Abilities

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Abilities are the skills and knowledges of classes that don’t use supernatural powers.  This section contains full descriptions of these skills. They are broken down into two main categories.  Active abilities are those used by combat classes such as fighter and assassin. Knowledges are those used by non-combat classes backgrounds such as Artisan.

Sections
Active Abilities
Knowledges

Active Abilities

Armor Awareness- If a smith gives the Defender 30 seconds to explain what is wrong with their armor it can be fixed in half the time.

Banish- Banish is the ability to use one’s will and power to push back the enemy of one’s god.  A player can find their god’s specific enemy in the God Section. While a character is focusing entirely on this ability, none of the god’s enemy can get within ten feet of that character.  If the character is within a room, then the power extends to that room’s walls. To use this power the player must call Banish then state what kind of creature is being banished.

Banish, Harmful- Harmful Banishment is the ability to use one’s will and power to push back the enemy of one’s god.  A player can find their god’s specific enemy in the God Section. Those creatures who are caught within the affected area take a chest wound as they are being pushed away.  While a character is focusing entirely on this ability none of the god’s enemy can get within ten feet of that character. If the character is within a room then the power extends to that room’s walls.  To use this power the player must call Harmful Banish then state what kind of creature is being banished.

Bash- Bash is the ability to deal two points of damage in a single strike.  Bash is best utilized against armored opponents. Callword: 3 [Weapon Material]

Charm- Charm is the ability to seem trustworthy no matter how much a person knows not to trust you.  With the use of charm, the target should trust the caster as if they have known and trusted them for a long while, even if they just met. To use charm caster must touch their target.  Callword: Charm

Charm, Mass- Charm is the ability to seem trustworthy no matter how much a person knows not to trust you.  With the use of charm, the target will trust the caster as if they have known and trusted them for a long while, even if they just met.  Mass charm works on a grand scale and effects anyone with who can hear and understand what the caster is saying. Callword: Line of Sound Charm

Command- Command is the ability to talk another into doing what the thief wants.  The thief can give a single, simple order to the target that must be carried out.  The thief can’t get the target to directly harm themselves or anyone they care about.  To use command caster must touch their target. Callword: Command

Conceal- This is the ability that enables a character to hide an object so that it is tough to find.  Someone searching for a concealed item must search the area where the object is for at least ten uninterrupted minutes to find it.  Conceal can be used on any non-living object that is twelve inches in diameter or less. To indicate a character has concealed an object they must tie an orange band around it.

Cut the Cord- Cut the Cord is the ability to steal small bags without being noticed.  To use this skill the character clips a clothespin onto the target bag or pouch.  If no one notices or points the clothespin out for a count of 120, the thief has successfully stolen it.  A thief may ask a GM to collect the item to protect their identity if they wish.

Disarm- Disarm is the ability to knock weapons and other objects out of a target’s hand.  To use this ability, hit the arm or object you wish to disarm and call Disarm.

Escape Artist- It is hard to keep a Sailor secured.  If they can go 5 minutes without being closely observed they can get out of any non-magical bindings.

Extend Armor, Minor- Minor Extend Armor is the ability to use one’s armor to protect one other person.  The protected must have at least one hand on the character for the armor to apply. For the minor version of this ability, the character gains a plus two bonus to their armor as long as they are actively protecting another person.

Extend Armor, Moderate- Moderate Extend Armor is the ability to use one’s armor to protect two people.  The protectees must have at least one hand on the character for the armor to apply.  For the moderate version of this ability, the character gains a plus four bonus to their armor as long as they are actively protecting another.

Favored Prey- Favored Prey is the ability to use one’s knowledge about a creature to make each strike count more severely against it.  When facing one’s Favored Prey, they deal two points of damage against their Target. When fighting a Favored Prey, a character should use the callword: 3 [weapon material].  Suggested Favored Prey: Animals, Goblins, Trolls, Lesser Undead.

Feat of Strength-  The Berserker can now break most non-magical objects with their bare hands.  This doesn’t apply to metal crafted objects, and cannot be used during combat.

Force- Force is the ability to deal a devastating blow against a target.  This strike will break all hard armors as well as deal a wound against the target in a single attack.  If the target isn’t wearing any armor, their bleed time for that wound is cut in half. This ability will also break weapons.  Callword: Force

Forest Hide- Forest Hide is the ability to use plant life to hide.  One can only use this ability if they are standing or sitting still within a wooded environment.  To use this ability one should wear a blue headband.

