Difference between revisions of "Abilities"

From Kotoll
Jump to navigation Jump to search
 
Line 1: Line 1:
 +
[[Category:Systems]]
 +
 +
:''See also: [[Levelling]], [[Vocations]]''
 +
 +
== How Abilities Work ==
 +
 +
Abilities are skills or benefits you can gain for your character. There are two separate ability options:
 +
* Active
 +
* Passive
 +
 +
=== Active Abilities ===
 +
Active abilities are ones that your character can essentially "activate". Many of these require passive abilities in order to be able to use them.
 +
 +
=== Passive Abilities ===
 +
Passive abilities are ones your character learns that are or become innate to your character depending on what they've learned and what path they want to go down. For example, a mage might have Water Manipulation which is an inherent ability that allows them to manipulate water whenever, but would not be as specific as an active ability like Wavemaker would be.
 +
 +
=== Upgraded Abilities ===
 +
Each ability has 4 options beneath it which are considered their upgrades. When you level your character, you have the option of keeping the baseline ability or upgrading it to be stronger. For abilities that require passive abilities, you only need to have the base passive magic in order to be able to unlock and upgrade any active ability.
 +
 
Abilities are skills or benefits you can gain as your character levels up (see Levelling).
 
Abilities are skills or benefits you can gain as your character levels up (see Levelling).
  
Line 4: Line 23:
 
Most active abilities require passive abilities before they can be attained.
 
Most active abilities require passive abilities before they can be attained.
  
=== Active Abilities ===
+
== How to Get Abilities ==
 +
 
 +
Abilities are acquired through leveling your class. You can also get more via in-game events as rewards.
 +
 
 +
== Active Abilities ==
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 435: Line 458:
 
|}
 
|}
  
=== Passive Abilities ===
+
== Passive Abilities ==
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-

Latest revision as of 03:50, 8 August 2023


See also: Levelling, Vocations

How Abilities Work

Abilities are skills or benefits you can gain for your character. There are two separate ability options:

  • Active
  • Passive

Active Abilities

Active abilities are ones that your character can essentially "activate". Many of these require passive abilities in order to be able to use them.

Passive Abilities

Passive abilities are ones your character learns that are or become innate to your character depending on what they've learned and what path they want to go down. For example, a mage might have Water Manipulation which is an inherent ability that allows them to manipulate water whenever, but would not be as specific as an active ability like Wavemaker would be.

Upgraded Abilities

Each ability has 4 options beneath it which are considered their upgrades. When you level your character, you have the option of keeping the baseline ability or upgrading it to be stronger. For abilities that require passive abilities, you only need to have the base passive magic in order to be able to unlock and upgrade any active ability.

Abilities are skills or benefits you can gain as your character levels up (see Levelling).

The following table shows all abilities available to choose from. There are active abilities and passive abilities. Most active abilities require passive abilities before they can be attained.

How to Get Abilities

Abilities are acquired through leveling your class. You can also get more via in-game events as rewards.

Active Abilities

Mage Informant Militant Healer Scavenger General

Fireball

Requirements: Fire Manipulation
Tags: Mage

  1. Throw a small fireball (4in/10cm radius)
  2. Throw a medium fireball (8in/20cm radius)
  3. Throw a large fireball (12in/30cm radius)
  4. Throw an extra large fireball (20in/50cm radius)


Shape Wood

Requirements: Wood Manipulation
Tags: Mage

  1. Can shape wood into a small new shape once per thread
  2. Can shape wood into a medium new shape once per thread.
  3. Can shape wood into a large new shape once per thread.
  4. Can shape wood into a new extra large shape once per thread.


Metalworking

Requirements: Metal Manipulation

Tags: Mage

  1. Can shape metal into a small new shape once per thread.
  2. Can shape metal into a medium new shape once per thread
  3. Can shape metal into a large new shape once per thread
  4. Can shape metal into an extra large new shape once per thread.


Lightning Strike

Requirements: Lightning Manipulation

Tags: Mage

  1. Can call down a small lightning strike (3 post cooldown).
  2. Can call down a medium lightning strike (3 post cooldown).
  3. Can call down a large lightning strike (3 post cooldown)
  4. Can call down up to 3 lightning strikes once per thread.


