High Statistic Benefits

Congratulations!

You finally have a stat over 100.

When a PC or NPC has a stat reach 100 or more, you may, at your option, take a High Statistic Benefit for one stat.

Example: Gerard's son Arnold has his Strength and Warfare both reach 100 on the same day. Arnold can take an HSB for either Strength or Warfare, but not both.

Currently available HSBs, listed by Statistic. Yes, I will add more as I figure them out or they are requested, pending my approval and playtesting.

I reserve the right to change, delete or otherwise nerf any of these I see as too unbalancing.

Strength:
Natural Damage Immunity: Shrug off blunt attacks and fists from people with less than half your strength. Don't think it will help against Gerard a lot, though.

Brutal: The character is so incredibly strong that weapons and bare hand damage scale up on damage automatically. Improvised weapons do damage like real weapons. Real weapons do extra hard damage. Extra hard weapons do double. Double damage weapons do deadly. Deadly damage weapons do destructive damage. Destructive damage does not scale up.

Endurance:
Revivify: Any completely unsurvivable kill shot will still kill you. Anything where a slender chance of survival is possible, will happen. Example: Elena, daughter of Gerard, has 105 Endurance and is shot through the heart by Caine's son Bonjovi. She can survive that.

Active Regeneration: Regenerate damage like Wolverine. Missing limbs grow back quickly, but will definitely take a long time.

Warfare:
Tactician: When up against another whose leader is not a Tactician, add 25% to your warfare. When fighting in combat against one who is not a Tactician, you lose 10% of your warfare. Example: Cynwyd fights against Darius, leading his army against the hapless lad. Cynwyd adds 25% to his warfare and crushes Darius's pathetic little band. Pretty much screwed, Darius attacks Cynwyd in single combat and Cynwyd loses 10% of his warfare against the badass weaponmaster.

The Look: Similar to the Samurai standoff the look allows the Looker to judge his chances against another character. If he has a warfare advantage of more than 10%, he adds 25% from a successful Look, because he gains the confidence to know he can win. If he is at any disadvantage, he loses 10%, as his confidence becomes shot. Note that if the other character does not do a staredown first, the Look will not cause any warfare gain or loss.
Example: Khelendos gives the Look to Flittchen, who can pwn the guards and a few wizard-types but is doomed against a warfare monster. Khel gives her the Look and she trembles slightly, not affecting her materially but Khel sees that she is discomfited and adds 25% in single combat against her. He knows he will win. Later, Khel tries the look on Milli, who did not give him a smiley-face bandaid. Milli doesn't waste any time staring Khel down and fries him with pressurized lava. If Khel survives, his warfare isn't affected by the Look having no effect.

Ninjutsu: Amberites no doubt would call it something different. This is the ability to be able to walk through a crowded dance floor, taking a path past people looking the other direction, looking like he belongs there, not standing out in the crowd at all, and innately knowing how to reduce his profile by using shadows, distracting light and the presence of others to cloak his movements. High warfare and psyche will be able to see through this.

((Note that the characters who have already paid for this ability can either take the refund, or keep the ability, still paying the points, and take a different warfare ability instead.))

Defender: Defenders are able to double their warfare when going full defense. Coupled with a high endurance, you might find yourself fighting someone until you are about to drop, and then your fresh opponent will drop you. You must, must, must be at full defense to use this. If your opponent is suddenly wide open for an attack they will have time to adapt to your changing to something other than full defense. Primarily used by someone engaging a dangerous foe while the rest of the party tries to get shots in.

Protector: Protectors can use their warfare more efficiently to protect others. A good example of this is the scene in Forbidden Kingdom where Jackie Chan defends the kid from a teahouse full of guards.

Assassin: The character is so good with weapons that weapons scale up on damage automatically. Improvised weapons do damage like real weapons. Real weapons do extra hard damage. Extra hard weapons do double. Double damage weapons do deadly. Deadly damage weapons do destructive damage. Destructive damage does not scale up.

Psyche:

Mass Domination: The ability to use one's psyche to dominate large groups of people, as opposed to dominating one, as would normally be done. Generally of use against only the very weak-minded, like a crowd of Shadow-dwellers. If Fiona had this, she could not dominate a room full of third generation Amberites unless they were all at Amber or less. This power does not work against ranked targets.

Mental Surgery: Allows one to go into others' Psyches, generally with their permission, or without if they are comatose. Not terribly useful except as a role-playing opportunity, since you can probably kill someone who is in a coma. However, not restricted to NPCs.