Godly Attuned- Beneficial miracles cast by a priest of their god onto this Paladin, cost one less devotion(Minimum 1).

Godly Gift- Each god grants different gifts to their paladins at 5th level.  This is a reflection of the diverse way the gods interact with the world.

  • Adaly- Can imbue the target with an additional point of armor.
  • Ashling- Cures one poison
  • Chaos- Target must tell the truth for one question.
  • Civan- Can swing Fire Inflect for one strike.
  • Draxuz- Can use a bean bag to throw a calm effect.
  • Freya- Can swing Fire Inflect for one strike.
  • The Ladies- Can heal a limb.
  • Leneara- Can swing Stun for one strike.
  • Lilia- Can use a bean bag to throw a calm effect.
  • Mala- Can heal a limb.
  • Marcus- Immune to one mind-altering effect. (Such as fear, calm, and charm)
  • Natara- Can become invisible for 5 minutes
  • Nen- Can swing fester damage for one strike.
  • Pernus- Immune to one movement impairment effect (Such as trip, entangle, and slow)
  • Solice- Immune to one mind altering effect. (Such as fear, calm, and charm)
  • Thurn- Can imbue the target with an additional point of armor.

Great Escape- Great Escape is the ability to get oneself physically out of any situation.  To use this ability call a Game Stop, move ten feet in any direction then start the game again.

Harden Armor: Harden Armor is the ability to wear armor efficiently.  Each point of physical armor the character is wearing counts for two points with this ability.  Harden Armor is a passive ability that is active as long as the character is awake and in control of themselves.

Insult- Insult is the ability to enrage a target so that they immediately attack you.  This ability only works on sentient beings, even if there is not a shared language.  To use this ability the character points to their victim and calls Insult. (Extra credit if the character insults the target first.)

Know a Mark-  The thief can tell if someone is under a mind-altering effect after a single simple exchange.

Observation, Simple- Observation is the ability to notice small details in an area and how they have changed.  A character can make deductions about what has happened in that area. To use this ability contact a GM.

Observation, Expert- Observation is the ability to notice small details in an area and how they have changed.  A character can make deductions about what has happened in that area. This ability works even against someone with the skill to cover their tracks.  To use this ability contact a GM

Open Locks, Simple- Open Locks is the ability to unlock a lock without a key.  This ability grants the thief the skill to open simple locks.  Simple locks are marked with a large S on the front. To pick a simple lock with this skill one only needs to finish the maze provided with the lock as usual.  The thief may not touch any lines within the maze. Once checked by a staff member the lock is open.

Pain Management-  The thief does not have to react when they have taken an injury.  They still have no use of what has been injured and put no weight on it, but they are not distracted by pain.

Parry: Parry is the ability to use a weapon or shield to block a weapon attack.  It cannot be used against spells. To use Parry the character must be holding a weapon or shield and must call out Parry when an attack lands on their person.

Pierce- Pierce is the ability to strike at magical barriers with more significant effect.  Pierce hits for three damage but only against magical protection and not physical armor.  Callword: Pierce 3

Pickpocket- Pickpocket is the ability to steal things without being noticed.  Only things that are light and easily removed from a target can be taken this way.  To use this skill, the character clips a clothespin onto the target item or “pocket.”  If no one notices or points the clothespin out for a count of 60, the thief has successfully stolen it.  In the case of pouches, this means the thief gets the top item from the bag. A thief may ask a GM to collect the item to protect their identity if they wish.

Poison Immunity- Poison Immunity grants immunity to one specific poison each time the ability is gained.

Rage, Minor:  Minor Rage is an ability to tap the most primal part of one’s own soul and use it while in combat.  This version of Rage lasts for two minutes. While enraged the character can take five hits without feeling them.  Once the two minutes have elapsed they must count all wounds taken during battle. The character has little control over their actions within that time.  They must continue to fight until the two minutes is up or they are disabled. If they run out of enemies to fight they must turn on friends and allies. The character can still be affected by mood and mind altering spells.

Rage, Moderate- Moderate Rage is an ability to tap the most primal part of one’s own soul and use it while in combat.  This version of Rage lasts for five minutes. While enraged the character can take ten hits without feeling them.  Once the five minutes have elapsed they must count all wounds taken during battle. The character has little control over their actions within that time.  They must continue to fight until the five minutes is up or they are disabled. If they run out of enemies to fight they must turn on friends and allies. The character can still be affected by mood and mind altering spells.

