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8/21/2009 12:00 PM
 

Critical Healing (VH)

This spell allows the caster to cast a healing spell that heals two points of damage for each point of fatigue spent in the casting. For each threshold of 4 fatigue spent beyond the first, the caster suffers a cumulative penalty to cast. The penalty follows the progression of -1, -2, -4, -4, and so forth.

Time to Cast: 1 sec.

Casting Cost: 1-4, variable

Prerequisites: Major Healing

 
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8/21/2009 12:01 PM
 

Multiple Levels of Combat Reflexes: 5/10/15

Combat Experience: 5 points

  • +1 vs Fright Checks/Morale Checks
  • Reduce # of rounds you "Freeze" in combat by 2
  • +2 on all IQ roll to wake up, recover from surprise or mental stun

Combat Veteran: 10 points

  • +2 vs Fright Checks/Morale Checks
  • Reduce # of rounds you "Freeze" in combat by 4
  • +4 on all IQ roll to wake up, recover from surprise or mental stun
  • If you are the groups leader and you make your tactics roll, your side
  • gets +1 on initiative rolls to avoid a surprise attack

Combat Reflexes: 15 points (per Gurps Basic page 43)

  • +1 to all active defenses
  • +1 to all Fast Draw skills
  • +2 to all Fright Checks
  • Never freeze in surprise situation
  • +6 on all IQ roll to wake up, recover from surprise or mental stun
  • +1 on initiative rolls to avoid a surprise attack (+2 if you are the leader)
 
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8/21/2009 12:03 PM
 

Magic Only Fatigue (2/level)

Fatigue that can only be used to power magical abilities costs only 2 points per level instead of the usual cost.
 
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