Abilities are the meat and bones of your character, they flush it out and by using them wisely you can garner experience or, by using them unwisely, you can earn Non-player-Character (Gm controlled) or Player Character enemies.
Rating an Ability: Good abilities are rated at 1, as are skills, Great abilities and skills are rated at 2 and Awe-Inspiring abilities and skills at 3 etc above that though not named. These ratings help determine player verses player combats. An ability purchased twice advances it's rating by 1. Remember, when an Ability is purchased twice its experience rating to purchase increases. Good abilities become Great (meaning to get a Good ability twice costs 50 for the first and 100 for the second) and Great (Meaning making a Great ability into an Awe-inspiring ability costs 100 for the first and 200 for the second) become Awe-inspiring. Awe-inspiring abilities purchased more than once double their costs as per the previous rules.
On Skills: Skills are rated exactly the same as Abilities except; skills can not become better than Awe-inspiring and are all related to tasks, not powers or abilities. Gem-making, is a good skill - Not "Time-Traveling"
The following charts list abilities and what they do in brief and when to use them in Player verses Player (Detailed on a Link)
Good Abilities (50 experience each)
Note: feel free to create your own, these are just parameters to work within. You can also create unique Abilities that have No useful function at a cost of 20 experience each.
| Tough Skin | You have thicker skin, resilient against wounding. | Useful in applicable combat. |
| Enhanced Sense (1 sense is better than others) | This sense is extraordinary. | Useful in applicable Combat. |
| Animal Empathy | You are able to soothe an unhappy animal. | Useful in applicable Combat. |
| Speed | You move faster than the average human (an additional 10 mph) | Useful in escaping combat |
| Jump | You can jump 40 feet forward or 20 feet straight up. | Useful in applicable Combat. |
| Nimble (Dexterity) | You are more agile. | Useful in applicable Combat. |
| Strong | You are stronger than most people. | Useful in applicable Combat. |
| Voice of Seduction | Your voice will make the opposite sex become interested in you. | Useful in applicable Combat. |
| Voice of Reason | Your voice can calm people | Useful in applicable Combat. |
| Quick Thinker | You think better and more quickly than others. | Useful in All combat. |
| Bird's Eye View | You can alter the perspective from which you see things within 10 feet of you. | Useful in applicable combat |
| Soul Movement | You can soul travel - this leaves your body empty and "asleep." | Useful in applicable combat. |
| Bone Protrusions | You have bone projections from your flesh | Useful in applicable combat |
| Acid Blood | Useful 1 time per combat if the blood gets on the enemy - it deals 1 point of damage or adds its rank to 1 of your attacks. | Useful in applicable combat. |
| Weakness | If you are weak against something, say silver or fire, all damage or attacks from those sources is considered double the ranks. | No. |
| Physical Weirdness | These are physical adaptations that help you in strange and unusual ways - they are almost always visible. | Useful in applicable combat |
Great Abilities (Costing 100 experience)
| Flight | You have wings, or the innate ability to fly. (10mph per rating of this ability) | Useful in applicable combat. |
| Sonar | You don't need eyes. | Useful in applicable combat where others would be blind. |
| Great Sense (1 sense) | One of the 5 senses is greatly better than the average human. | Useful in applicable combat |
| Great Strength | You have the strength of 5 strong people. | Useful in applicable combat |
| Great Speed | You run as fast as 5 fast people ( another 20 mph - each rank after this increases your speed by 10 mph) | Useful in applicable combat and in running away. |
| Corrupt Mind | For each rank had effectively prevents the enemy from defending once per combat. | Useful in all combat. |
| Great Stamina (Mental) | Your mind is a fortress. | Useful in applicable combat |
