List of Pre-Made Passives This is a list of already created Passives that one can take for themselves. Each of these will cost the user 250 XPC to obtain. If there are any passives you'd like to see on the list, create/suggest them. If Staff likes them, they'll add it to the list and give you 5 EXP each.
System-Based Passives
Quick Learner Requirements: INT 10 Effect: (Purchasable Once) The user may now auto-learn Skills of their current Skill Rank. Like Auto-Learning lower ranking skills, the user will not gain EXP from Auto-Learning Skills. |
Quick Attunement Requirements: INT 10 Effect: (Purchasable Once) The user no longer requires word count in order to attune to a magical item. |
Greater Attuning Requirements: INT 10 Effect: (Purchasable Once) Increases the maximum number of items that the user can attune to by 1 -- Total of 6 items. |
Vengeance Bounty Hunter Requirements: A Vengeance Bounty active Effect: (Purchasable Once) Allows the user, when a Vengeance Bounty is active, to know the location of the Vengeance Bounty and take on Vengeance Bounties. For more information on Vengeance Bounties, read the [Contract Rules]. |
Travel-Based Passives
Quick Traveler Requirements: DEX 10 Effect: (Purchasable Once) When traveling on-foot, travel time is reduced by 25%. |
Alert Traveler Requirements: WIS 10 Effect: (Purchasable Once) Random Encounter chance is reduced by 20%. Cannot be taken with Unaware Traveler |
Unaware Traveler Requirements: -- Effect: (Purchasable Once) Random Encounter chance is increased by 20%. Cannot be taken with Alert Traveler |
Outdoor Survivalist Requirements: WIS 10 Effect: (Purchasable Once) When resting, while traveling, the user will now regain 50% of their maximum CON and MP rather than only 25%. This only applies to resting in the Wilds. |
Tracker Requirements: WIS 10 Effect: (Purchasable multiple times) Grants the user +2 Perception (WIS) when tracking a target. If the user's Perception exceeds the target they are tracking's Stealth, they will successfully have tracked their location and where they went next. Perception (for tracking purposes) can exceed 20. |
Traceless Traveler Requirements: DEX 10 Effect: (Purchasable multiple times) Grants the user +2 Stealth (DEX) when traveling to cover up their presence. If the user's Stealth exceeds the target they are tracking's Perception, they will successfully have evaded their location being discovered. Stealth (for evading tracking purposes) can exceed 20. |
Stat-Based Passives
Bonus Strength Requirements: -- Effect: (Purchasable multiple times) Grants the user +2 Strength. Cannot exceed 20 STR. |
Bonus Dexterity Requirements: -- Effect: (Purchasable multiple times) Grants the user +2 Dexterity. Cannot exceed 20 DEX. |
Bonus Constitution Requirements: -- Effect: (Purchasable multiple times) Grants the user +2 Constitution. Cannot exceed 20 CON. |
Bonus Intelligence Requirements: -- Effect: (Purchasable multiple times) Grants the user +2 Intelligence. Cannot exceed 20 INT. |
Bonus Wisdom Requirements: -- Effect: (Purchasable multiple times) Grants the user +2 Wisdom. Cannot exceed 20 WIS. |
Bonus Charisma Requirements: -- Effect: (Purchasable multiple times) Grants the user +2 Charisma. Cannot exceed 20 CHA. |
Bonus Lifeforce Requirements: -- Effect: (Purchasable multiple times) Grants the user +3 HP |
Bonus Magic Power Requirements: -- Effect: (Purchasable multiple times) Grants the user +5 MP. |
Magic-Based Passives
One with the Weave Requirements: Magic Arts Skill Library Effect: (Purchasable Once) Every 3 Rounds/Posts, the user will regenerate 1 MP. Cannot overheal MP. |
Quick Tongue Requirements: Magic Arts Skill Library Effect: (Purchasable Once) All Verbal Spell Components (half and full) will have their times reduced by half to a minimum of 0.5s |
Quick Somatic Requirements: Magic Arts Skill Library, DEX 10 Effect: (Purchasable Once) All Somatic Spell Components (half and full) will have their times reduced by half to a minimum of 0.5s |
Mana Burn Requirements: Magic Arts Skill Library, WIS 10 Effect: (Purchasable Once) A user may dip into negative MP once per thread via a single spell. The user will then suffer from Magic Exhaustion, going unconscious directly afterwards. The user will remain exhausted for 3 Rounds/Posts and cannot move. The user may not perform any spells nor actions while affected by Magic Exhaustion. Once Magic Exhaustion has expired, the user will return to 0 MP and will be able to move around again. |
