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Posts: 145
May 11 09 1:15 AM
Posts: 5180
May 11 09 3:49 PM
Zombielord
May 12 09 9:35 PM
May 13 09 5:29 PM
May 13 09 10:21 PM
May 19 09 12:32 AM
May 20 09 9:43 PM
May 27 09 8:58 PM
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Jul 26 09 7:35 PM
Here's the Revised listing of the Primal Focus Abilities for Slayer. Basic Primal Focus Abilities Basic Primal Focus Abilities - are abilities that are available to users of low levels of Primal Focus. These Abilities cost about 2 points per ability Life Sense: - this ability allows the slayer to sense any living thing within a range of 20 meters per SL. Success Levels (SL) are determined by a Perception based roll.
Primal Sense: - this ability is basically a more powerful version of Basic Supernatural sense, with this ability a slayer can detect the presence of another supernatural being, and the nature of their power within a range of 10 meters per SL. Success Levels are determined by Perception roll. Heal/Cure: - this ability allows the slayer thru concentration to increase her normal healing factor to Regeneration 2 levels. This includes the ability to cure her of toxins or poisons. (Con/Min) Primal Leap: - this ability allows the slayer to jump or leap at double the distance that she is normally capable of. Primal Speed: - this ability allows the slayer to run at twice her normal speed, and gives her a +1 initiative on any combat roll while in use.
Primal Resistance:
This power allows the slayer a +2(per SL) on any roll to resist fear, hypnosis, or intimidation. As certain demons may use abilities of Hypnosis & emotional Influence to try to intimidate a slayer.
Super Throw: - This ability allows the Slayer to throw a foe at twice the distance, they normally would.
Primal Punch: - This ability allows the Slayer to concentrate their energy into a powerful punch. Damage is equal to 5 x Strength.
Enhance Attribute: - This ability allows the slayer to boost certain attributes during combat situations. The slayer may only boost a single attribute up to +3. The number of additional attribute boosts is determined by the number of SL. Success Levels are determined by a roll of Willpower + Primal Focus quality.
Stealth: - This ability allows the Slayer to seemingly disappear into the shadows. The slayer is at a -2(per level) to be seen.
Common Primal Focus Abilities These Abilities cost about 3 points per ability Mind Link: - this ability allows the slayer to sense & read the surface thoughts & emotions of the people that she is closest to emotional (such as family, close friends, & lovers). Battle Mind: - this ability allows to the slayer to telepathic communicate with her allies during battle situations. Note - that this ability requires the Mind Link to exist between the Slayer and any character that she is communicating with.
Predatory Presence:
This power allows the slayer affect or influences the emotions of demons or other foes. The foes are at a -2 per SL to resist the negative emotions (usually fear or terror).
Danger Sense: - this ability is basically a more powerful version of Situational Awareness. With this ability a slayer can detect or sense potential dangers or threats such as being ambushed by a foe, bombs, or traps. The distance is roughly 3 meters per SL. Success Levels are determined by Perception roll. The slayer gains +3 for Perception rolls. Combat Sense: - this ability allows the slayer to be very aware of the surrounding during combat situations. As result they can usually sense when an opponent is about to attack, or not. As a result the slayer often gains a +3 bonus on Initiative rolls.
Healing Touch: - this ability allows the slayer to heal others by touch, She can heal another person's wounds, cure toxins/poisons, and block pain. The Slayer may be able to restore LP to another at a rate of 3x her Willpower/ per minute.
Flying Kicks: - This ability allows the slayer to unleash a series of flying kicks on to their foes. The damage per kick is 4 x (Strength + 2). A Slayer may deliver up to 4 Kicks without a multiple action penalty, while their foes must successful attempt to defend each kick as if it was a separate attack.
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Aug 25 09 6:07 PM
These Abilities cost 5 points each. And are generally used only by slayers with a 3 levels of Primal Focus or more.
Primal Bolt: - this ability allows the slayer to Fire a bolt of energy from her hands that is capable of stunning demons or other supernatural beings. The range is roughly equal to (Willpower + 2) in meters. Base Damage is 5 x (Willpower + SL) and the affected target is at -4 for the next 3 turns.
Increased Healing/Cure:- this ability allow the Slayer to heal at Regeneration 3 (Con/Turn) rates, as a result a Slayer can very quickly recover from even nearly fatal wounds. Which can include the loss of a limb. But this takes quite a bit of concentration, and a plentiful source of life or primal energy.
Pressure Point Strike: - this ability allows the slayer to do a quick strike which can paralyze the nervous system of a certain foes, such as vampires. While the strike may do only do (3 x strength) damage to the foe's Life points. The strike also has the effect of paralyzing the victim for several moments, or until the Slayer removes it. As always the victim may attempt a roll to block or limit it effects, but that are at a -3 to do so.
Aug 31 09 8:43 PM
Sep 18 09 8:50 PM
Yeah - the Aspects of Phoenix, Tiger, Serpent & Dragon are definitely back in the Picture. Since looking over my original notes for Primal Focus in which I describe the abilities as a blend of Chi abilities, Force abilities and elemental kinesis. I'm slightly revising that to Chi abilities mixed with a type of elemental kinesis, and a basic philosophy similar to the Force. Although it won't be a true version of elemental kinesis. Also in looking at the various elements - of the standard 4 - Air, Earth, Fire & Water - only two are effective against Vampires & some other demons. Those two are Water(Holy), and Fire. Like wise Ice can be used to entrap demons or briefly contain them. If you replace Electricity with Air - then it becomes much more effective against demons(remember the Iniatitive using Tazers to capture demons). As for Earth, there's nothing closely related that is really very effective aginst many types of demons - certain metals like silver may be effective against certain supernatural being. But nothing that generally effective - even wood, with is only really effective against Vampires. However - it may be possible to use Earth to entrap demons - by plants, or turning the ground to mud - so the slayer can then walk over and kill the demon at her will. In addition to Fire - there is Heat and Light which are off shoots of Fire, just as Ice would be from Water. Air off shoots would be Wind, & Electricity, Earth's off shoots would metal, & stone. So looking it may be best to combine different elements together to reflect the nature of the specific Aspect. The Phoenix Aspect will use avian styles of martial arts, and have elemental control/mastery over the elements of Light, & Air. The Tiger Aspect will naturally use Big cat(Lion/Tiger/Leopard) styles of martial arts and command the elements of Water & Ice. The Serpent Aspect naturally uses serpent styles of martial arts and commands the elements of Earth & Dark The Dragon Aspect naturally uses dragon styles of martial arts and commands the elements of Fire, & Heat.
Sep 19 09 10:51 PM
Sep 22 09 10:19 PM
Imprison (entangle): - this ability allows the slayer to trap or entangle a specific demon or other supernatural foes. The range is roughly equal to (Willpower + 2) in meters. And the duration is equal to (2 x SL) - unless the target is able to break free.
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