| Aura: Of power | You radiate power which causes others to fear you or some similar emotion. | Almost always useless in combat. |
| Aura of Good | All Evil creature's skills and abilities are ranked 1 less for every 2 ranks in this ability had. | Useful in applicable combat. |
| Aura of Evil | All Good creature's skills and abilities are ranked 1 less for every 2 ranks in this ability had. | Useful in applicable combat |
| Aura: Of Honesty | You radiate truth making others believe all but the most blatant of lies. | Useless in combat. |
| Touch of Health | Your touch can heal another. | Useless in 1 on 1 combat. This ability heals another its rating, or adds to another's round-score by its rating. |
| Touch of Wounding | Your touch can injure another. | Useful in applicable combat. |
| Know Intent | You can sense general intentions around people. | Useful in applicable combat. |
| Endure Elements | You can endure extremes of Hot and Cold | Useful in applicable combat. |
| Toughness | Always on - indicates that you are more healthy | Useful in applicable combat |
| Bash | Adds its rank to damage dealt, or may be used one time per combat to add its rank to any attack. | Useful in applicable combat. |
| Immunity to Mental Attacks | You are immune to mental attacks ranked equal or less than your rating. | Useful in applicable combat. |
| Drain Vitae | Useful once per combat to deal its rank in damage, healing the user that much. May be added once per combat to any one attack. | Useful in applicable combat. |
| Steady Heart | You are almost impossible to sway from your given path - or seduce. | Useful in applicable combat. |
Awe-inspiring Abilities costing 200 experience each.
| Regeneration | Healing mental and physical wounds quickly, growing lost limbs etc. | Useful in All combat. |
| Alter Form | Altering the physical body into another living creature of equal mass. Note: If the new body lacks physical means of speech or abilities your old body had, you loose them until you transform back into your regular self. This ability heals 1 point per 2 ranks of it had per transformation. | Useful in applicable combat. |
| Animal Friendship | Animals love you - you can calm even wild animals. | Useful in applicable combat. |
| Bond | You can cause agreements to be unbreakable or the breaker dies. Agreements being written statements, vows of honor and other such Obvious commitments. | Useless in combat. |
| Create | You can create small items from thin air - you must have a skill that is oriented around that item for it to be "true." Unless you have Skill: Great Diamonds, you can not create a Great Diamond (Having less flaws than a Good Diamond.) These items weigh up to 30 ounces per rank had. | Useful in applicable combat. |
| Block | You can block, or dodge, things with amazing ability. | Useful in applicable combat. |
| Breathe Fire | You can breathe Fire when you so desire. | Useful in applicable combat. |
| Add Energy | You can cause an Object to become excited, recharging batteries, heating things up to 60 degrees F. | Useless in most combats - if very well detailed worth 1 combat point. If 4 ranks is had (one step up) it behaves normally - as a rank 4. |
| Remove Energy | You can drain batteries and cool things. (cools 60 degrees F) | As per Add energy. |
| Invisible touch | You can move objects within 4 feet of you as if you could touch them. | Useful in applicable combat. |
| Invisible Servant | You have a ghostly presence that serves you and can move small objects, dust and perform house-hold duties. | Useless in almost all combats. |
| Thousand-Mile Step. | You can, rarely, move incredible distances just by thinking about where you could like to be. (Rare being 1 time per combat) | Useful in applicable combats. |
| Give idea. | You can give an idea to someone - effectively communicating an entire concept. Weather or not they choose to "look" at the concept is up to them. | Useless in combat. |
| Wail. | Your voice can destroy small objects, kill small animals and is rather nasty. | Useful in applicable combat. |
Special Abilities: These are abilities that go above and beyond other abilities and, as such, cost special experience amounts.