Shadow Walk- Shadow Walk is the ability to use shadows to hide one’s passage through an area.  A character using this ability has to have at least some part of them touching a shadow that is not their own.  The person may only move at a slow pace taking at least one second between each step. To indicate the player is using this ability they should wear a blue headband.

Silent Victim- Silent Victim is the ability to take away someone’s speech with a single strike of the blade.  When intending to use this ability, strike the target and call out Silence. If the target is hit with your blade, they are silenced for five minutes.

Sleight of Hand- The thief can move an object no more substantial than a playing card from one hand to another without being noticed.  When using this ability just let observers know they do not see what you are doing.

Spell Parry- Spell Parry is the ability to use a weapon or shield to block a spell attack.  It cannot be used against weapons. To use Spell Parry, the character must be holding a weapon or shield and must call out Spell Parry when an attack lands on their person.

Suggest- Suggest is the ability to get another to believe what you tell them.  A character can make a target believe a single statement. How the target reacts to this knowledge depends on their character.  This ability only works within reason. A character can’t make a target believe things that are anathema to their core beliefs. To use Suggest caster must touch their target. Callword: Suggest

Taste of Magic- By handling an object for ten minutes, the Mystic Warrior can tell if it is magical or not.

Toxic Embrace- As the assassin gets better at their craft, the poison grows in their system. This ability allows the character to harvest one dose of this poison each day. They can start each game with three doses, or more if they spend BGA actions collecting their blood. At this level, their blood makes any wound more activated as well as more damaging when striking with a weapon. Callword: 3 Rot Inflict

Trick Strike- After lining up a swing for at least 30 seconds, the Specialist can shatter any non-magical item with a single strike. This doesn’t apply to metal crafted objects, and cannot be used during combat.

Tracking, Simple- Tracking is the ability to use sight, scent, and sound to follow a target through the wilderness.  Those with Simple Tracking can track all natural animals and those not skilled in the wild.

Tracking, Expert- Tracking is the ability to use sight, scent, and sound to follow a target through the wilderness. Expert trackers can track all natural animals and those not skilled in the wild as well as magical creatures and those of moderate skill in the wild.

Venom’s Caress- When initiated into Malice the assassin is taken through a ritual and when they wake their blood is poison to all but them. This ability allows the character to harvest one dose of this poison each day. They can start each game with three doses, or more if they spend BGA actions collecting their blood. At this level, their blood makes any wound more activated when striking with a weapon. Callword: 1 Rot Inflict

Wilderness Survival- The fighter can tell if a plant or meat is naturally poisonous. (They can not tell if a poison has been added to it)

