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 such as smith and scholar.

Sections
Active Abilities
Knowledges

Active Abilities

Alchemical Blood: The blood of someone who has this ability can change from a natural poison to a natural medicine with five minutes between changes.  The character must take a wound to gain access to three doses of the poison or medication.  Their blood has a shelf life of three months when adequately bottled.  The medicinal blood should be treated like Disinfect Cream while the poisonous blood should be treated like Blood Savage.

Aura of Anti-Magic: The Aura of Anti-Magic is the ability to face down even the most magical of foes.  When this aura is active it has a five-foot radius out from the character.  The aura dissipates up to ten spells that pass into it.  This ability lasts for five minutes or until the ten spells have been dissipated.  When the aura is active and the character is hit by magic, they should use the callword: Resist.

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 completely on this ability none of the god’s enemy can get within ten feet of that character.  If the character is in 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.

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

Command: Command is the ability to talk another into doing what you want.  A character can give a single, simple order to target that must be carried out.  This ability only works within reason.  A character can’t get the target to directly harm themselves or anyone they care about.  Callword: Command

Conceal: This is the ability that enables a character to hide an object so that it is very hard 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 in order to protect their identity if they wish.

Delayed Death Wound: Delayed Death Wound is the ability to cause a wound so precise the victim does not notice it until it is too late.  This ability causes the character to bleed out for five minutes without noticing.  The assassin must take a black clothespin and attach it to the victim’s shirt without anyone noticing it for five minutes.  If anyone notes the clothespin before the time is up it is treated as a normal torso wound.

Disarm: Disarm is the ability to knock weapons and other objects out of a target’s hand.  To use this ability you must first hit the target or object they are holding.  If you hit a hand, arm, or object they should drop the item in that hand.  If you do not hit one of these locations, but still hit the target they may decide what object is disarmed if they are holding more than one.  Callword: Disarm.

Disguise: Disguise is the ability to make one’s self-appear to be a different Race or Class.

Dodge: Dodge is the ability get out of the way of an attack very quickly.  This means that when this ability is used it negates any attack because the attack actually missed the fighter.  Callword: Dodge

Extend Armor, Minor: Minor Extend Armor is the ability to use one’s own 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 each armored location of their own armor as long as they are actively protecting another.  The protected should call out when they have been hit so that the Defender can keep track of the armor that has been depleted.  The user of this ability may choose which location was hit when a protectee is hit.

Extend Armor, Moderate: Moderate Extend Armor is the ability to use one’s own 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 each armored location of their own armor as long as they are actively protecting another. The protected should call out when they have been hit so that the Defender can keep track of the armor that has been depleted.  The user of this ability may choose which location was hit when a protectee is hit.

Extend Armor, Great: Great Extend Armor is the ability to use one’s own armor to protect five people.  The protectees must be within a ten-foot radius of the character for the armor to apply.  For the great version of this ability, the character gains a plus eight bonus to each armored location of their own armor as long as they are actively protecting another. The protected should call out when they have been hit so that the Defender can keep track of the armor that has been depleted.  The user of this ability may choose which location was hit when a protectee is hit.

Extend Armor, Greater: Greater Extend Armor is the ability to use one’s own armor to protect five people.  The protectees must be within a ten-foot radius of the character for the armor to apply.  For the greater version of this ability, the character ignores all damage while they are actively protecting another.  After the fight is over the character must take any damage to their armor or person.  The plus eight bonus from great extended armor should be taken into the calculation when deciding how damaged the character is.

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 three points of damage against their Target.  When fighting a Favored Prey a character should call Bash for every strike.  Suggested Favored Prey: Animals, Goblins, Trolls, Lesser Undead.

Favored Prey, Master: Favored Prey is the ability to use one’s knowledge about a creature to make each strike devastating against it.  When facing one’s Favored Prey, they deal five wounds against their target.  When fighting a Favored Prey a character should call Thrash for every strike.

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 one strike.  If the target is wearing any armor other than hard, their bleed time for the wound is cut in half as their body is crushed.  This ability will also break weapons and sheilds.  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.

Forest Walk: Forest Walk is the ability to use plant life to hide one’s passage through an area.  A character using this ability has to be within a wooded environment.  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.

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

Hardened Armor: Hardened 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.

Harmful Banishment: 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 completely on this ability none of the god’s enemy can get within ten feet of that character.  If the character is in a room then the power extends to that room’s walls.  To use this power the player must call 1 Banish then state what kind of creature is being banished.

Heal Limb:  Heal Limb is the ability to use the power of one’s will to heal a single limb wound on any target.  The character should place their hand where the wound exists and invoke their god for a minimum of 5 seconds.

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 Line of Sound Insult.  Extra credit if the character actually insults the target first.

Natural Armor: Natural armor should be treated like any other kind of armor except in a few ways.  One’s natural armor is the last to take damage when one is wearing other armor on top of it.  It is considered a soft armor for purposes of Force.

Observation, Simple: Observation is the ability to notice small details in an area and how they have changed.  A character is able to 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 is able to 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.

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

Oh Shit: Oh Shit is the ability to safely retreat from any battle.  Once this ability is triggered the character takes no damage while running away from combat.  If the character turns to fight at any time during their retreat the ability ends.  Callword: Dodge

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.  Picking simple locks takes 5 minutes of continuous work.