Electrician

Requirements: Electricity Manipulation

Tags: Mage

  1. Can imbue electricity into a small object once per thread.
  2. Can imbue electricity into a medium object once per thread
  3. Can imbue electricity into a large object once per thread.
  4. Can imbue electricity into an extra large object once per thread


Gusts

Requirements: Wind Manipulation

Tags: Mage

  1. Stuff
  2. Stuff
  3. Stuff
  4. Stuff


Rainfall

Requirements: Water Manipulation

Tags: Mage

  1. Stuff
  2. Stuff
  3. Stuff
  4. Stuff



Wavemaker

Requirements: Water Manipulation

Tags: Mage

  1. Stuff
  2. Stuff
  3. Stuff
  4. Stuff


Manifest Light

Requirements: Light Manipulation

Tags: Mage

  1. Can turn light into a small tangible object of any shape once per thread (lasts until the end of thread)
  2. Can turn light into a medium tangible object of any shape once per thread (last until the end of thread)
  3. Can turn light into a large tangible object of any shape once per thread (lasts until the end of thread)
  4. Can turn light into an extra large tangible object of any shape once per thread (lasts until the end of thread)


Flashbang

Requirements: Light Manipulation

Tags: Mage

  1. Create a small flashbang (4in/10cm radius)
  2. Create a medium flashbang (8in/20cm radius)
  3. Create a large flashbang (12in/30cm radius)
  4. Create an extra large flashbang (20in/50cm radius)


Manifest Shadow

Requirements: Shadow Manipulation

Tags: Manipulation

  1. Can turn shadow into a small tangible object of any shape once per thread (lasts until the end of thread).
  2. Can turn shadow into a medium tangible object of any shape once per thread (lasts until the end of thread)
  3. Can turn shadow into a large tangible object of any shape once per thread (lasts until the end of thread)
  4. Can turn shadow into an extra large tangible object of any shape once per thread (lasts until the end of the thread)

.

Bloodworking

Requirements: Blood Manipulation

Tags: Mage

  1. Stuff
  2. Stuff
  3. Stuff
  4. Stuff


Poison Enhancer

Requirements: Poison Manipulation

Tags: Mage

  1. Can imbue poison into a small object once per thread.
  2. Can imbue poison into a medium object once per thread
  3. Can imbue poison into a large object once per thread
  4. Can imbue poison into an extra large object once per thread


Disease Control

Requirements: Disease Manipulation

Tags: Mage

  1. Stuff
  2. Stuff
  3. Stuff
  4. Stuff


Alternate Persona

Requirements: Illusion

Tags: Informant

  1. Can change the appearance of the face.
  2. Can change the appearance of the face and torso
  3. Can change the appearance of the entire body
  4. Can change the appearance of the entire body as well as voice

.


Chameleon

Requirements: Camouflage

Tags: Informant/Scavenger

  1. Can blend quarter of body size into background
  2. Can blend half of body size into background
  3. Can blend three quarters of body into background
  4. Can blend entire body into background



Forgery

Requirements: Creation

Tags: Informant

  1. Forge a signature
  2. Forge handwriting
  3. Forge word patterns/linguistics
  4. Forge all communication


Snatch

Requirements: Stealth

Tags: Informant

  1. Attempt to kidnap a person 1 time a year.
  2. Attempt to kidnap a person 2 times a year.
  3. Attempt to kidnap a person 3 times a year.
  4. Attempt to kidnap a person 4 times a year.


Detection

Tags: Informant

  1. Can scan 1 thread per season for potential spies.
  2. Can scan 2 threads per season for potential spies.
  3. Can scan 3 threads per season for potential spies.
  4. Can scan 4 threads per season for potential spies.


Sticky Fingers

Requirements: Stealth

Tags: Informant

  1. Attempt to steal an item 1 time per season.
  2. Attempt to steal an item 2 times per season.
  3. Attempt to steal an item 3 times per season.
  4. Attempt to steal an item 4 times per season.


Rallying Cry

Requirements: Persuasion

Tags: Militant

  1. Once per thread you can rally your allies, adding +1 to their rolls.
  2. Once per thread you can rally your allies, adding +2 to their rolls.
  3. Once per thread you can rally your allies, adding +3 to their rolls.
  4. Once per thread you can rally your allies, giving them advantage on their rolls.



