Wild Talents in Moranann
Wild Talents on Moranann
- Psionic Wild Talents: same as in the Psionics Handbook except that there is a base 5% chance of being Psionic, the 1/2 modifier does not apply to any race or class, Desert Ssthh have double the normal chance, and Kender NEVER have Psionic wild talents
- Mystic Wild Talents: the abundance of Magic on Moranann has given the possibility of characters being able to cast 1 or
more 1st through 4th level spells 1/day per three levels; there
is a base 4% chance, modified by Inteligence and Wisdom the same as Psionics; Dwarves, Black Dalions and Kender NEVER have Magic wild talents.
Mystic Wild Talent Determination
- Magic Type
- 01 - 75, Wizardly Magic
- 76 - 00, Priestly Magic
- Spell Level
- 01 - 60, Level 1
- 61 - 90, Level 2
- 91 - 99, Level 3(or 2 Level 1)
- 00, Level 4 (or 1 Level 1 and 1 Level 2)
Rifters: Rifters are characters who have been in a rift
storm but have not been pulled through; this somehow grants them
extrordinary powers, but also deforms them either mentally,
physically or both; certain races are immune to the rift's
mutating effects while others are very suceptible.
Rifter Creation
- Base Chance: 15%
- Racial Modifiers
- Human: +0%
- Immortal: Immune
- Kender: Immune
- Elf: -10%
- Shjill-Juannari: -5%
- Half-Elf: +5%
- Half-Dragon: +0%
- Dwarf: Immune
- Wemmic: +5%
- Halfling: -14%
- Gnome: +5%
- Thri-Kreen: +5%
- Red Dalion: -5%
- Black Dalion: -10%
- Desert Ssthh: +0%
- Marsh Ssthh: +5%
- Forrest Ssthh: -5%
- Gremlin/Grumlin: +20%
Power Level Determination
- 01 - 60, Level 1 Power
- 61 - 90, Level 2 Power
- 91 - 00, Level 3 Power
Examples of Powers:
P1
- Cantrip 1/turn
- +50% to all Thief/Bard abilities
- +2 to all saving throws
- Power Drain(Stun):need to drain others' energy to survive; you don't need to eat or drink, however; you need to drain 6 Power Points (Ppts) every day to survive; drain 3 Ppts per round.
- +5 to hit with any specific weapon
- Breathe Water 1/day
- Regenerate 1Hp/hour
- Electrical attack: 1d6 dmg, 1/day
- Levitate 1/day, 5 rnd duration (self only)
- Know Good or Evil intentions on touch
- Temporarily enchant an item, giving it a +1 bonus for one
day, 1/day
- Enhanced sense(s)
- 25% magic resistance to all spells or webs
- 50% magic ressistance to one school or sphere or path of
magic
- Immunity to a specific 1st level spell
- Command (as priest spell) 1/turn
- Cast a specific 3rd level or lower spell, 3/day
- Cast a any 1st level spell, 1/day
- Automatic hit with one specific weapon, 2/day
P2
- Cantrip at will
- Split consciousness: perform multiple actions, cast multiple spells, etc; Inteligence/5 "minds" maximum (round down)
- Power Drain (Coma): Same as P1 except: drain 12 Ppts; gain
memories/special abilities for Wsd# rounds; drain 3 Ppts per
round.
- Poison touch (nonlethal) at will
- 360 degree vision
- Automatic critical with one specific weapon, 2/day
- Astral Sight at will
- Speed self 3/day (no aging effets)
- 50% magic resistance to all spells or webs
- 75% magic resistance to 1 school or sphere or path of magic
- Immunity to a specific 3rd level or lower spell
- Sense an Immortal's Quickening
- 25% magic resistance to all schools, spheres and paths of
magic
- Cast a specific 5th level or lower spell 2/day
- Cast any 3rd level or lower spell (must choose specific level) 5/week
- Regenerate 1Hp/turn
- Levitate at will
- Fly (24 A) 2/day, 1 turn duration
- Temporarily enchant an item, giving it up to a +3 bonus for
one day, 1/day
- Permanantly enchant an item, giving it a +1 bonus, 1/week
- Use any Magical Item
- Automatic save for 1 attack form
- +4 to all saving throws
- Automatic hit with one specific type of weapon, 5/day
- Polymorph Self 3/day
P3
- Power Drain (Lethal): same as P2 Power except: drain 24
Ppts/day and the duration of the drained abilities is Wis/2 days;
drain 6 Ppts per round.