Clouding: Ability to cloud the minds of others, like the Ninjutsu ability, except the warfare one is based on blending and timing. This one is based on making people simply not perceive your presence. Example of the effect of this is Kragar, from Stephen Brust's Vlad Taltos series.

Elemental Adept: Particularly adept with elemental spells. Damage is increased like the Assassin ability.


Extremely High Statistic Benefit for hitting 250.

Strength:
Unnatural Damage Immunity: In addition to Natural Damage Immunity, non-magical melee and missile weapons (anything that has a zero point modifier) no longer damage you. For game purposes this includes all melee weapons of a solid state, missile weapons up to a .50 caliber round, and anything thrown or hurled at you as if it were governed under Natural Damage Immunity. Example: You have 120 Strength. Hector, who has a 40 strength (for purposes of this example. Hector refused to release his actual strength, but he's okay with you thinking he has 40) throws a bus at you. You can shrug that off. If Kelly throws it, I hope you have a bus-resistant phone and a good medical plan.

They Say He's Got To Go: When someone with strength like that uses it, collateral damage occurs, if the strength monster wants it to. That hurled bus would wreck what it hit and then all the heavier parts would create a cone of damage. When the strong character slams into a wall, they don't go through. The wall comes down and maybe part of the ceiling.

Warfare:
Grand Tactician: When up against another whose leader is not a Tactician, add 50% to your warfare. When fighting in combat against one who is not a Tactician, you lose none of your warfare. Example: Cynwyd fights against Darius, leading his army against the hapless lad. Cynwyd adds 50% to his warfare and crushes Darius's pathetic little band. Pretty much screwed, Darius attacks Cynwyd in single combat and Cynwyd shows what a badass weaponmaster he is.

Universal Awareness: This is the ability to notice anyone using Ninjutsu or Clouded, or at least be aware that someone is there. They would know that someone was doing something, and where they were, but not know who they were going to throw an axe at. Their warfare is so high they get hunches before ambushes, unless the ambusher is within 25% of their warfare in their own warfare or psyche, or has a higher stat. They can also use this to predict the 'right time' for an army to attack.

Legendary Defender: This is a combination of the Defender and Protector defenses, as listed below. Also, they are able to attack anyone who does not defend themselves. Defenders are able to double their warfare when going full defense. You must, must, must be at full defense to use this, unless your opponent is suddenly wide open for an attack, at which case you can riposte and skewer them for not following your example. Protectors can use their warfare more efficiently to protect others. A good example of this is the scene in Forbidden Kingdom where Jackie Chan defends the kid from a teahouse full of guards.

Endurance:
Picture of Health: Combines Revivify (Any completely unsurvivable kill shot will still kill you. Anything where a slender chance of survival is possible, will happen. Example: Elena, daughter of Gerard, has 105 Endurance and is shot through the heart by Caine's son Bonjovi. She can survive that.) Active Regeneration (Regenerate damage like Wolverine. Missing limbs grow back quickly, figure a few days for a kidney and an hour for a finger.) and adds Blood of Life (Your blood can heal wounds when transfused into another, cure diseases, but it so strong it will kill anyone of Amber or less Endurance, unless a smaller amount than a pint is given. Only medical professionals should do this. Also, the blood retains its potency for up to a month, and indefinitely if a preservative spell is used. For anyone of high rank, it increases their Endurance. People with lower endurances will get an endurance boost that can last up to forever [opportunity to spend points that would otherwise not be a logical spend. - ex. Rylan Venters])

Psyche:

Shadow Domination: The ability to use one's psyche to dominate a Shadow of people, as opposed to dominating one, as would normally be done. Generally of use against only the very weak-minded, like a crowd of Shadow-dwellers. If Fiona had this, she could not dominate a room full of third generation Amberites unless they were all at Amber or less. This power does not work against ranked targets. It can work on up to ten people of single digit ranked Psyche.

Storm Clouding: Ability to cloud the minds of others, like the Ninjutsu ability, except the warfare one is based on blending and timing. This one is based on making people simply not perceive your presence. Example of the effect of this is Kragar, from Stephen Brust's Vlad Taltos series. In addition, anyone with sub-Amber level will forget the character ever existed, and will keep that mental block unless a compelling master with at least 100 Psyche undoes it. "Fiona? Who the hell is Fiona?" "She's right next to you, naked and pouring hot wax on your head." "I'm sorry, my head hurts, but I don't see anyone. Who?"

Elemental Adept: Particularly adept with elemental spells. Damage is increased by one rank. Not available yet. Part of the Magic revamp coming soon.

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