAPHIC SIMULATOR SETTINGS

"Byrn Oh's Immersiva Grey Dust" Sky Setting  and "Whirly Water" Water setting and full shadows.

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