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Abilities

Abilities are the skills of classes that don’t use supernatural powers.  This section contains full descriptions of these skills.

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.

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 dispersed.  When the aura is active, and the character is hit by magic, they should call out No Effect.

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 three points of damage in a single strike.  Bash is best utilized against armored opponents. Callword: 3 [Weapon Material]

Boon- At level 4, a priest gains the boon of their god.  The boon is a minor flavor effect that the god grants and tends to be very situational.  The boons for each god are listed just below the god’s description in the priest section.

Boon, Greater- At level 8, a priest gains a greater boon from their god.  The boon is a useful effect that god grants but still tends to be situational.  The greater boons for each god are listed below the god's fourth-level boons in the priest section.

 

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.

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 clothespin and attach it to the victim's shirt without anyone seeing it for five minutes.  If anyone notices 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, hit the arm or object you wish to disarm and call Disarm.

Dispatch- Dispatch is the ability to cause a wound so precisely that the victim dies almost instantly.  The assassin must take a clothespin and attach it to the victim's shirt without anyone noticing for a count of 5.  If anyone notices the clothespin, it is treated as a normal torso wound.  If no one notices the action, it is an instant death wound.

Dodge- Dodge is the ability to get out of the way of any attack.  To use Dodge, the character must call out Dodge when an attack lands on their person.  Callword: Dodge

 

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.

Extend Armor, Great- Great Extend Armor is the ability to use one’s 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 their armor as long as they are actively protecting another.

Extend Armor, Greater- Greater Extend Armor is the ability to use one’s 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 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.

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.

 

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.

God’s Favor- At level 10, a priest gains the Favor of their God.  These special miracles have world-changing if not Shattering effects.  However, they all come at a cost.  Using a God’s Favor ends in the character’s death or makes them unplayable, with no chance of resurrection.

 

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.

Holy Presence- 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 to deactivate it, but they must continually concentrate on this action.

 

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.

Meditation- Magi can meditate to gain back used wind and reconnect themselves to the storm.  Without any sort of catalyst it takes five minutes of meditation to gain back one point of wind.  Meditation may take many forms.  Traditionally it is sitting still and focusing on one’s mind, but there are other ways as well.  Without meditation a mage gains back wind at the same rate as everyone else, one point per hour.

 

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

Observation, Master- 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 high skill to cover their tracks.  To use this ability contact a GM.

Oh, Shit- Oh Shit is the ability to retreat from any conflict safely.  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.

 

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.

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, as well as the chance to open simple locks more easily.  Expert locks are marked with a large E on the front.  To pick an expert lock with this skill one only needs to finish the maze provided with the lock as normal.  The thief may now cross over blue lines within in lock maze; they still should not touch any other lines within the maze.  Once checked by a staff member the lock is open.

Open Locks, Magic- Open Locks is the ability to unlock a lock without a key.  This ability grants the thief the skill to open Magic locks, as well as the chance to open simple and expert locks more easily.  Magic locks are marked with a large M on the front.  To pick a magic lock with this skill one only needs to finish the maze provided with the lock as normal.  The thief may now cross over blue and red lines within a lock maze; they still should not touch any other 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.

Prayer- Priests can pray to gain back used devotion and reconnect themselves to their god.  Without any catalyst, it takes five minutes of prayer to earn back one point of devotion.  Prayer may take many forms.  Traditionally it is sitting still and focusing on one’s deity, but there are other ways as well.  Without prayer, a priest does not gain back devotion until they are refreshed at midnight.  Prayer is an exclusive activity, and thus one cannot talk, read, etc. while praying.

Prey Mastery- 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 Force damage against their Target.  When fighting a Favored Prey, a character should call Force for every strike.

 

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.

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 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 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 in other means.  The character can now Resist 3 non-damage 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 as long as the player can keep fighting.  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 2 [weapon material] with each strike against an opponent.  Once they are worn out they must count all wounds taken during battle.  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 in other means.  The character is now immune to 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.

Shadow Walk, Greater- Greater Shadow Walk is the ability to use shadows to hide one’s passage through an area silently.  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.  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. Callword: Slay

 

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.

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 Force damage against their target.  To use this ability, the character should call Force with each strike.

 

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

 

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.

Training- Assassins and Fighters can train to gain back used abilities and reconnect to their skills.  Without any catalyst, it takes five minutes of Training to earn back one ability.  Training may take many forms.  Traditionally it is going through a weapon kata but there are other ways as well.  Without training, a fighter does not gain back their abilities until they are refreshed at midnight.  Training is an exclusive activity, and thus one cannot talk, read, etc. while Training.

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.

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 True Strike 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.

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.

 

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

Versatility- At level 6, a priest gains the ability to change out the miracles they choose each morning if needed later in the day.  The amount of miracles they can change out is equal to half their total miracle points for the day rounded down.

 

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)

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