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| {{#simple-tooltip: Sihndar| Minor Demons and Summoned Creatures created by Abilities or Magic cannot enter this region. Additionally, Cahal and Vampires cannot use any of their Abilities or Specials gained from the Affliction within it. (Their Disguises/Glamour will not fade, however.) The Sihndar must be present at the Estate for this Ability to function.}}-{{#simple-tooltip: Afflicted| The user may apply Affliction aesthetics to this Ability, for example if the user is Vampiric, they may manifest wings or move as a cloud of blood, and if they are a Cahal they may move as a cloud of blue energy or a swarm of plant matter and animals.}}-{{#simple-tooltip: Draconic Custodian| Anyone that enters this building or region that has any type of Void or Exist based Affliction or Abilities (Magic for example), experiences the interior of this region as intensely bright, uncomfortable, suffocating, and intolerable, and will want to leave as quickly as possible. This cannot be used to reason that a person is an Aberrant if they are hiding their identity just because someone wants to leave. The user can also turn this effect off at will. }} | | {{#simple-tooltip: Sihndar| Minor Demons and Summoned Creatures created by Abilities or Magic cannot enter this region. Additionally, Cahal and Vampires cannot use any of their Abilities or Specials gained from the Affliction within it. (Their Disguises/Glamour will not fade, however.) The Sihndar must be present at the Estate for this Ability to function.}}-{{#simple-tooltip: Afflicted| The user may apply Affliction aesthetics to this Ability, for example if the user is Vampiric, they may manifest wings or move as a cloud of blood, and if they are a Cahal they may move as a cloud of blue energy or a swarm of plant matter and animals.}}-{{#simple-tooltip: Draconic Custodian| Anyone that enters this building or region that has any type of Void or Exist based Affliction or Abilities (Magic for example), experiences the interior of this region as intensely bright, uncomfortable, suffocating, and intolerable, and will want to leave as quickly as possible. This cannot be used to reason that a person is an Aberrant if they are hiding their identity just because someone wants to leave. The user can also turn this effect off at will. }} | ||
|- | |- | ||
| | | Invasion Immune | ||
| Constant Passive | | Constant Passive | ||
| | | {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | ||
| | | The user is Immune to any type of Invasion or Control that would cause some other entity to invade their body or mind, and control it. This also applies to Ordial Shades, Void and Exist Demons, but not Greater Demons or Event Entities. Additionally, the user will also know that they were just invaded, but they cannot forcibly expel the invader if they do not want to leave. Finally, they can choose to let the invader take control, but can take control back anytime. | ||
| | | {{#simple-tooltip: Teledden Modifier | Teledden have such Invasion Immunity that they can imprison an invader in their body against their will, or expell them against their will. Inside a Teledden's body, an invader becomes a powerless passenger who can only act when the Teledden lets them.}} | ||
|- | |- | ||
| | | Knockdown Immune | ||
| Constant Passive | | Constant Passive | ||
| | | {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | ||
| | | The user is immune to any Ability or Mundane Technique that would cause them to be knocked over. Damage is still applied, but the Character is never Knocked over or Knocked down. | ||
| | | N/A | ||
|- | |||
| Lightning Immune | |||
| Constant Passive | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| The user is immune to any damaging properties of lightning and static electricity whether that is from a Mundane Technique, Ability or Environment. The user is never struck by lightning and is never harmed by electric discharge. This does not apply to optional lightning aesthetics being applied to Magic Abilities or other than the Storm Magic Pack, but it does make them immune to Storm Magic Pack’s Ability. The user can conduct electricity from one point to another without harm. | |||
| N/A | |||
|- | |||
| Limb Recovery | |||
| Constant Passive | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| The user has extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 48 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal. | |||
|{{#simple-tooltip:Urlan|Urlan Modifier: Urlan need to consume meat before their lost limbs can regrow. They do not simply regrow on their own.}}-{{#simple-tooltip: Death Magic| The user's healing is delayed: all smaller cuts and gashes close in 30 minutes, and they take a week to regenerate any lost limbs or body parts. Additionally, they can die from severe wounds. All restored body parts and remaining scars can be restored with Ordial-themed materials like dark metal, bone, spectral green veins, etc.}} | |||
|- | |||
| Mindtap Immune | |||
| Constant Passive | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| The user is immune to any Specials or Abilities that would alter, erase or add memories. This includes even Passives or Abilities that only trigger on certain conditions, like Lesarra face-remembering. | |||
| N/A | |||
|- | |||
| Omniaware | |||
| Constant Passive | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| The user cannot be taken by surprise from any direction, even if they cannot see the direction from which an attack or Ability is coming from. While this is a constant effect, once per day the user can also use this Omniawareness to guarantee a dodge or counter attack. This does not work on Mundane Techniques or Abilities. | |||
