A Character ability is an advanced skill that does not level up like normal skills. Instead, it is a granted innate or studied ability that the character possesses and can utilize. Some characters may not even realize they are using a specific ability, while others will have trained to utilize them. Ability can be beneficial or troublesome additions to a character’s abilities. Each Ability a character has costs 1 Skill Point.
It costs 1 Skill Point for a unique, no leveling ability.
Some characters will possess this unique ability, many who don’t even realize they even possess it, but it does influence them in their daily lives, primarily with how others feel around and perceive them. The Aura is a natural, passive ability that grants the individual a particular boon or bane. What this is depends on the individual, and sometimes an individual is born with a particular Aura. Auras cannot be unlearned or removed once applied.
Gloom – This unfortunate individual has been affected by the gloom aura, which instills a subtle to possibly strong sense of negativity in the indiviual. No matter where they go, or what they do, they emit a feeling of sadness to depression. Those who are around a person with the gloom aura will feel their own emotions begin to falter, slip into the negative more often, and find that it is hard to remain optimistic when around this individual. They seem to syphon away positive feelings, and it can be a draining feeling. Some who have particularly strong gloom auras have been said to be cursed individuals, and have been shunned from families, even villages, given the negativity their presence instills.
Repulse Evil Spirits – An individual with this Aura is particularly resistant to the influence of evil spirits, and also forces evil spirits to retreat from their vicinity. While beneficial in many ways this Aura also has a side effect, and that is people can often feel a little uneasy near an individual with this aura. Like there is something odd about them that cannot be explained.
Serenity- These individuals have a calming presence, they instill a sense of ease and emit a sort of warmth or comfort to others souls. While this effect isn’t all encompassing or even particularly influential in most cases, it does have its subtle effects on those who befriend, travel with, or are around this individual for extended periods of time. People are drawn to this feeling, even if the individual who possesses it is cool, aloof, or unfriendly. *Celestials are all gifted with the Serenity aura.
Magnetism – People are naturally drawn to them, and this doesn’t have to do with their physical appearance. They are individuals that possess a known or unknown level of charisma that attracts people in a general sense. They are desirable (not necessarily sexually), a curiosity, an unexplainable attraction. Many famous leaders possessed Magnetism, that drew people to their service. Some discover their magnetism and utilize it to their advantage, others are oblivious and don’t understand what others see in them.
To this day the union between the Beastmaster and animal spirit is incomprehensible. Beastmasters show no sign of the ability to use magite that many would imagine is required to perform this, but still are somehow are capable of doing so. The only clue to the source of this mystifying ability is the totems that a Beastmaster carries on them at all times.
Each Beastmaster is able to hold a link with up to a total of three animal spirits, one Skill Point for each spirit. Each spirit will give to the Beastmaster a totem made of wood, stone, or bone that resembles the animal they are linked with. With these totems the Beastmaster may call forth the animal spirit and temporarily combine the spirit within their self. By doing so they are granted several physical attributes of that animal, and his or her body alters into a strange combination of man and the chosen beast. A Beastmaster may only combine with one of their animal spirits at a time. Should a totem be destroyed or lost, a Beastmaster will lose their connection to their animal spirit for a week, and then they will be granted a new totem. Loose three totems, the animal spirit will abandon the Beastmaster.
A person with the companion ability has a natural affinity to intelligent animals, and as such is capable of training an animal as their familiar. Such animals can include bears, dogs, large cats, wolves, and birds. However, this excludes large reptiles, exceedingly large animals and birds.
These animals are not mere pets to the person, they are an important ally that can benefit the ability holder in varied ways. Many times these animal companions are almost a character themselves. Versatile animals that can handle travel in varied climates and conditions are always favored.
Those who have the companion ability are also better apt at handling animals in general, and have an ability to calm most common animals, such as cats, dogs, and horses.
This ability only allows one animal companion at a time, but Skill Points can be allocated up to three times on the companion ability, to allow for three animal companions at once.
Of all the individuals, they are the only ones who can actually speak with spirits – either that of nature, spirits in another plane, or those of the dead. Rarely the spirits will show themselves to the individual, and speak to them. However, most times the person with this ability has to call upon the spirits in order to commune with them. This is done through the use of a ritual. The ritual takes five minutes to perform and incites nearby spirits to manifest before the individual. Only they can see and hear these spirits, but others may feel the influence of a spiritual presence nearby, by an increase or decrease in temperature, a positive or negative feeling, goose bumps, headache, a foul or pleasant smell, etc.
Spirits that appear before an individual with this ability are always bewildered and seem to rant on about nonsense. They are incapable of going into great detail in what they speak, almost instantly forgetting anything the individual happened to say to them only moments before, and often speak in puzzles. Because of this is usually difficult to obtain much if any useful information. There are times, however, when a spirit just happens to give a small piece of pertinent information that the individual with the commune ability requires.
This ability allows the user to utilize two one-handed weapons in combat, both of an equal or relatively similar size. This includes: one-hand straight swords, one-hand curved swords , axe-like swords, hook swords, pickaxes, one-hand axes, one-hand hammers, one-hand clubs, and whips . They are specialized in the secondary weapon’s use in combination with the first for attacking, parrying, and defense. Using a second weapon is not difficult for them, it becomes a fluid, seamless part of their skill style. **Note: The Dual Wield ability is not required for fist weapons and small blades.
