Costs:

Rank I Skills - 5 XP

Rank II Skills - 10 XP

Rank III Skills - 15 XP

Rank I Abilities - 5 XP

Rank II Abilities - 5 XP

Rank III Abilities - 5 XP

Order of Ability Purchases:

Already Owned

Purchase First

Purchase Second

Purchase Third

                                                   R3                               R3     R3

                     R2                     R2     R2                     R2     R2     R2

R1        R1     R1        R1     R1     R1        R1     R1     R1     R1

Novel Talents

 

 

With the implementation of a soft player cap of 300 XP, we wanted a way to expand a character's repetoire in a way that feels unique to the character. This is where Novel Talents comes in. First, the mechanics:

 

Every 100 XP spent on non-novel talents allows you to create one Novel talent. 

  • The first novel talent will cost 20 XP and will be approximately equivalent in strength to a Rank 1 talent.
  • The second novel talent will cost 25 XP and will be approximately equivalent in strength to a Rank 2 talent.
  • The third novel talent will cost 30 XP and will be approximately equivalent in strength to a Rank 3 talent. 

 

Ok so what are they? Well that's up to you! This is meant to be collaborative with the GM's so you can come up with skills or abilities that uniquely suit your character in a way nothing else can. This could be one skill like thing you keep building upon, or 3 different things, skill, ability, could be based on your class, kin, a modifier, a vibe, truly anything! The goal isn't to make something overpowered, just unique. 
So the fun part for us.

 

 

 

Examples from our Guild Masters:

 

Cleric:( ゚ Д゚)/

  • Slippery Meta-goblin: Can move up to 10 feet in a metamorph within the same object/the ground
  • You called?: Can hear his name (or any mispronunciation of his name) within a 20-mile radius.
  • Limb regrowth potion: Can create a potion that can cause a person to regrow a limb given the right, very rare materials.

 

Paladin: Emric

  • Restoring Ward: When he uses a talent he may consume additional talent uses per ward holder to give those with the ward a free use of a Rank 1 or Rankless talent they have a purchase of.
  • Extra Ward: Gain 1 additional protective ward to hand out.
  • Dr. Munchiologist: While he has food in hand and is actively chewing, DR damage goes to a minimum of 0 rather than 1.

 

Soothsayer: Hieesha

  • Can spend 1,000 MC points to produce a Restoration Tome and teach a Soothsayer to use it
    • Restoration Tome: Can focus for 10 seconds to refresh all R1 and rankless abilities other than mending. This can only be done in combat. Each additional refresh takes 10 more seconds of focus than the previous one. Resets to 10 seconds at the end of the quest
  • Can spend 1,000 MC points to produce a Mending Tome and teach a Soothsayer to use it
    • Mending Tome: The player can focus for 10-seconds and mend 4 immediately after the focus. The player can move while focusing, and this can only be used in combat
  • Can spend 1,000 MC points to produce a Healing Tome and teach a Soothsayer to use it
    • Healing Tome: The player may use 2 Mending points to heal 1 HP.

 

Warrior: Sebastian

  • While using his masterwork smithing he is able to utilize his two maces and can do the following with them:

    • Ranged: Sets his mace down on the ground and makes all of his attacks ranged, must wait 5 seconds between each attack. This will last as long as it's in the ground. 

    • Switch Dex: Is able to change the dex type of his weapon, making it either a short sword, knife long sword etc.

  • Material cartridges: he has 4 cartridges of a metal material. He is able to manipulate and utilize them for combat through his weapons.  He can bring all of them on a quest but can only use 1 at a time, and uses drain the cartridge. 
    • Shotgun: does 3 damage in a 5 foot cone. 
    • Metal binds: Can shoot and attach to a target pinning them for 5 seconds. 
    • Slick surface: oozes out liquid that acts as ice in a 5’ aoe around the player, targets are not able to walk on the area. Lasts 10 seconds. The player is able to walk on the area.
    • Shield: can produce a 5 by 5 shield in front of the player, non movable. Lasts 20 seconds or until it breaks,  breaks at 8.

 

Champion: Bane

  • Battlefield redolant: Can smell allies or enemies within an encounter even if hidden.
  • Can smell allies blood from anywhere within the region.
  • If an ally within the encounter falls, bane can dash to them and take the hit that would have dropped them.

 

Berserker: The troll

  • Big stick: Any object he can grab can be wielded as a weapon that has a swing of 3, break of 8, and weight of 3.
  • Brutal swing - Lug: Can grab anyone within a 5 foot cone, restrain, move for 5 feet with, and/or throw them 5 feet.
  • Very Heavy Fighter: An extension of the heavy fighter title - All Displacement become a stumble.