| {{#simple-tooltip: Sensor Magic Modifier | The user is able to detect incoming attacks or surprises with magical scanning or echolocation.}} | |||
|- | |||
| Primed Defense | |||
| Constant Passive | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| Once every 24 hours, the user is immune to the first mundane (non Ability and non Mundane Technique) attack emote used on them, allowing them to inexplicably avoid it. | |||
| {{#simple-tooltip: Slizzar| While doing so, the Character’s body slithers to avoid the incoming attack like that of a snake, even if they are not one. }} | |||
|- | |||
| Slizzar Immune | |||
| Constant Passive | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| The user is immune to any Slizzar Racial Abilities, Slizzar Specials, or Slither Magic classified Spells. This effect can be turned off if the user wants to. | |||
| {{#simple-tooltip: Slizzar Immune | The user is immune to any Slizzar Racial Abilities, Slizzar Specials, or Slither Magic classified Spells. This effect can be turned off if the user wants to.}} | |||
|- | |||
| Subjugation Immune | |||
| Constant Passive | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| The user is immune to any Specials that would involve establishing mind control or command control over them. | |||
| N/A | |||
|- | |||
| Weapon Bonding | |||
| Constant Passive | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| The user can choose a singular weapon that they own, and bind it to themselves. This weapon can be from the following categories: Melee Weapon Point Buy (Excluding Unarmed & Improvised), Ranged Weapon Point Buy, or Firearms Point Buy(Excluding Puretek). This weapon cannot be summoned/unsummoned or affected by other Abilities, and must remain on the user at all times (unless this would result in execution.) Additionally, it cannot be destroyed or degraded, and if they are disarmed of it they can instantly return it to their hands. | |||
| {{#simple-tooltip: Geist Weapon| The Geist must select 1 weapon, record it on their Character Application, and cannot change it. The Geist can impart a variety of Ordial aesthetics onto it like glowing Deathspeech runes, light, non-functional shapes and attachments, all to ensure it is uniquely visible as a Geist weapon. It can aesthetically float around on its own around the Geist, but this has no Combat/Functional benefits.}} | |||
|- | |- | ||
|} | |} |
Revision as of 20:47, 12 June 2022
A list of all Abilities. See this page for what their Types mean.
Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. Aesthetics are fairly free to determine unless otherwise specified. For example, if an Ability states that it has only a limited number of Aesthetics mentioned by name, options are limited. If however no specific aesthetics are mentioned, or they are left open-ended, then player has complete freedom. Minor, non combat, non functional or useable aesthetic additions to abilities are also fine: as long as they do nothing but look cool or fun. When Emoting an Ability, the Emote should always start with the exact Ability name, only then followed by an aesthetic description to the player for what it looks like. Aesthetic descriptions may also be ignored altogether, and a Player may simply Emote "Bob uses Dark Curse on Harry, giving him a Target Curse". If the player asks for an explanation of the Ability, you may give it, or redirect them to this page. It is important to note that Modifiers for Abilities will change depending on where the Ability is sourced from (say, an Ability gained from Vampirism might have a different modifier than an ability gained from Undead-ism). Modifiers are never optional, and must always be applied, but on this page there are multiple modifiers for multiple ability sources. Only one of those Modifiers will apply, depending on where the Ability is gained from (such as magic, or an affliction.)
Please note, as well, that Artifact Abilities are not listed here, as they are unique to the Artifact itself.
Constant Passives
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Afflicted Immune | Constant Passive | Self | The user cannot be targeted (or affected) by any Specials, or Abilities, from Vampire or Cahal Kits. This includes anything from the Afflicted Point Buy Packs, or any Magic Point Buy the Afflicted has bought with their commutable point buy points. The only exception to this is any Disguise/Glamour Specials/Abilities, which the user cannot see through. | N/A |
Altered Power | Constant Passive | Self | If the user has 2 or less Magic Spell Packs bought from Point-Buy, these Spells become a dimension clarified in the modifier, instead of Void or Exist. Having 3 or more Magic Spells defaults all of them to Void or Exist. This still makes the user an Occult, however they will be Occult of the dimension specified in the Modifier. | Eronidas-Slizzar-Sihai-Songaskian |
Asha Speed | Constant Passive | Self | The Character is permanently as fast as an Asha. This means they can outrun any other Race, unless they also have “As fast as an Asha” as part of their Abilities or Mechanics. Asha speed confers no benefits in combat, it is only for escaping/running fast to a point. | N/A |
Control Immune | Constant Passive | Self | The user is immune to any Control Abilities that would be applied to them. They can however choose to permit the Control Ability to work if they are aware it is being used on them beforehand and want the effect to apply. | Dwarf |
