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Legends of Kaliedar

Starting Powers

 

Here is the list of the powers you are allowed to take at creation. With each power you will find the Creation Points cost (CP), the MP cost (if any), the Initiative penalty (if any) and the effect. There is no limit to how many starting powers you take, as long as you have enough points left.

 

Pummel (Black Belt Power)

CP Cost : 4

Initiative Penalty : -2

Requirements : STR 5

Weapon Required : Claw, Glove or Bare Hands

Effect : Does 1 extra dice of damage.

 

Darkside (Dark Knight)

CP Cost : 4

Initiative Penalty : -2

Requirements : MAG 5

Weapon Required : Sword, Katana

Effect : Inflicts 200% Dark Elem. Damage, and the character lose 25% of his maximum HP. This means using it 4 times in a row would leave him dead.

 

Jump (Dragoon Power)

CP Cost : 5

Initiative Penalty : 1 Round

Requirement : SPD 5

Weapon Required : Polearm

Effect : Jump high in the air on the first round, and down on the next round. While in the air ranged attacks have -30% penalty to hit, and grounded attacks can't hit the character. When the character hit it's target on the second round, he inflicts 200% damage. This attack may be used with any weapon, but only a spear will inflict extra damage, all others weapons will do normal damage.

 

Arc (General Power)

CP Cost : 3

Initiative Penalty : -2

Requirements : SPR 5

Weapon Required : Sword, Katana, Two Handed Sword

Effect : Inflicts 3d6 Elemental Damage

NOTE : Must choose a Element from the list, which can't be changed when buying new General Powers. Fire, Water, Bolt, Ice, Wind, Earth.

              *** Light and Dark are NOT available to the General. These are the elements of the Dark Knight and Paladin.***

 

Power Break (Knight Power)

CP Cost : 5

Requirements : STR 5

Weapon Required : Any melee weapon

Chances of Success (CoS) : 50 + Strength - Target DEF

Effect : Target strength is reduced by 3 points for the remaining of the battle.

 

Cover (Paladin Power)

CP Cost : 3

Effect : Determine the ally to protect. If any physical attacks are made towards this ally until the end of the round, your character rushes in front of him at takes damage at his/her place. Damage is dealt as normal, though.

 

Draw Bokken & Ashura (Samuraļ Power)

CP Cost : 4

Initiative Penalty : -2

Requirement : SPR 5

Weapon : Bokken or Ashura (In inventory, not equipped).

Effect : Bokken : Cast slow on a single target, flat 30% chance to break the bokken.

            Ashura : 2d6 + Spr Non-Elemental Damage

 

Dispatch (Swordmaster Power)

CP Cost : 4

Initiative Penalty : -2

Requirement : STR 5

Weapon Required : Sword

Effect : Inflicts maximum damage, do not require to roll weapon damage.

 

The Arcane Ballad (Bard Song)

CP Cost : 2

Initiative Penalty : -2

Requirement : Singing or Musical Instrument Skill

Effect : Raise a single Ally Magery by half the Bard's Spirit Value for 1d10 Rounds

 

Sonf of Strengh (Bard Song)

CP Cost : 2

Initiative Penalty : -2

Requirement : Singing or Musical Instrument Skill

Effect : Raise a single Ally Strength by half the Bard's Spirit Value for 1d10 Rounds

 

Lullaby (Bard Song)

CP Cost : 2

Initiative Penalty : -2

Requirement : Singing or Musical Instrument Skill

CoS : 50 + Spirit %

Effect : If successful, put the target to sleep. See Sleep Status for details.

 

Song of Silence (Bard Song)

CP Cost : 2

Initiative Penalty : -2

Requirement : Singing or Musical Instrument Skill

CoS : 50 + Spirit %

Effect : If successful, the target is silence (cannot cast spells). See Silence Status for details.

 

Chocobo Bop (Bard Song)

CP Cost : 2

Initiative Penalty : -2

Requirement : Singing or Musical Instrument Skill

CoS : 50 + Spirit %

Effect : If successful, the target becomes confused. See Confusion status for details.

 

Flirt (BattleDancer Power)

CP Cost : 2

Initiative Penalty : -3

Requirement : Female Only

CoS : 30 + Spirit %

Effect : If successful, the target become charmed. See Charm Status for details.

 

Mimic (Mimic Power)

CP Cost : 5

Requirement : MAG 5

Effect : Mime the last allied action, on the same target. If a spell is mimed, halves MP cost. If the character doesn't have enough MP, nothing happens.

 

Steal (Thief Power)

CP Cost : 3

Requirement : Speed 5, Pickpocket Skill

Effect : Steal any item in target's inventory. Use Pickpocket skill as CoS, less target's defense.