Open Locks, Expert: Open Locks is the ability to unlock a lock without a key.  This ability grants the thief the skill to open expert locks.  Expert locks are marked with a large E on the front.  Picking expert locks takes 10 minutes of continuous work.

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 greater effect.  Pierce takes up two magical protections with each hit.  If there is only one magical protection in place it will wound the target.  When a character is using Pierce they should strike the target and call out Pierce.

Pickpocket: Pickpocket is the ability to steal things without being noticed.  Only things that are light and easily removed from a target can be stolen 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 cause of pouches, this means the thief gets the top item from the pouch. A thief may ask a GM to collect the item in order to protect their identity if they wish.

Poison Immunity: Poison Immunity grants an immunity to one specific poison each time the ability is gained.  This ability can be gained multiple times from different classes.

Poison Making: Poison Making is the ability to make poisons in game.  Those with Poison Making are granted the formula for one poison when they gain this ability and have the skill to craft more once they learn other formulas.

Poisoned Blood: Poisoned Blood comes from handling enough poison that it seeps into the character’s being.  A person with this ability carries a poison in their own blood that slows their victims.  When the character is striking with a blade that has been poisoned with their blood they call out Slow.  If the target is hit they move at half speed for five minutes.

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 five minutes.  While enraged the character can take five wounds without feeling them.  Once the rage has elapsed they must count all wounds taken during the battle and only start any necessary bleed times at that time.  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.

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 ten minutes.  While enraged the character can take ten hits without feeling them. Once the rage has elapsed they must count all wounds taken during the battle and only start any necessary bleed times at that time. The character has little control over their actions within that time.  They must continue to fight until the ten 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, Great: Great 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 ten minutes.  While enraged the character can take ten hits without feeling them. Once the rage has elapsed they must count all wounds taken during the battle and only start any necessary bleed times at that time. The character has more control over their actions within that time.  They will still feel hyped up, but if they run out of enemies during their rage, they may take their aggression out by other means.  The character can still be affected by mood and mind altering spells.

Rage, Greater: Greater 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 ten minutes.  While enraged the character can take ten hits without feeling them.  They also do more damage with each swing.  While in Greater Rage a character should call out 3 [Meterial of their weapon] with each strike against an opponent. Once the rage has elapsed they must count all wounds taken during the battle and only start any necessary bleed times at that time. The character has more control over their actions within that time.  They will still feel hyped up, but if they run out of enemies during their rage, they may take their aggression out by other means.  The character can still be affected by mood and mind altering spells.

Regeneration, Minor- Minor regeneration is a natural self-healing ability.  As long as a normal limb wound is bandaged, it heals itself in 30 minutes.  This ability does not work on aggravated, or torso wounds.  If a wound is not bandaged this ability has no effect.

Regeneration, Major- Major regeneration is a natural self-healing ability.  As long as a normal wound is bandaged, it heals itself in 10 minutes.  Aggravated wounds take 30 minutes to heal.  If a wound is not bandaged this ability has no effect.

Sainthood: Sainthood means that the Harmful Banishment ability is always active on the character and they no longer have to concentrate to keep it in effect.  The god’s enemy is wounded if they try to push against the area of effect or if that area pushes against them.  A character with this ability may focus in order to deactivate it, but they must continually concentrate on this action.  Callword: 1 Banish

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 at least have 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.

Shadow Walk, Greater: Greater Shadow Walk is the ability to use shadows to silently hide one’s passage through an area.  A character using this ability has to at least have 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.  A character cannot be seen or heard while using this ability.  To indicate the player is using this ability they should wear a blue and purple 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.

Slay: Slay is the ability to kill someone with a single strike.  Armor and other protections defend against this attack.  When hit by  Slay, a victim dies without bleeding out first.  To use Slay a character must hit their target and call Slay.

Smite: Smite is the ability to use one’s will to make a devastating strike against their god’s enemy.  When facing a god’s enemy, they deal five wounds against their target.  To use this ability the character should call Thrash with each strike.

Speak Language: Speak language gives the caster the ability to converse in any sapient language for 5 minutes.  It does not give them the understanding of written or visual languages.

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.

Thrash: Thrash is the ability to deal five wounds in a single strike.  Thrash is best utilized against armored opponents.  Callword: 5 [Material of Weapon] 

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.

Tracking, Master: Tracking is the ability to use sight, scent, and sound to follow a target through the wilderness.  Those with Master Tracking can track nearly anything in the wild.

True Strike: True Strike is the ability to ignore all magical protections.  The character is skilled enough with facing magic that they can find the exact weak spot in any protection.  When a character is using True Strike they should call out Full Pierce when they hit their target.

Unbreakable Shield: Unbreakable Shield is the ability to use a shield so well that nothing can break it while the character is using it.  This applies to any shield in the character’s hands.  When the shield is hit for damage that would normally break it the fighter should all out Wall.

Unbreakable Weapon:  Unbreakable Weapon is the ability to use a particular type of weapon so well that nothing can break it while the character is wielding it.  This only applies to a single weapon type.  When the weapon is hit for damage that would normally break it the fighter should all out Wall.

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
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