MRPG Facet List OLD

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Chain Name(Total Points):

  • Can be taken
    • Requires the Facet before it
      • Requires both Facets before it
        • This should be self explanatory by now

Facets may list other facets, specific proficiency, classes, or stat levels in the requirements. Stats are listed as #+ meaning the character must have that stat or higher.

General

General facets can be taken by anyone, any class, any race(theoretically). There are some restrictions based on proficiency, but in general these should be available to anyone.

Stat Increase Each chain allows you to increase an unbuffed Stat by up to 6.

  • Improved <stat> Mark I: Increase unbuffed <stat> by 1 point.
    • Improved <stat> Mark II: Increase unbuffed <stat> by 2 point(for a total of 3).
      • Improved <stat> Mark III: Increase unbuffed <stat> by 3 points(for a total of 6).

This chain can only be taken once.

Proficiency Increase

  • Improved <proficiency>: +2 to a specific proficiency. This facet Can only be taken once.

Fortitude Chain

  • Fortitude: Gain 10 additional hit points +1 per level.
    • Impressive Fortitude: Gain 10 Additional hit points +1 per level.
      • Exceptional Fortitude: Gain 10 Additional hit points +1 per level.
        • Outstanding Fortitude: Gain 20 Additional hit points +1 per level. Requires: Rank 2.
          • Unbelievable Fortitude: Gain 10 Additional hit points +1 per level.
            • Ok, You've Got Way Too Much Fortitude:' Gain 10 Additional hit points +1 per level.

Dice Facets

These are facets that effect how you roll dice, how many points you get, and when or how you re-roll.

  • Split Second: you gain the Split Second activated ability. Requires Lvl 16

Spare Fingered Fist

  • When rolling attack, automatically add point to your roll(if you rolled 3 points, add 1). Requires: Rank 1.
    • Spare Handed Fist: When rolling attack, you may count any 12s you roll as 1 point before re-rolling them(if you roll a second 12, you may count it as well). Requires: Rank 3.

Spare Fingered Palm

  • When rolling to cast a spell, automatically add point to your roll(if you rolled 3 points, add 1). Requires: Rank 1.
    • Spare Handed Palm: When rolling to cast a spell, you may count any 12s you roll as 1 point before re-rolling them(if you roll a second 12, you may count it as well). Requires: Rank 3.

Spare Fingered Hand

  • When rolling outside of combat, automatically add point to your roll(if you rolled 3 points, add 1). Requires: Rank 1.
    • Spare Handed Hand: When rolling outside of combat, you may count any 12s you roll as 1 point before re-rolling them(if you roll a second 12, you may count it as well). Requires: Rank 3.

The Spare Hand

  • Requires One Of: Spare Handed Hand:, Spare Handed Palm:, or Spare Handed Fist:. Your Spare Hand facets now apply to any roll you make(this includes counting 12s and re-rolling them). Instead of adding 1 point to the roll, you now add 1xRank points.

Critical Chain Only used to affect whether or not you make a Critical hit.

  • Critical Minus One: Each time you take this Facet, you may add or subtract 1 point from your roll to make it a critical hit. Requires: Rank 1.
    • Critical Minus Two: Each time you take this Facet, you may add or subtract 1 point from your roll to make it a critical hit(for a total of 2). Requires: Rank 1.
      • Critical Minus Three: Each time you take this Facet, you may add or subtract 1 point from your roll to make it a critical hit(for a total of 3). Requires: Rank 1.

Prodigy Facets

The Prodigy facets stack with other level-reducing items or abilities.

  • Jeweler's Prodigy I: The minimum level requirements for rings, pendants, trinkets, and earrings are reduced by 1.
    • Jeweler's Prodigy II: The minimum level requirements for rings, pendants, trinkets, and earrings are reduced by 1.
      • Jeweler's Prodigy III: The minimum level requirements for rings, pendants, trinkets, and earrings are reduced by 1.
  • Armorer's Prodigy I: The minimum level requirements for any armor piece is reduced by 1.
    • Armorer's Prodigy II: The minimum level requirements for any armor piece is reduced by 1.
      • Armorer's Prodigy III: The minimum level requirements for any armor piece is reduced by 1.
  • Sword Smith's Prodigy I: The minimum level requirements for all weapons are reduced by 1.
    • Sword Smith's Prodigy II: The minimum level requirements for all weapons are reduced by 1.
      • Sword Smith's Prodigy III: The minimum level requirements for all weapons are reduced by 1.