Shrug it Off

Tags: Militant

  1. Attempt to shrug off a quarter of damage once per thread in combat.
  2. Attempt to shrug off a quarter of damage twice per thread in combat.
  3. Attempt to shrug off half of damage taken once per thread in combat.
  4. Attempt to shrug off half of damage taken, rolled with advantage, once per thread in combat.


Fight Me!

Tags: Militant

  1. Attempt to take an enemy’s focus once per thread in combat.
  2. Attempt to take an enemy’s focus twice per thread in combat.
  3. Attempt to take up to two enemies focus twice per thread in combat.
  4. Attempt to take up to three enemies focus twice per thread in combat with advantage.


Shields

Tags: Militant

  1. Able to create a small shield to cover half a person.
  2. Able to create a medium shield to cover 1 person.
  3. Able to create a large shield to cover 3 people.
  4. Able to create an extra large shield to cover 5 people.


Field Work

Requirements: Resourcefulness OR Identify Disease/Illness

Tags: Healer

  1. Attempt to use resources in a 3ft/1m area to create a health pack.
  2. Attempt to use resources in a 16ft/5m area to create a health pack.
  3. Attempt to use resources in a 30ft/9m area to create a health pack.
  4. Attempt to use resources in a 50ft/15m area to create a health pack.


Advanced Healing

Tags: Healer

  1. Add a quarter of your HLT modifier to a healing roll (3 post cooldown.)
  2. Add half of your HLT modifier to a healing roll (3 post cooldown)
  3. Add three quarters of your HLT modifier to a healing roll (3 post cool down)
  4. Add your HLT modifier to a healing roll (3 post cooldown)


Multiheal

Tags: Healer

  1. Can attempt to minorly heal up to 2 injuries per thread.
  2. Can attempt to minorly heal up to 3 injuries per thread.
  3. Can attempt to heal up to 3 injuries per thread with HLT modifier.
  4. Can attempt to heal up to 3 injuries per thread with HLT modifier and advantage.


Surgery

Tags: Healer

  1. Can perform a small surgery per thread.
  2. Can perform a medium sized surgery per thread
  3. Can perform a large surgery per thread
  4. Can perform a large and complex surgery per thread


Augment

Requirements: Metalworking/Electrician

Tags: Mage, Healer

  1. Create and attach 1 small sized augment per thread.
  2. Create and attach 1 medium sized augment per thread.
  3. Create and attach 1 large size augment per thread.
  4. Create and attach up to 3 large size augments per thread.

Cure Wounds

Tags: Healer

  1. Can cure a palm sized wound once per thread.
  2. Can cure a small size wound once per thread.
  3. Can cure a medium size wound once per thread.
  4. Can cure a large size wound once per thread.


Bind Wounds

Tags: Healer

  1. Can bind a palm sized wound to last through the end of the thread.
  2. Can bind a small sized wound to last through the end of the thread.
  3. Can bind a medium sized wound to last through the end of the thread.
  4. Can bind a large sized wound to last through the end of the thread.


Homebrew

Requirements: Resourcefulness, Identify Diseases/Illness

Tags: Healer, Scavenger

  1. Can create a small homemade health kit once per thread.
  2. Can create a medium homemade health kit once per thread
  3. Can create a large homemade health kit once per thread.
  4. Can create up to 2 large homemade health kits, once per thread.
Create Traps

Tags: Scavenger

  1. Create a palm sized trap (3in/7.5cm)
  2. Create a small sized trap (6in/15cm)
  3. Create a medium sized trap (10in/25cm)
  4. Create a large sized trap (16in/40cm)

Area Scan

Tags: Scavenger

  1. Attempt to scan a 3ft/1m area for anything of note.
  2. Attempt to scan a 16ft/5m area for anything of note.
  3. Attempt to scan a 30ft/9m area for anything of note.
  4. Attempt to scan a 50ft/15m area for anything of note.