Knowledges

Alchemy Creations

Class Name Tier Description Symptoms/Use Worth Expiration
Antidote Babbleish Antidote 0 Basic Black dust Drinking fights the symptoms of Babbleish. 1g 1 Year
Antidote Ringer Antidote 0 Basic Purple cream Drinking fights the symptoms of Ringer. 1g 1 Year
Antidote Winks Antidote 0 Basic Blue liquid Drinking fights the symptoms of Winks. 1g 1 Year
Antidote Blood Savage Antidote 1 Simple Black paste Spreading on the wound negates the effects of Blood Savage, allowing the wound to be healed. 5g 1 Year
Antidote Bloody Flux Antidote 1 Simple Yellowish viscous liquid Drinking fights the symptoms of Bloody Flux. 5g 1 Year
Antidote Dream Wasp Venom Antidote 1 Simple Pale gray fibrous mass Drinking this fights the symptoms
of Dream Wasp Venom
5g 1 Year
Medicine Bandages 0 Basic Strips of cloth Wrapping bandages around injury stops bleeding. Takes effect immediately. 1g 1 Year
Medicine Cleansing Water 0 Basic Pale blue liquid Washing festering wound with Cleansing Water reduces it to a normal wound. Does not cure Blood Savage poisoning of the wound. 1g 1 Year
Medicine Willowbark Tea 0 Basic Tannish liquid Drinking reduces side effects of alcohol poisoning and relieves minor aches and pains. Takes effect 5 minutes after drinking. 1g 1 Year
Medicine Disinfect Cream 1 Simple Tan sweet smelling cream Applying cream to wound heals it after 10 minutes. 5g 1 Year
Medicine Soothing Water 1 Simple Clear slightly oily liquid Apply to festering wound, cover with bandage. Keep dry. Heals one Festering Wound after 24 hours 5g 1 Year
Medicine Splints 1 Simple Slices of Wood Tying splints around a wound takes 3 minutes off of the healing time. 5g 1 Year
Poison Babbleish 0 Basic Deep red gel [Weapon] Swells the tongue making it almost impossible to be understood for 5 minutes. Anything needing correct pronunciation is impossible while under this poison’s effects. 1g 1 Year
Poison Ringer 0 Basic Tan bitter smelling liquid [Contact] Target’s ears ring distractingly for 5 minutes. This makes it impossible to concentrate. 1g 1 Year
Poison Winks 0 Basic Pale green liquid [Ingested] Drinking makes the target pass out as if they were hit on the back of the head. The target can not be woken for 5 minutes. 1g 1 Year
Poison Bloody Flux 1 Simple Clear oil with a smoky yellow tint. [Ingested] 5 minutes after poisoning the victim gets a horrible headache and diarrhea. Five more minutes the victim begins vomiting and peeing blood. Five minutes after that their organs liquify. 5g 1 Year
Poisons Blood Savage 1 Simple Glittering red, viscous oil. [Weapon] Unlike most poisons, this does not have an effect over time. Rather, any bleeding wound caused by a weapon coated in this poison becomes a festering wound instead, crippling the limb. 5g 1 Year
Poisons Dream Wasp Venom 1 Simple Greenish oil [Contact] 5 minutes after the victim is poisoned they start to feel dizzy. 5 minutes after that the victim started to see flashing lights. 10 minutes after the lights appear they start to experience hallucinations. The effects of this poison last for 3 hours without an antidote. 5g 1 Year
Potion Beer & Ale 0 Basic Amber liquid Drinking relieves minor aches and pains, but also slows reaction time. Drinking to excess causes blackouts and alcohol poisoning. 1g 1 Year
Potion Spirit & Liquor 0 Basic Clear liquid Drinking relieves minor aches and pains, but also slows reaction time. Drinking to excess causes blackouts and alcohol poisoning. 1g Special ask GM
Potion Wine & Mead 0 Basic Red liquid Drinking relieves minor aches and pains, but also slows reaction time. Drinking to excess causes blackouts and alcohol poisoning. 1g Special ask GM
Potion Mage Oil 1 Simple Clear oil with a smoky yellow tint. Used in learning new spells. 5g 1 Year
Potion Magical Ink 1 Simple Black ink Special black ink used to write enchanted runes. 5g 1 Year
Potion Magical Tattoo Ink (Restricted) 1 Simple Black ink Special Black ink recipie used by the Guild of the Sacred Dance. This ink can hold a magical charge and allow the guild to mark their bodies with their spells. 5g 1 Year
Potion Meditative Tea 1 Simple Green brewed liquid Drinking while meditating speeds Wind recovery by 2 minutes per point of wind. Each cup is effective for as long as the mage is continuously meditating. 5g 1 Year

Smithing Creations

Class Name Tier Use Worth
Jewelry Basic Bracelet 0 Basic Adornment 5 gold
Jewelry Basic Necklace 0 Basic Adornment 5 gold
Jewelry Basic Ring 0 Basic Adornment 5 gold
Jewelry Simple Bracelet 1 Simple Adornment 10 gold
Jewelry Simple Necklace 1 Simple Adornment 10 gold
Jewelry Simple Ring 1 Simple Adornment 10 gold
Smelting Brass 0 Basic Used to make Basic crafts. 1 gold
Smelting Pewter 0 Basic Used to make Basic crafts. 1 gold
Smelting Solder 0 Basic Used to make Basic crafts. 1 gold
Smelting Corinthian Bronze 1 Simple Used to make Simple Crafts. 5 gold
Smelting Steel 1 Simple Used to make Simple Crafts. 5 gold
Smelting Sterling Silver 1 Simple Used to make Simple Crafts. 5 gold
Tools Basic Alchemy Tools 0 Basic Used in the brewing of Alchemy. 5 gold
Tools Basic Jeweler Tools 0 Basic Used in the crafting of Jewelry. 5 gold
Tools Basic Smithing Tools 0 Basic Used in the Smithing. 5 gold
Tools Simple Alchemy Tools 1 Simple Used in the brewing of Alchemy. 10 gold
Tools Simple Jeweler Tools 1 Simple Used in the crafting of Jewelry. 10 gold
Tools Simple Smithing Tools 1 Simple Used in the Smithing. 10 gold