Dilettante Facets

The Dilettante Chain is designed to allow mages to take up a weapon without having to give up a magic proficiency. It would also allow any class to take on a weapon that is outside their class. Players MAY take a dilettante line for a weapon for which they already have proficiency, but the skill does not stack. In this case, the points from dilettante are used when rolling the attack. The Dilettante Chain does not stack with items or spells that grant proficiency points.

  • Dilettante of the Sword I: Choose a specific weapon sub-type. You gain proficiency with that weapon. Your skill is considered equal to your level(still capped on the appropriate stat). If you already have the governing proficiency, this facet has no effect.
    • Dilettante of the Sword II: Your Dilettante of the Sword facet now grants an additional +5 attack with your chosen weapon. Requires: Rank 1
      • Dilettante of the Sword III: Your Dilettante of the Sword facet now grants an additional +10(for a total of +15 )attack with your chosen weapon, and on each attack you may add a number of damage dice equal to your Rank. Requires: Rank 2

Skill Facets

These are facets relating specifically to various skills.

  • Improved <skill> Mark I: adds 1 point to <skill>
    • Improved <skill> Mark II: adds 1 point to <skill>
      • Improved <skill> Mark III: adds 1 point to <skill>
        • Improved <skill> Mark IV: adds 1 point to <skill>
          • Improved <skill> Mark V: adds 1 point to <skill>
  • Mechanical Training: You may use your Intelligence Modifier instead of your Tinker Modifier when picking locks. Requires: Tinker 5
    • Mechanist: You may use your Intelligence in place of your Tinker skill for picking locks. Requires: Rank 1

Healing Facets

These Facets change the way healing effects act on you, and how your healing efforts act on others.

  • Gentle Healer: Healing spell and effects(all of them) provide an additional 5% healing.
  • Heavy Drinker Mark I: Restorative potions provide an extra 10% healing to you.
    • Heavy Drinker Mark II: Restorative potions provide an extra 10% healing to you(For a total of 20%).
      • Heavy Drinker Mark III: Restorative potions provide an extra 10% healing to you(For a total of 30%).
  • Life Drinker Mark I: 5% Healing Amplification.
    • Life Drinker Mark II: 5% Healing Amplification(For 10% Total).
      • Life Drinker Mark III: 5% Healing Amplification(For 15% Total).
        • Life Drinker Mark IV: 5% Healing Amplification(For 20% Total).
          • Life Drinker Mark V: 5% Healing Amplification(For 25% Total).
  • Life Shaper I: Healing spells you cast are amplified by 10%.
    • Life Shaper II: Healing spells you cast are amplified by 10%(20% Total).
      • Life Shaper III: Healing spells you cast are amplified by 10%(30% Total).

Activated Abilities

These are activated abilities that can be unlocked through Facets. Some can be taken as a free facet, some are Class Reserved.

  • Blind: You gain access to the Blind ability.
  • Disarm: You gain access to the Disarm ability.
  • Injure: You gain access to the Injure ability.
  • Knockdown: You gain access to the Knockdown ability.
  • Power Attack: You gain access to the Power Attack ability.
  • Multi-Shot: You gain access to the Multi-Shot ability.
  • Potion Weapon: You gain access to the Potion Weapon ability.
  • Shield Bash: You gain access to the Shield Bash ability.


Class Reserved

These Facets are unlocked exclusively through level progression by specific classes. Visit the individual class pages for more information, though most are pretty self-explanatory.