Communicate with Wildlife

Tags: Scavenger

  1. Attempt to compel a small fauna 1 time per thread.
  2. Attempt to compel 3 small fauna 3 times per thread.
  3. Attempt to compel 1 medium fauna 3 times per thread.
  4. Attempt to compel 1 large fauna 1 time per thread.


Create Explosions

Tags: Scavenger

  1. Create a palm sized explosion
  2. Create a small size explosion
  3. Create a medium size explosion
  4. Create a large size explosion


Lucky Find

Requirements: Lucky

Tags: Scavenger

  1. Perform a search action with 5% chance of success
  2. Perform a search action with 15% chance of success
  3. Perform a search action with 30% chance of success
  4. Perform a search action with 50% chance of success
Creation

Tags: Mage, Informant, Scavenger, Healer, Militant

  1. Able to create a mundane small sized object.
  2. Able to create a mundane medium sized object.
  3. Able to create a mundane large size object.
  4. Able to infuse magic into small to large sized objects.


Passive Abilities

Mage Informant Militant Healer Scavenger General

Fire Manipulation

Tags: Mage

  1. Palm (3in/7.5cm radius)
  2. Small (6in/15cm)
  3. Medium (10in/25cm)
  4. Large (16in/40cm)


Water Manipulation

Tags: Mage

  1. Palm (3in/7.5cm radius)
  2. Small (6in/15cm)
  3. Medium (10in/25cm)
  4. Large (16in/40cm)


Earth Manipulation

Tags: Mage

  1. Palm (3in/7.5cm radius)
  2. Small (6in/15cm)
  3. Medium (10in/25cm)
  4. Large (16in/40cm)


Wind Manipulation

Tags: Mage

  1. Palm (3in/7.5cm radius)
  2. Small (6in/15cm)
  3. Medium (10in/25cm)
  4. Large (16in/40cm)

Lightning Manipulation

Tags: Mage

  1. Palm (3in/7.5cm radius)
  2. Small (6in/15cm)
  3. Medium (10in/25cm)
  4. Large (16in/40cm)


Light Manipulation

Tags: Mage

  1. Palm (3in/7.5cm radius)
  2. Small (6in/15cm)
  3. Medium (10in/25cm)
  4. Large (16in/40cm)


Shadows Manipulation

Tags: Mage

  1. Palm (3in/7.5cm radius)
  2. Small (6in/15cm)
  3. Medium (10in/25cm)
  4. Large (16in/40cm)


Metal Manipulation

Tags: Mage

  1. Palm (3in/7.5cm radius)
  2. Small (6in/15cm)
  3. Medium (10in/25cm)
  4. Large (16in/40cm)


Wood Manipulation

Tags: Mage

  1. Palm (3in/7.5cm radius)
  2. Small (6in/15cm)
  3. Medium (10in/25cm)
  4. Large (16in/40cm)

Blood Manipulation

Tags: Mage

  1. Palm (3in/7.5cm radius)
  2. Small (6in/15cm)
  3. Medium (10in/25cm)
  4. Large (16in/40cm)


Poison Manipulation

Tags: Mage

  1. Palm (3in/7.5cm radius)
  2. Small (6in/15cm)
  3. Medium (10in/25cm)
  4. Large (16in/40cm)


Disease Manipulation

Tags: Mage

  1. Palm (3in/7.5cm radius)
  2. Small (6in/15cm)
  3. Medium (10in/25cm)
  4. Large (16in/40cm)

Stealth

Tags: Informant

  1. +1 to stealth rolls
  2. +2 to stealth rolls
  3. +3 to stealth rolls
  4. Roll with advantage on stealth rolls

Camouflage

Tags: Informant/Scavenger

  1. Attempt to camouflage once per thread with minor changes (lasts for 1 post)
  2. Attempt to camouflage twice per thread with minor changes (lasts for 2 posts)
  3. Attempt to camouflage once per thread with major changes (lasts for 2 posts).
  4. Attempt to camouflage once per thread with major changes (lasts entire thread or until stopped).


Correspondence

Tags: Informant

  1. Can attempt once per season to intercept minor correspondence.
  2. Can attempt twice per season to intercept minor correspondence.
  3. Can attempt twice per season to intercept major correspondence.
  4. Can attempt once per season to intercept major plot changing correspondence.