 

Rogue: Nebulous

  • Indefinite Disguise: Can’t be removed without a full 30 second search. 
  • Multifarious: Can disguise as different classes and get watered down versions of class abilities:
    • Cleric: 10 second stabilize
    • Ranger: has tracking while disguised
    • Noble: Get way past security checkpoints or blend in in fancy places
    • Spellbinder: Void scholar
    • Wizard: Arcane scholar
    • Warrior: Gains a warriors intimidation
  • Instinct: Can taste and determine any poison without being affected. Can delay and poison done to him in battle until the end of the encounter

 

Thief: Garretanus

  • Treasure Vision: His left eye can sense and identify riches.
  • Acrobat: Can perform acrobatics without a surface.
  • Specific bag of tricks: As long as its a mundane item, he has what he needs in the situation once an encounter; consumes a use of Bag of Tricks.

 

Assassin: *A soft spoken individual*.

  • Phantasmal Blade: Marks any enemy hit with a weapon, can use ghostblade through this mark. Must consume a ghost blade of the same rank for each mark used on activation. Max of 4 marks.
  • Light touch: Without drawing attention can apply marks without a weapon, can apply marks to objects.
  • Phantasmal Aura: Can use Assassinate R3 through marks.

 

Lords: Sinerex

  • Using languages, can produce body language that strongly implies a feeling or complex position--even amongst other studied nobles. 
  • Can spend 2 mercantile stewards to have a neuro conversation almost immediately.
  • Can use Erudite R3 to not only gather information but also come up with the statistically best solution for a given situation.

 

Knights: Aegus

  • Can have one extra person in his team.
  • After a 5 second focus after the previous person joining, he can change his team mid fight from a predetermined pool of 20 people.
  • OPE: After giving a speech he can then use an ability. This ability will then affect everyone who listened to the speech rather than just his team.

 

Ranger: Fynn 

  • Unfazable: Can ignore any source of fear or intimidation.
  • Vibe check: Can use a talent as a reaction to someone starting combat undoing the action that started combat as though it never happened. Additionally, he can sense if someone in a room has aggressive intentions.
  • Happy Camper: OPEn, can ignore any R1 or rankless environmental effects. Can carry 12 custom arrows, and switch out/make 6 of them during a quest. Has additional arrow types.

 

Marksman: Lythric

  • Dark Concealment: Can hide any person or object in their shadow for up to an encounter. Grants 1 use of Darkness; using the ability consumes a use of Darkness.
  • When disappearing into a shadow with darkness, can come out of a different shadow within the same encounter. This movement won’t break artillerist. Grants 1 use of Darkness; using the ability consumes a use of Darkness.
  • Shooting through a shadow allows sniper to hit anyone he knows the exact location of in the encounter or someone in his sight at any distance. Grants 1 use of Darkness; using the ability consumes a use of Darkness.

 

Stalker: Ygnaru

  • Prepared Hunter: If the target is a creature and he knows he will be hunting it, he can take a roleplay action before leaving to prepare an arrow, that if it hits the target to begin combat, that arrow will deal double damage.
  • Shaman’s Blessing: Can bless a group of hunters (targets) before a hunt (quest) to automatically succeed each target’s first RPS of the quest.
  • Adaptability (Heavy forest):
    • When activating the invisibility from partial cover adaptability can re-appear behind any other tree in the encounter.
    • Every first attack on a new target is piercing damage
    • +1 Agile damage.
    • First use of a talent doesn't use up the talent.

 

Spellbinder: Cestiel

  • Divine Guidance: Can weave divine energy into scrolls at an added cost
  • Unstoppable Flight: Can keep flying as long as he doesn’t attack
  • War Runist: Can etch runes onto any surface in combat with a 5 second focus. The runes must be divine and focused on protection.

 

Harbinger: Salem

  • Blood poisons: Can inject himself with a poison to then use that poison through a void walk at any point in the encounter. Can stack up to 3 poisons in his body.
  • Keeping tabs: Can leave a semi-permanent arcane mark on a spellbinder. Must use a specific scroll to activate it.
  • Witch hunt: Time spent in lower Kor’bah has infused his skin with void. Passively ignores almost all ambient magic. OPEn, In combat can ignore magic without consuming a void for 15 seconds but cannot deal damage during that time.

 

Sentinel: Tridarius

  • Overflow: Every two void ability uses he builds up void energy that can be given to people to refresh 1 void. This can stack. Can also spend 1 health to refresh a void. This health can’t be restored until he rests.
  • Overflow: Can shake himself to give allies in 10ft an additive magic DR 1, can be used in conjunction with other shaken abilities 
  • True Connection: Can bring himself and one other person into the void for 30 seconds but he is shaken. Can spend 1 health to extend it by another 30 seconds.

 

Hydromancer: Rillet

  • Tower Machinist: Can operate the Wizard’s Tower.
  • Magical Animal Scroll Crafting: Manananggal.
    • Can spend 70 MC points to craft and can use the Manananggal transformation scroll.
    • Description: A disturbing looking creature, consisting of four hooved legs connected to a beast's trunk, atop which sits a humanoid torso and head with an exposed brain split in two that can open like a clam, a single eye nested within. It has two large leathery wings where the arms would be on the torso. Usually used for recon or aerial combat.
    • Stats: HP: 10, Swing: 0. Can use all Hydromancy spells while transformed. Split: the torso can detach from the trunk and fly away. The trunk can move independently and must remain within a mile of the torso. If the torso is destroyed while split, it will regenerate after a 1 minute focus on the trunk.
  • Terror Eye: can expose the eye in the casters head to cause all targets to become afraid while in line of sight. Once during combat, can use a mass hysteria on all targets within line of sight causing them to frenzy for 10 seconds then be knocked down and disarmed.

