HomeForumsCalendarFilesParksRulesFAQSearch
Main Menu
Home
Forums
Calendar
Files
Parks
Rules
FAQ
Search
The O.R.K.
Knights
Heraldry
Rakis 2009
SKBC
Iron Mountains University
Links
Login Form





Lost Password?
No account yet? Register
Classes - Abilities and Traits

Abilities and Traits Defined

Abilities Format Key:

M: Materials needed
I: Incantation and gestures
R: Range (if any)
E: Effect
L: Limitations or Restrictions
N: Notes

Accuracy
E: Arrows fired from ones own bow or crossbow deal one additional point of damage.

Antidote to Poison
As per the Cure Ailments spell.

Armor-Piercing Arrow
M: Blue strip tied to arrow
I: Declare loudly "Armor-Piercing Arrow"
E: A strike from the arrow will destroy all non-invulnerable armor on the location struck and will continue through to wound the target. It will only deal one point of damage to invulnerability and invulnerable armor.

Armor of Quality
E: Any armor worn is worth one extra point to a maximum of seven points.
N: This ability allows you to exceed your normal class maximum on armor by one point.

Assassinate
I: Say the word 'Assassinate' immediately upon killing a person.
E: The victim is affected as per the spell Sever Spirit.
N: May be used while moving.

Attuned
E: May choose to carry two enchantments from any caster (or combination of casters) for the duration of the current life.
N: This ability may not be used in conjunction with any other similar ability or magic. Only one of these two enchantments may be simul-cast if both of them allow for it.

Awe
As per the Awe/Fear spell.

Banish
As per the Banish spell.

Berserk
M: A red strip worn around the head or arm.
I: You may choose to go Berserk at any point on an eligible life by tying on the strip and announcing your
Berserk state.
E: While Berserk you gain the following traits:
   a. Natural armor: 2 points on all hit locations.
   b. Strong: Melee weapons become Red. Melee weapons that are already Red deal an extra point of damage to armor for a total of three.
   c. Rage: Weapons used while berserk must be over two feet in length. Players may not cast magic, use projectiles, javelins, shields, hinged weapons, or activate class abilities (except Berserk). Armor worn is considered destroyed, and cannot be used while berserk. You may not retreat from combat unless facing odds of at least 5:1, monsters with a ratio of 5:1 or greater, or a Wizard, Healer, Druid, or Bard.
   d. Immunity: Control

Bowyer
E: As per the Mend spell.
L: May only be used on a bow.

Camouflage
M: 10 ft green cloth
I: Place cloth in a circle, repeat x3 "May the forces of nature hide my presence." To end the Camouflage, the player must repeat x2 "Nature release me."
R: Within circle
E: While inside the circle the player can't be attacked, even if someone viewed him activating the Camouflage.
Area effect magic that encompasses the area of the Camouflage (such as Doomsday) still affects the player. While Camouflaged the player may not affect anyone else, though they can use their own abilities on themselves (such as healing or curing poison). Camouflage has no effect on other players, their equipment, or game items. The Tracking ability can be used to dispel Camouflage.

Earth Bind
I: Repeat x2 "May mother nature bind thee."
R: 20 ft
E: Victim cannot move feet until each of his legs are struck ten times with a slashing or bludgeoning weapon. Anyone attempting to free the victim must state "free this leg" while doing so or the hits strike the player as normal.
N: May be used while moving.

Extend Immunities
I: "My faith shall defend thee."
R: Touch
E: Player extends all of his class immunities to one person with whom he is in direct physical contact. Immunities never extend to equipment. This ability ends as soon as physical contact is broken.
N: May be used while moving.

Fear
As per the Awe/Fear spell.

Fight After Death
E: Occurs immediately after having died. Player continues to fight for 10 seconds-which must be counted out loud-after dying. Limbs and armor lost before death remain lost, and additional limbs and armor can be removed, but this does not stop the player from continuing to function (save for losing the use of the limb) for the duration of the Fight After Death. Additional killing hits do not kill the player. Fight After Death does not count as 'moving after having died.'
L: Being struck by a Sphere of Annihilation, a melee siege weapon, or a single shot projectile siege weapon will prevent or end Fight After Death.
N: This ability does not free the player from any pre-existing effects such as Stun or Earth Bind. As a reminder, a player is always required to stay in control of his actions. Violent flailing with real life disregard for others - during this or at any other time - is grounds for punishment or expulsion by the reeve. You can role-play a crazy person, but you must still have control of your actions at all times. Reeves are encouraged to remove this ability from those who are hurting or endangering others.

Flame Arrow
M: Orange strip tied to arrow
I: Repeat x5 "flame arrow"
E: A hit to a shield will destroy the shield unless its face is tapped to the ground five times within five seconds. A hit to a siege weapon by a Flame Arrow will deal five points of damage to the siege weapon. Will deal damage to armor and people as normal. Has no effect on Iceball, Entangle, or any other magic unless specifically mentioned in the magic description. A Flame Arrow will remain lit for two minutes.