Evasive Maneuvers

Tags: Informant/Militant

  1. +1 to evading rolls
  2. +2 to evading rolls
  3. +3 to evading rolls
  4. Roll with advantage on evading rolls
Melee Weapon Proficiency

Tags: Militant

  1. +1 to melee weapon rolls
  2. +2 to melee weapon rolls
  3. +3 to melee weapon rolls
  4. Roll with advantage on melee weapon rolls

Ranged Weapon Proficiency

Tags: Militant

  1. +1 to ranged weapon rolls
  2. +2 to ranged weapon rolls
  3. +3 to ranged weapon rolls
  4. Roll with advantage on ranged weapon rolls


Dual Wield

Tags: Militant

  1. Able to dual wield different weapons twice per thread with a +1 to PRO modifier in combat.
  2. Able to dual wield different weapons three times per thread with a +2 to PRO modifier in combat.
  3. Able to dual wield different weapons every post per thread with a +3 PRO modifier in combat.
  4. Able to dual wield different weapons every post per thread, rolled with advantage in combat.


Crit Chance

Tags: Militant

  1. +1 to critical chance rolls
  2. +2 to critical chance rolls
  3. +3 to critical chance rolls
  4. Once per thread, re-roll a critical fail
Practical Application

Tags: Healer

  1. Passively heal a quarter of your HLT modifier every 3 posts in combat.
  2. Passively heal a quarter of your HLT modifier every 2 posts in combat
  3. Passively heal half of your HLT modifier every 2 posts in combat.
  4. Passively heal half of your HLT modifier every post in combat.


Back to Consciousness

Tags: Healer

  1. Bring a character back to consciousness by 1HP.
  2. Bring a character back to consciousness by 5% HP
  3. Bring a character back to consciousness by 10% HP
  4. Bring a character back to consciousness by 20% HP


Medical Advantage

Tags: Healer

  1. +1 to all healing rolls
  2. +2 to all healing rolls
  3. +3 to all healing rolls
  4. Roll with advantage on all healing rolls


Identify Diseases/Illness

Tags: Healer

  1. Identify 1 minor disease per thread.
  2. Identify up to 2 minor diseases per thread.
  3. Identify 1 major disease per thread.
  4. Identify up to 2 major diseases per thread.
Sixth Sense

Tags: Scavenger

  1. Search for nearby traps in a 3ft/1m area.
  2. Search for nearby traps in a 16ft/5m area.
  3. Search for nearby traps in a 30ft/9m area.
  4. Search for nearby traps in a 50ft/15m


Metal Detection

Tags: Scavenger

  1. Search a 3ft/1m area for metal objects
  2. Search a 16ft/5m area for metal objects
  3. Search for a 30ft/9m area for metal objects.
  4. Search for a 50ft/15m area for metal objects.


Creature Detection/Tracking

Tags: Scavenger

  1. Attempt to detect/track a creature in a 3ft/1m area.
  2. Attempt to detect/track a creature in a 16ft/5m area.
  3. Attempt to detect/track a creature in a 30ft/9m area.
  4. Attempt to detect/track a creature in a 50ft/15m area.


Poison Immunity

Tags: Scavenger

  1. Partial immunity to minor poisons.
  2. Half immunity to minor poisons
  3. Half immunity to major poisons.
  4. Full immunity to all poisons.


Lucky

Tags: Scavenger

  1. +1 to FOR based rolls
  2. +2 to FOR based rolls
  3. +3 to FOR based rolls
  4. Advantage on FOR based rolls.
Persuasion

Tags: Mage, Informant, Scavenger, Healer, Militant



Resourcefulness

Tags: Mage, Informant, Scavenger, Healer, Militant



Creature Bonding

Tags: Mage, Informant, Scavenger, Healer, Militant

  1. Able to create a connection with a companion creature.
  2. Able to create a stronger connection with a companion creature.
  3. Able to bond to a companion creature.
  4. Able to speak to your bonded companion.


Illusion

Tags: Mage, Informant, Scavenger, Healer, Militant

  1. Palm (3in/7.5cm)
  2. Small (6in/15cm)
  3. Medium (10in/25cm)
  4. Large (16in/40cm)