  • Brutish Stomp: You gain access to the Brutish Stomp ability.
  • Threaten: You gain access to the Threaten ability.
  • Poison: You gain access to the Poison ability.
  • Quiet: You gain access to the Quiet ability.
  • Silence: You gain access to the Silence ability.
  • Improved Knockdown: +1 Star to Knockdown
  • Improved Injure: +3 Stars to Injure
  • Improved Threaten: Reduces the Cool Down of Threaten to 4.
  • Improved Blind: Blind activated Ability receives +1 additional star and Cool Down is reduced to 5
  • Rogue Improved Speed: +3 to SPD
  • Rogue Sneak Attack Bonus: On a successful Sneak Attack(using either the Activated Ability or any attack that counts as such), you gain 1 additional damage dice + 1 dice per Rank. This stacks with Sneak Attack Bonus.
  • Ranger Extra-Shot: Your Multi-Shot Activated Ability fires 1 additional projectile.
  • Ranger Improved Speed: +2 to SPD
  • Ranger Improved Speed II: +3 to SPD

Sword

Any facet that references a specific proficiency requires that you have the proficiency in order to take. Chains do not stack, hence there is no point in taking multiple instances of a single facet in this case. Players may take multiple different chains.

Combat General

  • Sneak Attack Bonus: You gain 3 additional damage dice on a successful Sneak Attack(using either the Activated Ability or an attack that counts).

Melee

Weapon Focus (See: Weapons for specific supertypes, types, and subtypes.)

  • Supertype Focus: Focuses on a specific weapon proficiency, granting a +1 to attack bonus so that proficiency when a weapon of that type is being wielded.
    • Type Focus: Focuses on a basic weapon type such as swords, axes, etc. Grants an additional +1 bonus to AV when a weapon of that type is being used.
      • Subtype Focus: Focuses on a specific named weapon subtype such as Bastard Sword for swords. Grants 1 additional attack dice and 1 additional damage dice per 3 points in that proficiency.

Large Weapons

  • Large Weapons: for the purposes of a weapon-use strength check, add +3 to your strength.
    • Large Weapons II: for the purposes of a weapon-use strength check, add an additional +2(for a total of 5) to your strength.

Iron

  • Iron-Head Defender I: With this facet, your Base DV cannot be reduced to less than AC / 10.
    • Iron-Head Defender II: With this facet, your Base DV cannot be reduced to less than (AC / 10) + Level. Requires: Rank 1
      • Iron-Head Defender III: With this facet, your Base DV cannot be reduced to less than (AC / 10) + Level + Armor Proficiency. Requires: Rank 2
        • Iron-Head Defender IV: With this facet, your Base DV cannot be reduced to less than (AC / 10) + Level + Armor Proficiency, you also receive a 4 bonus defense dice.
        • Iron-Face: When struck in combat, your DV is not reduced. Requires: Rank 3

Mastery

  • Weapon Mastery: You are a devote practitioner of of the blade, a skilled student of the bow, and you hit things with blunt objects. You gain +1 bonus to your weapon proficiency whenever you wield a weapon-type you are proficient in.
    • Master of the Hand: You are the master of any weapon around which you can wrap your fingers. CHOOSE ONE: This facet allows you to use the Martial Weapon Proficiency to wield any weapon. If you only have Martial Weapon Proficiency you may wield any weapon.

OR: Pick one proficiency(can be martial). This facet allows you to add your martial proficiency to that proficiency. Requires: Rank 1

Dire Fighter

  • Dire Fighter <damage effect>: At the time you take this facet, choose on damage reduction-type(excluding Genisis). All of your attacks gain the Dire-effect of that type for 10% plus 10% per rank. Cost: 2 points. (This facet can only be taken once).
  • Great Cleave: (Requires Cleave) You gain the Great Cleave activated ability.
  • Shoot on the Run: You gain the Shoot on the Run activated ability.

Improvised Weapons chain:

  • Improvised Weapons: You may use any item you can reasonably hold as a weapon . Its damage is at the GM's discretion and you must use the Unarmed proficiency.
    • Improved Improvised Weapons: You may use any item you can reasonably hold as a weapon. Damage is at the GM's discretion and you may use the Martial Weapon proficiency.
      • Improvised Weapon Mastery: You may use any item you can reasonably hold as a weapon. Damage is at the GM's discretion and you may use any proficiency you choose.