 

Kairomancer: Fulgur

  • Tower Machinist: Can operate the Wizard’s Tower.
  • Magical Animal Scroll Crafting: Miniature Ellaunus.
    • Can spend 70 MC points to craft and can use the Miniature Ellaunus transformation scroll.
    • Description: This huge Elk-like creature with massive intricate horns that follow its back is nearly 20 feet tall in this miniature version of it. Usually used for defense of Wilshire.
    • Stats: HP: 80 After 3 talent uses can heal self for 6. Can use all Kairomancy spells while transformed
  • Serene Grace: After 3 talent uses can Renewing Ground for 6 mending within 10’.

 

Pyromancer: Pyre

  • Tower Machinist: Can operate the Wizard’s Tower.
  • Magical Animal Scroll Crafting: Pakula.
    • Can spend 70 MC points to craft and can use the Pakula transformation scroll.
    • Description: Its body is the shape of a gorilla, however its reptilian in all aspects with an iguana like head. Usually used for taking on larger land based combat.
    • Stats: HP: 40 can use all Pyromancy spells while transformed. Can Dash leaping up to 10’ in an instant once. All successful attacks heal for 1.
  • Improved Pakula: May use Subjugate once on a target. the target cannot act. For 10 seconds or until they take damage. The caster gets +3 damage on all single target attacks while the target is affected. When the caster drops to 0 HP they may continue fighting for 10 seconds. If they go above 9 hp during that time, they will not drop unconscious until they drop to 0 HP again.

 

Avlomancer: Shrivel

  • Tower Machinist: Can operate the Wizard’s Tower.
  • Magical Animal Scroll Crafting: Fire Veselka.
    • Can spend 70 MC points to craft and can use the Fire Veselka transformation scroll.
    • Description: A lizard the size of a Komodo dragon, with streaks of red along its sides. Its head is hard and wedge shaped, with a pointed lower jaw it can use to dig soft earth or even crack small stones. Usually used for small skirmishes or crowd control.
    • Stats: HP: 45 can use all Avlomancy spells spells while transformed. Can Dash leaping up to 10’ in an instant once. Can burrow underground for up to 60 seconds, making them untargetable once and can use firebreath from underground. The caster can use Brutal Swing Knock Down once and R3 Firbreath once.
  • Consume: Can consume a recently dropped enemy to refresh all creature talents. After consuming an enemy the firebreath damage goes up by 1 to a max of 9.

 

Kinesiomancer: Welly

  • Tower Machinist: Can operate the Wizard’s Tower.
  • Magical Animal Scroll Crafting: Kraken.
    • Can spend 70 MC points to craft and can use the Kraken transformation scroll.
    • Description: A magnificent creature the size of a large Carrack with countless tentacles and a squid-like head atop a semi-humanoid trunk. Usually used for naval combat.
    • Stats: DP: 120 can use all Kinesiomancy spells while transformed. The transformation must be used in an adequately large body of water. When transformed the player chooses an out of game “head location” close to the ship. The player is untargetable unless an enemy is below water with them. The player can come out of the water as a tentacle with 10 hp (this is part of the main body’s hp) as many times as health permits. Player must keep one foot planted while being a tentacle, they can pull back the tentacles at any time but must physically return to the head location before becoming a different tentacle.
  • Hull Destroyer: OPT, when tentacles are wrapped around a vessel - Uses Kinesiomantic pulses through tentacles wrapped tightly around any small to moderate seafaring vessel to attack a ship. If the 60 second count isn't stopped by dealing 40 damage to her head, the vessel is crushed. Additionally each tentacle gets one use of Rage R1.

 

Neuromancer: Welly

  • Tower Machinist: Can operate the Wizard’s Tower.
  • Magical Animal Scroll Crafting: Trifflet.
    • Can spend 70 MC points to craft and can use the Trifflet transformation scroll.
    • Description: Small crustacean that feeds off electricity. Approximately 6 inches to a foot in length. They do not have mouths. The small horns on their back arc with electricity to give off any extra charge they might have and their pointed tail can be stuck into the ground to route extra electricity. Usually used for stealth operations.
    • Stats: HP: 6 can use all Neuromancy spells while transformed. Can walk on walls. Lightning damage heals instead. Dart: the caster gets a full stack of Lightning but it doesn't deal damage, make noise or produce light once per transformation. Can shed skin and be left at 1 hp instead of 0 once per transformation.
  • Improved Trifflet: Can Ionize neuromancy spells. Lightning damage can restore mental fortitude instead of healing. Can use Hide twice PT.

 

!!wIzArD ToWeR!!