Heal
As per the Heal spell.

Improve Shield
M: Purple strip visibly tied to shield
E: Shield may only be destroyed by magic balls, verbal magic, or siege weapons and is considered to be metal for game effect purposes.

Improve Weapon
M: Purple strip visibly tied to weapon
E: Weapon deals +1 damage when wielded in a slashing or bludgeoning manner.
N: Does not confer shield-breaking abilities.

Longbow
M: Purple strip tied to bow
E: Arrows fired deal a base of four points of damage.
N: Has no effect on arrows fired from crossbows under 21 inches in length.

Missile Block
E: Player is allowed to block arrows with their weapons without penalty. If such a block is insufficient to prevent the projectile from striking any legal target, it still counts as a hit.

Missile Block, Greater
E: Functions exactly like Missile Block except it also allows the player to use bare hands to block projectiles and arrows without penalty.

Pass Without Trace
I: Repeat x3 "Pass without trace"
E: You must immediately return to your base. You are considered out of the game while returning.
N: May be used while moving. May be used while under the effects of movement inhibiting abilities or magics such as Hold Person or Earth Bind so long as those abilities would not otherwise prevent you from using Pass Without Trace. The count of any game effects upon you are considered suspended until you are returned to the game, at which point they return with their remaining duration.

Penetration Arrow
M: Black strip tied to arrow
I: Declare loudly "Penetration arrow"
E: Behaves exactly like an Armor-Piercing Arrow except that it will also destroy a normal shield. It will not carry through to the arm underneath, however.

Poison Weapon
M: Black strip tied to weapon
E: May poison one weapon. People who are wounded by Poisoned Weapons die if they are not Cured in a 100 count. A person may only poison one of his own weapons. This effect remains on the weapon for the entire life.

Powerful Blows
I: Declare loudly "Powerful blows" before engaging in combat.
E: Your weapons are treated as magical for the purposes of damaging monsters that are only affected by magic weapons.

Reanimate
M: Denoted with yellow strip Otherwise as per the Reanimate enchantment.

Repair Item
E: As per the Mend spell.
L: May only be used on one's own equipment.

Resurrect
As per the Resurrect spell.

Sanctuary
I: Drop any weapons in hand and state "Sanctuary."
R: 20 ft radius from the player
E: Others within 20' may not take hostile actions towards the player, nor target the player or his equipment with magic or abilities.
L: Must be chanting "sanctuary" and cannot be holding a weapon or the ability is broken. Cannot carry nor affect game items while in Sanctuary. Players in Sanctuary may not impede the play of other people in any manner, and must immediately remove themselves from any such situations they find themselves in.
N: The Touch of Death and Touch of Paralyzation abilities and magic are not considered weapons in Sanctuary. If these are on the player when he enters Sanctuary, they can be discharged as normal, though this ends the Sanctuary. The player may move around during Sanctuary, but they must keep at least one foot on the ground at all times and may not run. Sanctuary is broken if the Monk comes within 20 feet of a base.

Steal Life
S: Death
M: Dead person
I: Touch target on their shoulder and recite "I take your life."
R: Touch
E: Target loses one life from their total and the user gains one life. This life is in addition to the person already being dead. You cannot steal lives from those already shattered.
N: This effect may be used on any dead person who has not yet reached nirvana, even if they have moved from where they died. May be used while moving.

Stun Arrow
M: Gray strip tied to arrow
I: Declare loudly "Stun arrow."
E: Arrow behaves as a Subdual blow.

Teleport
As per the Teleport spell except may be only used on self.

Touch of Death
As per the Touch of Death enchantment except may only be placed on self.

Tracking
I: Repeat x5 "Tracking"
R: Self
E: You may do ONE of the following:
   a. Ask one yes or no question of someone (dead person, reeve or monster) that must be answered truthfully and to the best of their ability. This is not stopped by the Liplock magic
   b. Follow a Teleporting player
   c. Walk through a Thornwall
d. "Dispel" a Camouflage ability within 20ft

Transfer Life
S: Spirit
M: Person
I: Touch person and state "I give thee life from my own."
R: Touch
E: This ability has two possible effects:
   1. A dead person is immediately Resurrected as per the spell Resurrect.
   2. A living person gains one extra life on their current life total. In addition, the Monk loses one life from his total. If he was on his last life when he used this ability, he dies immediately and may not be restored to life.
L: You may only use this ability on a person playing a standard class. Lives given to people playing transformed monsters are played as the original class, not the monster.

Trap
I: Repeat x2 "May my devious trap bind thee"
E: 20 feet
E: As per Earth Bind.
N: May be used while moving.

Truth
As per the Truth spell.

 
< Prev   Next >
top of page

© 2010 The Empire of The Iron Mountains
Joomla! is Free Software released under the GNU/GPL License.