Ranged

  • Extra Shot: Your Multi-Shot activated-ability fires an extra arrow
  • Fistful of Ammo: You may make a second ranged attack this turn as a Free Action. Requires: SPD 5+

Dual Wielding

Melee Dual Wielding

Hand-and-a-Half

  • Hand-and-a-Half Training: You may treat off-handed weapons as being 1 size category smaller than normal for the purposes of Dual-Wielding(Large becomes Medium, Medium becomes Small, etc).
    • Hand-and-a-Half Skill: You may treat all weapons as 1 additional size class smaller than normal(Large becomes Small, Very Large becomes Medium).
      • Hand-and-a-Half Mastery: You may treat all weapons as Small for the purposes of dual-wielding(EG there is no penalty.

Oversized

  • Over-Sized Weapons: You may wield a single 2-handed melee main-hand weapon as though it were 1-handed weapon with a 50% reduction in base damage(excludes secondary damage effects on weapon). Requires Hand-and-a-Half Mastery
    • Dual-Oversized Weapons: You may wield an additional 2-handed melee weapon as though it were 1-handed weapon.
      • Juggernaut Weapons: The damage penalty for wielding 2-handed weapons as 1-handed is reduced to 25%.
        • Punishment: There is no damage-penalty for using dual 2-handed weapons.

Ranged Dual-Wielding

Second Hand

  • Second-Hand Dexterity: This facet does nothing but prepares you for what is to come. Requires: DEX 11+
    • Arm Training: You may equip a Buckler-sized shield to your off-hand while wielding a ranged weapon. This facet does not grant Shield Proficiency and does not allow you to use a shield with melee weapons. Requires One Of: Special Proficiency, Ranged; or Shield Proficiency
      • Second-Hand Strangth: This facet does nothing but prepares you for what is to come. Requires: STR 13+
        • Arm Mastery: You may equip a Kite-sized shield to your off-hand while wielding a ranged weapon.
  • Range Split-Focus: This facet does nothing but prepares you for what is to come. Requires: Arm Mastery
    • Range Split-Focus Mastery: This facet does nothing but prepares you for what is to come.
      • Ranged Dual Wielding: You may equip a second ranged weapon to your off-hand and use both of them. You must be using ranged weapons in both hands. Your Off-Hand Ranged Weapon still requires a full attack.
        • Ranged Dual Wielding Mastery: You may attack with your off-handed ranged weapon as a free action.
  • OverSized Arm Mastery: This facet does nothing but prepares you for what is to come. Requires: Arm Mastery
    • Tower-Shield Arm Mastery: Allows you to equip a Tower Shield to your off-hand while wielding a ranged weapon.
  • Mix'N'Match: You may mix and match any combination of weapons to any hand, E.G. equip a melee weapon main-hand and ranged off-hand. This includes shields. Using your off-hand weapon requires a full attack. Requires: Ranged Dual Wielding. If the you also have Punishment:, you may throw 2-handed melee weapons into the mix.

Thrown Dual-Wielding

  • Thrower Prowess: Allows you to use weapons with the Prowess rule as 1-handed weapons. This feat by itself does not allow you to equip anything to the second hand. Some weapons remain 2-handed.
    • Close-In Fighter: Allows you to equip a melee weapon in your off-hand. Making an attack with this weapon still requires a full attack-action.
  • Shield Training: You may equip a Buckler to your off-hand while using throwing weapons. Requires: Shield Proficiency, Thrower Prowess.
    • Shield Training II:You May Equip a Kite Shield.
      • Shield Training III: You may equip a Tower Shield.
        • Thrown Ambidexterity: You may equip a second throwing weapon to your off-hand. Making an attack with this weapon still requires a full attack-action.
          • Thrower Mastery: Your second thrown weapon can now make an off-hand attack as a free-action, and you now treat all throwing weapons as being 1-handed. Requires: Close-In Fighter.

Sorcery

Each magic proficiency has a three-tiered focus chain similar to the weapon chain. However, since individual spells within a proficiency are not sub-divided beyond the proficiency, the focus only enhances your ability for each spell.