- Poison touch (up to lethal) at will
- Astral Projection at will
- 50% resistance to all magic
- 75% magic resistance to all spells or webs
- 95% magic resistance to one school or sphere or path of magic
- Immunity to a specific 5th level or lower spell
- Cast a specific 7th level or lower spell, 3/day
- Cast any 5th level or lower spell, 5/week (must choose specific level)
- Absorb an Immortal's Quickening; gain the powers of a QLvl 1
Immortal for a number of months = to the amt. of QPts absorbed
- Cause random, rapid polymorphing in a creature touched, 1/week
- Regenerate 2Hp/rnd
- Fly (24 A) at will
- Stone Touch: turns anything touched, except specially prepared gloves, to stone (including people, tables, metals, gems, food, etc.)
- Temporarily enchant an item, giving it up to a +5 bonus for
one day, 1/day
- Permanantly enchant an item, giving it up to a +3 bonus,
1/week
- Speed self at will (no aging effects)
- Plane Shift (self only) 2/day; random ultil 3rd level (or
until the character advances 3 levels if the power was
acquired during play).
- Automatic critical hit with any specific type of weapon
(5/day)
- Immunity to one attack form
- +8 to all saving throws
- Any P1 power at will
- Polymorph Self at will
- Shape Shift 3/day
NOTES:
- For creating rifters during play: if the characters
encounter a rift storm, any character not immune to the mutating
effects (see below) has the possibility of being changed; the
rift storm has a 15% chance of hiting any character (1, 2, or
3 on a d20, then determine which character is hit). If a
character is hit, he has a chance to avoid being pulled through:
roll a save vs. Spell at 2x the save, including Wisdom bonus
(ie. a normal saving throw of 10 with a Wis bonus of +2 needs
to roll a 16 (10-2=8, 8*2=16) or higher to save; the DM may
secretly want to roll this, fudging as necessary). If the save
is sucessful, the character becomes a rifter and rolls for the
Power level.
- Once a character is a Rifter or Riftling, they are immune
to the mutating effects of a rift storm (but are still not
immune to being pulled through!)
- A character with Power Drain expends a number of Ppts each
day equal to the number of Ppts they must drain per day (P1:
6/day, 1 every 4 hrs; P2: 12/day, 1 every 2 hours; P3: 24/day,
1 every hour). A character with no reserve Ppts starts to use
hie own, weakening as he does so (-2 to Str, Dex, and Con for
every 10% of total Ppts used, min Str/Dex/Con 1). Just like any
ordinary character, if he is reduced to 0 Ppts, he dies. Those
without Power Drain have to be reduced to 1/2 their total before
they start to weaken. A being has 10 Ppts per level or Hit die;
if reduced to 5 or less, they are unconscious; if reduced to 0,
they die. Any non-Power Drainer can regain Ppts at a rate of
1/hour (or 3/hour if the being is sleeping). Note Mana Points
and Spell Points are drained before Power Points, thus making it
easier for non-Pattyrn magic users to survive these attacks; the
down side is that while Power Points are sustenance, Mana or
Spell Points are more like candy.
Seven Suggestions for Rifter Deformities
- Malformed limb(s)
- Unusual skin/hair colour
- Power works nonstop (especially effective with Power Drain;
any skin to skin contact drains Ppts from the person touching the
Rifter)
- Believes a certain food is needed to activate the Power (ie.
apple, candy, spinach)
- Believes the Power only works at day/night
- Multiple personality disorder; the other personalities may or
may not have knowledge of and/or access to the Power
- EXTREME mood swings
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