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
M: A small container of water
E: When a person drinks this water, they are instantly cured of any poison.
Armor-piercing Arrow
M: A blue ribbon tied to an 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 invulnerability 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 headband or armband.
I: You may choose to go Berserk at any point on an eligible life by tying on the red band 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 do 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, 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. The
player may not camouflage anyone else (or their belongings), nor may game items be taken into camouflage. Any enemy with
the Tracking ability within 20 feet can cancel the camouflage by stating 'Tracking' and pointing out the player in question.
Earth Bind
I: Repeat x2 'May mother nature bind thee.'
R: 20 ft
E: Victim cannot move 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 may not be
extended to equipment. This ability ends as soon as physical
contact is broken.
N: May be used while moving.
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 berserker from continuing
to function (save for losing the use of the limb) for the duration of
the fight after death. Additional killing shots do not kill the
barbarian. Fight After Death does not count as moving after having
died.
L: Being struck by a Sphere of Annihilation or a 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 Earthbind. 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: An orange ribbon tied to the 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 do 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 ribbon visibly tied to shield
E: Shield may only be destroyed by magical balls, Verbal magic, or siege weapons and is considered to be metal for game effect
purposes.
Improve Weapon
M: Purple ribbon tied to weapon
E: Weapon deals +1 damage when wielded in a slashing or bludgeoning manner.
N: Does not confer shield-breaking abilities.
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 the blocker, 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.
Penetration Arrow
M: Denote arrow with black ribbon
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: Denoted with black ribbon
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: Announce '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
E: This ability functions as per Reanimate.
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 weapons if any 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: Denote arrow with gray ribbon.
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.You may 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 or blend ability
Trap
I: Repeat x2 'May my devious trap bind thee.'
R: 20 feet
E: As per Earthbind.
N: This is not a wound. May be used while moving.
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.
Truth
As per the Truth spell.
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