Magical Eye Requirements: Magic Art Skill Library Effect: (Purchasable Once) The user is now capable of creating Magical Eye Spells. These are considered dual-type Transformation/Buff type spells. The user is required to make a Magical Eye ability (at least one) in order to reap the benefits of this Passive. All Magical Eye Spells will have a Requirement requiring this Passive in order to use. The Dual-Typing will no longer reduce the ranks down by 1. (If you create a Rank 5 Magic Eye, it will have Rank 5 effects despite it being Dual-Typed). The Duration for the Magic Eye will be "Maintained" and the Magic Eye will cost the user 2 MP per post to maintain (costing MP, as normal, to activate the Magic Eye). Yes, this is my excuse to allow people to make the Sharingan |
Magic Specialist Requirements: Magic Art Skill Library Effect: (Purchasable multiple times) When selecting this Passive, the user is required to state which Magic Art Skill Library this will effect. The user's spells will cost -1 MP to activate (does not affect maintain costs) |
Magic Elongation Requirements: -- Effect: (Purchasable Once) Duration of Buffs and Debuffs will extend from 5 Rounds/Posts to 10 Rounds/Posts. |
Area Enchanter Requirements: An Area Enchantment Spell Effect: (Purchasable Once) Area Enchantment Spell Area's radius is increased by 2x. (A 15 foot radius Area Enchantment Spell's Area will now be 30 foot radius Area). |
Blessed Spell User Requirements: Magic Art Skill Library, 2000 TXP Effect: (Purchasable Once) The user is now capable of creating a single Skill Library dedicated to Blessings. Blessing Skill Libraries are always Magical in nature. This new Skill Library will only have a maximum of 10 Skills. A target may only be affected by 1 Blessing at a time. For more rules on Blessings, check the rules on [Magic Art Skills Creation]. |
Cursed Spell User Requirements: Magic Art Skill Library, 2000 TXP Effect: (Purchasable Once) The user is now capable of creating a single Skill Library dedicated to Curses. Cursed Skill Libraries are always Magical in nature. This new Skill Library will only have a maximum of 10 Skills. A target may only be affected by 1 Curse at a time. For more rules on Curses, check the rules on [Magic Art Skills Creation]. |
Physical-Based Passives
Dual-Wielding Requirements: Dex 5 Effect: (Purchasable Once) The user is required to have this Passive in order to wield 2 weapons -- one in each hand. The user is capable of wielding each weapon fluidly as if it was natural. |
Ambidexterity Requirements: -- Effect: (Purchasable Once) The user is capable of using both hands with the same effectiveness as their dominant hand. |
Blind Requirements: Blind in both eyes Effect: (Purchasable Once) The user is blind and cannot see with their eyes. They have developed other methods in order to 'see'. While blind, the user is immune to flashing light effects and is immune to darkness. Fighting at night is the exact same as fighting in the day. They cannot glean information by sight, but can use other senses in order to process information around them. The Blind will not be able to Track and the Blind will not be able to take on a Magic Eye. Will auto-fail all visual-based Perception checks. Once obtained, cannot be changed. |
Deaf Requirements: Deaf in both ears Effect: (Purchasable Once) The user is deaf in both ears and cannot hear. While deaf, the user is immune to audible sound-based effects (Such as roars that cause Fear). They are also unable to process any information such as whispers or faint noises. Will auto-fail all sound-based Perception checks. Once obtained, cannot be changed. |
Thick-Skinned Requirements: CON 10 Effect: (Purchasable Once) The user will start every thread with a bonus 5 Temporary HP. This Temporary HP will not regenerate within the thread and damage dealt will deal damage to the Temporary HP before dealing damage to the user's CON. This will, however, regenerate each thread. This is considered Temporary HP and is not considered CON. |
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