Wyrmknave

Moves

Aug 31st, 2012
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  1. MOVES
  2. Moves are special abilities unique to your character. You build moves yourself by spending points on them. Each move takes up a move slot. You get four move slots for free at character creation. Additional move slots cost 3 Character Points each.
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  4. ***Move Components***
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  6. Affect HP: A move can either raise (heal) or lower (damage) HP. A single move may only have one of these effects, and the move must specify which. Maximum and minimum healing/damage both start at 0, and both increase at a cost of 1 point per point of healing/damage. The minimum may not exceed the maximum.
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  8. Affect Skill: A move can temporarily increase or lower a skill. The cost for this is equal to the degree of change multiplied by the amount of rounds it is effective for. A skill improved by 1 for 2 rounds would cost 2 points, while a skill improved by 2 for 2 rounds would cost 4 points. The effects of this component do not stack with the effects of Moves performed by the same character.
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  10. Descriptor: Add a single descriptor to a move (e.g. Fire, Holy, Sonic) for free. Additional descriptors cost 2 points each. Descriptors affect targets at GM discretion.
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  12. Range: The range of a move starts at Close. Mid-range costs 2 points, and Far costs 4 points.
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  14. Area of Effect: Rather than target individuals, a move can target an area. The cost of this component depends on the move's range. 3 for Close, 5 for Mid, and 7 for Far.
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  16. Delay: If this component is purchased, the effects of the move do not occur for as many rounds as points are spent on it. For an additional 2 points, you may choose to activate the effects at any point prior to the maximum delay.
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