Bludgeon

  • This facet allows you to attack with you equipped focus item or spell book, using your STR for AV.

Focus

  • Focus Of Type: You gain a +1 bonus to a magical Proficiency, this is still capped by the stat.
    • Greater Focus Of Type: You gain an additional +2 bonus to the same Proficiency, for a total of +3. Requires: Rank 1
      • Total Focus of Type: You gain an additional +5 bonus to the same Proficiency, for a total of +8. Requires: Rank 2

These focus facet chains are exclusive, meaning you may only take 1 chain.

Recitation Chain

  • Recitation: you may memorize 1 additional spell.
    • Improved Recitation: you may memorize a second additional spell.
  • Expedient Read: You may fast-cast spells from your spellbook that are fast-cast type. Requires: Rank 1

Two-Handed Casting Chain

  • Arm Cradle: You may treat spellbooks as 1-handed items and equip a separate 1-handed item to your off-hand.
    • Off-Hand Cradle: You may instead equip your spellbook to your off-hand, and use a separate item in the main-hand(this cannot be another spellbook.
      • Two-Handed Casting:You may equip one spellbook in each hand. Requires: Rank 2

Mage Dual Wielding

  • Mage Ambidexterity: You may equip a staff to your main hand and a spellbook to your off-hand. If you do this, you may not melee attack with either. Requires: Arm Cradle
    • Combat Casting: If you are holding a staff 1-handed, you may now melee attack with it or your off-hand item. However, you still suffer a 50% penalty to damage. You may wield any weapon you are proficient with as an off-hand. Requires: Bludgeon
      • Staff Slinger: you may equip two staves(one in each hand) or two spellbooks or any combination of spellbook and staff and melee attack with them with a 50% damage penalty.
        • Wrath of the White Wizard: You no longer take a damage penalty for dual-wielding staves. If you posses the Dilettante facet for any one-handed weapon, you may equip a weapon for that facet and a staff in the other hand. In combat you use Highest Magic Proficiency + any points from Dilettante when making melee attacks. You do not take any damage penalty. Requires: Rank 3

Interupts

  • Casting Focus: You automatically ignore one interrupt when casting a slow-cast spell. This works against contact from an Anti-Magic Aura, but not against spells or effects that specifically state they interrupt spell casting.
    • Greater Casting Focus: You automatically ignore a second interrupt.
      • Exceptional Casting Focus: You automatically ignore a third interrupt.

Talent

  • Talent: You transform a learned spell into a Talent. Cool Down is equal to the spell's Cool Down. This requires you to know the spell and to have a Lore and Transcription proficiency equal to the spell's ML.

Spell Damage

This focus chain exists for each of 6 different magical damage types: Positive, Negative, Earth, Fire, Wind, and Water.

  • Focus Of <damage type>: Your <type> spells deal 10% more damage.
    • Greater Focus Of <damage type>: Your <type> spells deal 20% more damage.
      • Superior Focus Of <damage type>: Your <type> spells deal 30% more damage.
        • Intense Focus Of <damage type>: Your <type> spells deal 40% more damage.

This chain is not exclusive, players may select multiple chains.

Spell Success

This focus chain exists for each of the 11 different magic types: Earth, Fire, Wind, Water, Light, Dark, Mind, Life, Death, Change, and Holy.

  • Focus Of <magic type>: Your <type> spells creates 10% more AV.
    • Greater Focus Of <magic type>: Your <type> spells creates 20% more AV.
      • Superior Focus Of <magic type>: Your <type> spells creates 30% more AV.
        • Intense Focus Of <magic type>: Your <type> spells creates 40% more AV.

Activated Abilities

These are mage-specific activated abilities that are unlocked through facets.

  • Force: Activate this ability. Your next spell cannot be interrupted and automatically succeeds in hitting your target.

Facet Notes

These are facets that need to be made when the facet system is eventually developed:

  • A facet-chain to give the character increased dodge and evasion without having the dodge/evade proficiencies.

See Also