 

Potion Throw (Chemist Power)

CP Cost : 3

Requirement : AGI 5

Effect : Allow character to give a potion by throwing it at long distances. The healed character doesn't have to drink the bottle, he/she gains HP instantly when "hit" by the mixture.

 

HP Runic (Magitek Knight Power)

CP Cost : 5

Requirement : MAG 5

Weapon Required : Sword

Effect : When used, absorb the first spell casted in this round. Instead of taking damage, the character gains half the damage it would have done normally. Must spend entire round doing so, and nothing else can be done during the round.

 

Antidote (White Magic)

CP Cost : 3

MP Cost : 3

Requirement : SPR 5

Effect : Cures Poison, single target.

 

Cure (White Magic)

CP Cost : 5

MP Cost : 5

Requirement : SPR 5

Effect : Restore 3d6 HP to a single target. Deals damage against Undead.

 

Scan (White Magic)

CP Cost : 3

MP Cost : 3

Requirement : SPR 5

Effect : Learns target current HP/MP, Weaknesses and resistances.

 

Create Element (Black Magic)

CP Cost : 3

MP Cost : 3

Requirement : MAG 5

Effect : Create a element to do a simple, non-combat use. Ex.: A pile of dirt to bury something.

 

Fire (Black Magic)

CP Cost : 4

MP Cost : 4

Requirement : Create Element

Effect : Inflicts 2d6 Fire Damage to a single target

 

Blizzard (Black Magic)

CP Cost : 4

MP Cost : 4

Requirement : MAG 5

Effect : Inflicts 2d6 Ice Damage to a single target

 

Thunder (Black Magic)

CP Cost : 4

MP Cost : 4

Requirement : MAG 5

Effect : Inflicts 2d6 Lightning Damage to a single target

 

Bomb 1 (Grey Magic)

CP Cost : 5

MP Cost : 5

Requirement : MAG 5, SPR 5

Effect : Inflicts 2d6 Energy Damage to a single target. May be used outside battle to make things explode.

 

Magnetize (Grey Magic)

CP Cost : 4

MP Cost : 7

Requirement : MAG 5, SPR 5

Effect : The character becomes like a magnet, attracting all metal objects around him. It may be dangerous, since a sword would still hurt.

 

Starlight (Grey Magic)

CP Cost : 5

MP Cost : 5

Requirement : MAG 5, SPR 5

Effect : During 2 rounds, the stars in the sky starts to shine, and after these to rounds they will explode into a shower of light that have 50+Magery % chances to blind anyone on the battlefield, even the caster. Undead also takes 2d6 Non-Elemental Damage.

 

Stick (Grey Magic)

CP Cost : 5

MP Cost : 5

Requirement : MAG 5, SPR 5

Effect : The character is able to walk on walls and ceiling, no matter what materials they are. Well spikes would still hurt.

 

Exploder (Blue Magic)

CP Cost : 5

MP Cost : 1

Requirement : MAG 10

Effect : The caster explodes near it's target to deals damage equals to it's current HP. The caster also dies, of course.

 

Pep Up (Blue Magic)

CP Cost : 5

MP Cost : 1

Requirement : MAG 10

Effect : The caster sacrifices himself to revive a fallen ally to full health.

 

Chocobo Kick (Low Level Summon)

CP Cost : 5

MP Cost : 7

Requirement : SPR 5

Effect : A chocobo appears and rush towards a single target, inflicting 2d10 Physical Damage

 

Aero1 (Sword Magic)

CP Cost : 5

MP Cost : 5

Requirement : MAG 5

Weapon : Any except Musical Instruments, Guns and Rifles

Effect : +1 Dice of damage and Wind Elemental for 1d10 Rounds

 

Bolt1 (Sword Magic)

CP Cost : 5

MP Cost : 5

Requirement : MAG 5

Weapon : Any except Musical Instruments, Guns and Rifles

Effect : +1 Dice of damage and Lightning Elemental for 1d10 Rounds

 

Ice1 (Sword Magic)

CP Cost : 5

MP Cost : 5

Requirement : MAG 5

Weapon : Any except Musical Instruments, Guns and Rifles

Effect : +1 Dice of damage and Ice Elemental for 1d10 Rounds

 

Fire1 (Sword Magic)

CP Cost : 5

MP Cost : 5

Requirement : MAG 5

Weapon : Any except Musical Instruments, Guns and Rifles

Effect : +1 Dice of damage and Fire Elemental for 1d10 Rounds

 

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Original FFRPG rules are © The Returners

Legend of Kaliedar © Bahamut-GF

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