| Phoenix | The Ability to be reborn from any remains left of your body. This process requires some of you to remain intact (ashes) and takes at least 3 hours. | Useless in Combat | 3000 experience. |
| Resurrect | The ability to cause another to live again - Note, if the body is not healed then they simply die again. | Useless in Combat | 1500 experience. |
| Heal | The ability to Fully heal the body of another, or yourself once per combat. This instantly heals all injuries and may be applied to 3 times in Method 1, adding a rank 3 to any 3 attempted block\dodges. | Useful in applicable combat. | 3000 experience. |
| Drain Skill | The ability to remove a skill from someone and take it into yourself. This ability takes 5 minutes to perform at least. | Useless in combat | 1500 experience. |
| Drain Ability | The ability to Remove an Ability from someone (another PC or an NPC controlled by a Guild Master and take it into yourself. This ability takes 5 hours to perform, at least. | Useless in Combat. | 5000 experience. |
| Raise Dead | The ability to create Zombies and Skeletons - note, you may raise only those Zombies and Skeletons that are within 5 feet deep of soil, up to 300 feet around you. Each Zombie or Skeleton has an attack rating of 1 and defense of 0 with 3 hit points - if they loose a round of combat they instantly die in method 1. They are treated as a separate, but controlled, character. The Guild Master will rule how many are about based on the scenario - where the combatants are. Only 5 Skeletons per rank may be had at any time. | Useful in applicable combat | 2500 experience. |
| Luck | You can escape 1 combat per purchase of this Ability. | Useful in running away like a pansy. | 80 experience. |
| Regain | Allows you to Regain a Lost skill or Ability, 1 per purchase of Regain - This does not remove the Skill or Ability from whatever stole it from you. | Useful in applicable combat. | 300 experience. |
| Student | You can learn something from everyone, people like you and you like people. You gain bonus experience when role-playing learning out skills or abilities from others. (1-5) Be sure to note you have this ability to the web-master. | Useless in combat. | 1000 experience. |
| Teacher | You can train others in skills very well, lowering their cost of learning a skill by 1\2 - If you have the skill they are learning. This only applies Up to the level of Skill mastery you have. | Useless in combat. | 1000 experience. |
| Sleep | You can cause someone to go to sleep. The person Must be within sight and you Must make eye-contact. | Useful in combat. | 3000 experience. |
| Summon NPC | This ability allows you to Summon a "Power" into a Story line or Scene - note, the "Power" isn't always helpful. | Useful in all situations. Sometimes. | 2000 experience. |
| Summon PC | This ability allows you to Summon (Teleport in) A willing and previously met character. | Useful in most situations. | 1500 experience. |
| Summon Guide | This Ability allows you to summon Aid and Advice from a supernatural NPC source. | Useful in almost all situations. | 4000 experience. |
| Elemental Force | Allows you to Cause elementals to form and aid you. Earth, fire, wind, water and mind elementals may form. They vanish within 1 hour and will turn against you if you misuse them. (They are not made to build houses or move chairs) 1 per combat | Useful in almost All situations. Treat as though dealing 10 hit points of damage with a 3 block\dodge, having 300 hit points. They can loose 10 rounds before they die. They deal their element type in damage - so if you summoned a fire elemental, someone immune to fire would be immune to them. | 2300 experience. |
Special Abilities, such as Elemental Force and Phoenix must be learned from an NPC controlled by the GM - ask your local Gm about helping you in your story line with it.
Ask the GM for information, questions or strange anomalies between Abilities.
Psychic Powers and Magical powers and what they can do:
Psychic powers deal with the following areas (Psychic powers, because of their diversity as a whole have a rating 1 less than has actually been purchased) Psychic powers all wear off over time. (10 minutes maximum duration per rating of the ability.)
Telepathy: Communicating with another through the mind or reading thoughts. (Good means you can talk with 1 person within sight range. Great means you can speak with 3 people within a mile and Awe-inspiring means you can communicate with 5 people within 50 miles.)
Telekinesis: Movement of objects. (Good means you can levitate objects weighing up to 3 pounds, Great means you can levitate objects and move them around with relative ease up to 6 pounds and Awe-inspiring means you can levitate objects and hurl them up to 10 pounds.)
Telemorphing: Altering your own physical body. (Good does not apply. Great means you can alter coloration of small areas, cause hair and nails to grow faster. Awe-inspiring means you can increase and decrease your metabolism and have further control over how you heal. Further purchasing may allow you to become stronger and faster for short periods of time)
Polymorphing: Altering another living body. (Good and Great do not apply. Awe-inspiring means you can alter simple life forms, bacteria and viruses with your mind. Purchasing Psychic powers to rank 4 to effect small creatures and to rank 5 to effect actual human life forms.)