Eternal Durability | Constant Passive | Self | The user is immune to any damage inflicted with the Unarmed Pack in Melee Weapon Point Buy. Additionally, any Mundane Techniques in Defensive Point Buy do not require a Shield to use, instead allowing the body of the user to be used. If these Techniques require the user to immobilize themselves, or hold a shield up, etc, the user cannot engage in other actions at the same time and must hold their arms/body up to block it. If this is done, these Mundane Techniques still hurt them. | N/A |
Eyes of the Hunt | Constant Passive | Self | The user has night vision, allowing them to see fine during the night, as if it was day. Additionally, the user is also immune to any Mundane based Darkness or Blindness (such as blindfolds or masks) but not Ability based Darkness or Blindness. | Kathar |
Flame Immune | Constant Passive | Self | The user is immune to any damaging properties of fire whether that is from a Mundane Technique, Ability, or Environment. The user can simply walk through fire without it burning them, though they can still be harmed by magma. This does not apply to optional fire aesthetics being applied to Magic Abilities other than Fire Magic Pack, but it make them Immune to Fire Magic Pack’s Ability. | N/A |
Frost Immune | Constant Passive | Self | The user is immune to any damaging properties of frost, cold, or ice, whether that is from a Mundane Technique, Ability, or Environment. The user can simply wade through a blizzard or freezing water without it hurting them, and their visibility is not reduced in a snow flurry. This does not apply to optional ice aesthetics being applied to Magic Abilities other than Ice Magic Pack, but it does make them Immune to Ice Magic Pack’s Ability. The user also does not feel temperatures when they are cold. | N/A |
Home Advantage | Constant Passive | Region | While within their own Rental Region or a Noble Estate / Clandestine Base that they are a member of, the user gains +1 Constitution while inside the Building. Additionally, any /dice roll they perform inside the building may be done a second time to re-try. | Sihndar-Afflicted-Draconic Custodian |
Invasion Immune | Constant Passive | Self | The user is Immune to any type of Invasion or Control that would cause some other entity to invade their body or mind, and control it. This also applies to Ordial Shades, Void and Exist Demons, but not Greater Demons or Event Entities. Additionally, the user will also know that they were just invaded, but they cannot forcibly expel the invader if they do not want to leave. Finally, they can choose to let the invader take control, but can take control back anytime. | Teledden Modifier |
Knockdown Immune | Constant Passive | Self | The user is immune to any Ability or Mundane Technique that would cause them to be knocked over. Damage is still applied, but the Character is never Knocked over or Knocked down. | N/A |
Lightning Immune | Constant Passive | Self | The user is immune to any damaging properties of lightning and static electricity whether that is from a Mundane Technique, Ability or Environment. The user is never struck by lightning and is never harmed by electric discharge. This does not apply to optional lightning aesthetics being applied to Magic Abilities or other than the Storm Magic Pack, but it does make them immune to Storm Magic Pack’s Ability. The user can conduct electricity from one point to another without harm. | N/A |
Limb Recovery | Constant Passive | Self | The user has extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 48 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal. | Urlan-Death Magic |
Mindtap Immune | Constant Passive | Self | The user is immune to any Specials or Abilities that would alter, erase or add memories. This includes even Passives or Abilities that only trigger on certain conditions, like Lesarra face-remembering. | N/A |
Omniaware | Constant Passive | Self | The user cannot be taken by surprise from any direction, even if they cannot see the direction from which an attack or Ability is coming from. While this is a constant effect, once per day the user can also use this Omniawareness to guarantee a dodge or counter attack. This does not work on Mundane Techniques or Abilities. | Sensor Magic Modifier |
Primed Defense | Constant Passive | Self | Once every 24 hours, the user is immune to the first mundane (non Ability and non Mundane Technique) attack emote used on them, allowing them to inexplicably avoid it. | Slizzar |
Slizzar Immune | Constant Passive | Self | The user is immune to any Slizzar Racial Abilities, Slizzar Specials, or Slither Magic classified Spells. This effect can be turned off if the user wants to. | Slizzar Immune |
Subjugation Immune | Constant Passive | Self | The user is immune to any Specials that would involve establishing mind control or command control over them. | N/A |
Weapon Bonding | Constant Passive | Self | The user can choose a singular weapon that they own, and bind it to themselves. This weapon can be from the following categories: Melee Weapon Point Buy (Excluding Unarmed & Improvised), Ranged Weapon Point Buy, or Firearms Point Buy(Excluding Puretek). This weapon cannot be summoned/unsummoned or affected by other Abilities, and must remain on the user at all times (unless this would result in execution.) Additionally, it cannot be destroyed or degraded, and if they are disarmed of it they can instantly return it to their hands. | Geist Weapon |
| Body Claws
| Morph Power
|Self
| When fighting with Unarmed, the user gains +2 Strength Proficiency (that cannot be spent on Point Buy) for as long as they use Unarmed. The moment they use a weapon or stop fighting, this effect is removed.
|Asha- Kathar
|-
Toggle Passives
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|