(Warriors, Paladins, and Clerics have this ability by default) Heavy armor is armor crafted primarily from stone or metals, such as iron, steel, platinum, etc, that are particularly cumbersome and burdening to an inexperienced user. Not all people are capable of wearing heavy armor, and for those who need to specialize in its use they can. This includes all plate armor, partial plate or full.
This ability allows the user to utilize weapons that are considered larger than the average weapon, are cumbersome, and typically require two hands to wield. This includes: two-hand swords, two-hand axes, two-hand hammers, two-hand clubs and pole arms. These individuals have trained in the use of heavy weaponry and can handle the weapon’s weight and utilize it efficiently with little to no problems.
These individuals are expert riders trained in mounted combat, whether this be on a horse or any other large beast, with or without a saddle. All other mounted fighters look clumsy next to an individual with this ability, for their attacks are just as precise and deadly as if they were fighting on their own two feet.
This ability allows the user to utilize their life force in unique ways. They are able to tap into it and power their muscle and skeletal structures. This makes them stronger, capable of withstanding and delivering greater force. In order to utilize Qi the user has to sit or stand in a particular manner and calm their minds, focusing on their inner energy and their bodies, and then let the energy flow through them. Those who overuse their Qi can suffer magi drain or magi burn.
It is said that people with the rage ability are somehow linked to the Gods Gohaog and Undine, being born under the blood moon, the favored days to worship both God and Goddess. The blood moons occur only a few times a year, particularly late in the year, between Harvestreap and Icedawn.
This rage ability is attributed to the strong life force of the individual, which they can tap into and channel in a manner to increase their physical strength, agility and vitality. During their episode they will also feel less pain, or no pain at all. This rage is typically released from the individual in a fierce battle cry or shout. While in rage they gain a boost in physical prowess, however, the stronger the rage grows the more it siphons their mental control. This leaves them with linear thought patterns, which reduces their ability to reason and make decisive actions. Because of this the individual has absolutely no defense during this time. They become full out attacking machines.
The rage’s duration is rather unpredictable, sometimes lasting for a mere few seconds, and other times it’ll last longer, up to a maximum of five minutes. This rage technique cannot be perfected given the volatility of raw life energy, so its duration will always be unpredictable. The after effects of tapping into this rage, however, leaves the individual tired or exhausted and experience many of the symptoms that a magus experiences with magi-drain. They would have to rest at least a full day before using the rage again, or risk killing themselves in a burn-out.
Those who have the rage ability are not cursed nor do they increase in physical size. Control over the rage ability is limited depending on the character’s experience. Young individuals will find they have no or little control over their rage, whereas someone who’s had years of experience with it could control it to a degree. In any instance an individual in rage mode is extremely dangerous, enemy or no.
The rage, to start, is only accessible when there is a motivating/forcing factor stemming from emotion, anger being the strongest and most frequent trigger. With time and experience a person can learn to use the rage when they chose. However, they can’t ever overcome the negative effects that the rage induces.
These individuals are specialized in the shield ability, and can utilize Medium to Heavy shields in combat. Not only are they capable of using these items for defense against attack, projectiles, and magical blasts, but they are also skilled in using them as an extra weapon type, either for bludgeon, piercing, or slashing damage.
(Wizard only, Requires 1 Skill Level in any elemental type Magite) A summoner is an individual who specializes in the ritual binding of elemental beings from other planes of existence. These creatures are called Einhydal. While any person with magite or ritual magics can summon an Einhydal, for a price, the summoner takes this process a step further and binds the Einhydal to them as a sort of familiar. This individual can then call upon their bonded Einhydal as often as they like, so long as they have the magical energy to do so and meet their Einhydal’s contract requirements.
A summoner’s Einhydal is limited in their strength and abilities, though, based on their summoner’s skill level in their element. The higher their skill level the stronger their einhydal will become.
The Summoner ability costs 1 Skill Point and grants the magus one bond with an einhydal. A summoner can spend up to four skill points to have a maximum of four bound einhydal.
There is much more for one to know about Einhydal in order to be a summoner. Refer to the Magic section for more information about summoning these creatures, the summoning ritual, the Einhydal contract price, and more.
On both worlds, there are some students of magic who show great potential and yet, for unknown reasons, they cannot produce successful spells. No matter how hard these magi train or practice, their spells always seem to go awry. These poor magi are called Wilders. Only a few people understand the true nature of Wilders and most, including some other magi, consider them to be a nuisance because they never appear to grasp the basic concepts of spell casting. Such analysis, however, is false. Wilders can manipulate and convert energy to cast spells, but certain attributes of their life energy conflict with the magite stone during the conversion process, creating an unstable form of mana that is nearly impossible to shape into a spell. The result is a spell gone wrong.
The spells Wilders cast are always random. Once in a while a spell will come out as it was intended, but the majority of spells a Wilder casts turn out completely different from what was intended or expected. Thankfully, in most cases, the results are typically small, although on occasion a spell may actually produce something grand, but also dangerous and deadly.