Alteration: Altering a Non-living body. (Good means you can change colors of small objects (1 pound), Great means you can change colors of large objects and cause them to become firm or flimsy (3 pounds) and Awe-Inspiring allows you to change the size, shape and color of an object up to 10 pounds of it.
Mind Control: The Control of a Living thing's mind. (Good has no effect. Great effects up to 1 small animal, a cat or a mouse or a dog. Awe-inspiring may effect up to a large animal, still not a human though - that requires rank 5) Note: Mind Control will very rarely function on a person while in Combat because of the concentration required and will almost never cause someone to kill themselves, use with discretion.
Magical effects:
Magic deals with the metaphysic, with reality and the different "spheres" reality exists within. Magic is based on personal will and the desire to cause that will to subsume the will of "reality" as we have created it. Magic, like Psychic powers, have a rating 1 less than they have actually been purchased for. Magic abilities and effects themselves will not last - their results may. (10 minutes Per rating.)
Spirit: Contacting and Communicating with spirits. (Good means you can talk to deceased relatives or people you've known. Great means you can talk to a spirit that hovers around an area as well as any of your deceased kin. Awe-inspiring means you can talk to spirits that have yet to be born, however this does not allow you to Bring them into reality - Remember, spirits powerful enough to appear in our reality will, often as not, turn on the summoner.)
Teleporting: Moving objects from one place to another. (Good means you can make an object weighing less than a pound appear from within fifty feet. Great means you can make 2 pounds of object move or appear, within 100 feet. Awe-inspiring means you can move 4 pounds up to 300 feet.)
Rituals: These are devotions that involve objects and much time and have varied effects, causing bad luck, good luck, flight, mental barrios etc. (Good means that a ritual's effect will last 20 minutes and takes 1 day to prepare, the effects are very minor such as a brief stint of good luck. Great means that a ritual's effect will last 40 minutes and takes 12 hours to prepare, the effects are medium such as having a person trip, winning a twenty dollar lotto etc. Awe-inspiring rituals last 1 hour and take 6 hours to prepare (Rituals will not take less than 3 hours to prepare, ever) and may cause great luck, horrible luck or any number of other strange anomalies not covered in other abilities) You may choose to spend additional time to do a ritual - doubling the time moves it's ranking up by 1. You may move, at most, 3 ranks up. Also: You must use a Ritual in personal-story-line or announce in advance of any player verses player combat to the Gm, and the other participating, that you have the ritual active. Only 1 ritual may be active at a time per 3 ranks of Magic, or Rituals. (Rituals themselves are considered the magic - what happens is considered the effect)
Morphing: Altering physical things. This can alter living or non-living beings however it requires that the Mage have some understanding of what he or she is doing - Awe-inspiring Alterations require Awe-inspiring Skills that relate to that which is being altered. (Good, Making hair grow out of something, causing something to be less than a pound lighter or heavier. Great, healing a tiny bit faster, increasing or decreasing metabolism, causing an object to become firm or fragile up to 2 pounds. Awe-inspiring, Altering up to 4 pounds of stuff with a great degree of control - still not able to make inanimate objects think and move though. Sorry. At 3 Awe-Inspiring ranks a Mage may use Morphing to cause something to have a semblance of Life and thought if the correct skills are had.)
Control: This is the ability to control environmental states of being; rather than directly involving living things it alters temperature, gravity and innate energy within an area. (This is what you would use to make Fire-balls and such.) Good: You can start small fires, effecting 6 inches. Great: You can chill a small watermelon, effecting 12 inches. Awe-inspiring. You can warm a freezer comfortably, effecting 24 inches. Note: You must see the area to effect it and Control will Not effect Inside a living being unless a ritual is preformed with that being present.
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