A
Absorb Energy
Stamina 5 when used as imbue/ regular absorption is continuous and costs nothing
The user of this ability is able to absorb small amounts of energy that they are attacked with and convert that energy into Imbue points useable at any point.
For every 5 pts. of damage dealt by energy, of any sort, the wielder gains 1 pt. of Imbue. This can be used at any point in the game but can not exceed the Imbue of the character by more than 2x. (So if the character has 20 imbue, they can use up to 40 pts. of Absorb Energy into Imbue.)
Abstract Absorption
Stamina 25 / 2 Action
Forces the user to absorb soulmere before using any mental, magic, or energy abilities. Gives the user the ability to absorb x amount of soulmere each round after attacking an opponent. (X is determind by the amount of damage the victim takes and the amount of imbue /4 that the user has. So if a user has 50 pts. of Imbue they can absorb up to 12 pts. of soulmere per attack. This will be only if they can deal at least 50 pts. of damage in that attack. If not, then reduce the amount of soulmere by the amount of damage dealt. Thus if the victim takes only 30 pts. of damage, then the soulmere absorption will be 30 pts. only.)
Note: All Dymere creatures, character, etc. have to consume soulmere to survive. Every attack they use that is not physical will consume the soulmere they have absorbed, making them have to continuously absorb more.
Stamina 25 Pts.
Acid
Stamina 25 / 2 Action
Ability to “fire” acid from the body in one way or another. (Usually from the mouth). This acid will deal 20 pts. of direct damage to whatever it hits and then 5 pts. of continual damage until the item, weapon, etc. is cleared of the acid or the acid degrades. (Each acid has a degradation period. If this is an ability on a card, then the degradation period is 4 rounds. At the end of that period, the acid degrades to nothing.)
Stamina 50 pts.
Adapt
All laws of Mutation do not apply to the user.
Agitation
Stamina 25/ 10 will/ 1 Action
Allows the user to agitate all characters with less will pts than the user for 2 rounds.
Age Indifference
Cant be effected by age at all by any means. Only natural time can effect the user of this ability.
Agility Boost
Stamina 25 / 1 Action
Boosts the agility of the character, minion, etc. for 1 round allowing a single attack, dodge, etc. using agility. (This will allow the character, minion, etc. to dodge a single attack, of physical type, or add a single combo attack to a combo string. In the case of the combo string, use the agility a a point that is missing from a string. So if the character, minion, etc. has 1,3,4, then they can use Agility for the missing 2 to make the combo work. (See Combo and Combo String.)
This will cost 25 pts. of stamina. (See Stamina.)
Ambidextrous
This is a continuous ability and does not use Stamina.
Allows the user to fully use both (or multiple) their arms full as though they were all dominate. This does not give them the ability to duel wield, but does remove the penalty for off hand use. When attacking with this, the character can only use bonuses for weapons, etc. from Ranks that go for their dominate hand.
A player without this, must have a dominate hand. Any weapon placed in the non-dominate hand gets their attack diminished by 1/2. The Ambidextrous user doesn’t have to worry about this.
Anti-Reverb
This is a continuous ability and does not use Stamina.
This ability allows the user, item, etc. to avoid being damage by reverb of any sort. All reverb abilities are negated toward the one holding this ability. Also, the wielder can not use reverb abilities against others.
Anti Shield
This is a continuous ability and does not use Stamina. It does, however, use 1 Actions
This weapon, item, etc. can not be defended by shields. Shields that are put in its way will take damage direct to the shield regardless of its defense. Then the shield will take Full Reverb as if all the points of the attack were over that of the shields defense.
So if a player has an attack of 30 (This would be their weapon, Rank and Race combined) and they hit a shield with a defense of 50 and a life of 35, then the player will deal 30 pts. of damage direct to the life of the shield.
Then the shield will take Reverb of the 30 points. So 30 - 5 is 25 and 25 / 5 is 5, so the shield take 5 more points of damage, defeating the shield. (See Reverb).
If used as an ability, the Anti Shield, makes it so that this person can walk through forcefields that are under his/her attack level without taking damage. Those that are above will take all of the damage from this person’s attack plus that of full reverb as if the person had dealt damage over the defense of the shield.
Aquatics
The user can breath under water and go under water, if the user is submerged in water they cannot be physically attacked unless another opponent also has Aquatics.
Apple Vibration
Stamina 30 / 3 Actions
Area Fatigue
This ability Fatigues everything on the battlefield, for 3 rounds or more depending on thee users stat ability. (Look at Fatigue for farther info.)
Area Heal 1
Stamina 20 / 2 Actions
This heals all in a given area by 10% of their overall health (if in card game 100 pts.). All that are affected will heal and avoid poison damage for 1 round.
The given area is 6 squares from the user. In the card game the user will heal all on their side of the field. In the other modes, the healing will go with squares from the user.
Area Heal 2
Stamina 40 / 2 Actions
This heals all in a given area by 20% of their overall health (if in card game 150 pts.). All that are affected will heal and avoid poison damage for 1 round.
The given area is 6 squares from the user. In the card game the user will heal all on their side of the field. In the other modes, the healing will go with squares from the user.
Area Heal 3
Stamina 60 / 3 Actions
This heals all in a given area by 30% of their overall health (if in card game 250 pts.). All that are affected will heal and avoid poison damage for 1 round.
The given area is 6 squares from the user. In the card game the user will heal all on their side of the field. In the other modes, the healing will go with squares from the user.
Armor Damage
This is a continuous ability and does not use Stamina. It does, however, use 1 Actions
This weapon, item, etc. deals all of its damage direct to Armor. This means that the armor does nothing to defend the attack at all. If the armor has a 800 on defense and the attack of this weapon, item, etc. is only 50, then the armor takes 50 pts. of damage and there is no reverb.
Armored Hide
Stamina 10 / 1 Action
User skin is equivilent to a thick metal. Lasts for 3 rounds per use, grants +10 Def. per use. Gives user +30 to life pts. while ability is active.
Armored Skin
User skin becomes think and leather like, lasts for 3 rounds per use. Grants +5 Def. per use, gives the user +15 life pts. while ability is active.
Attack Doubler
Stamina 50 / 1 Action
Contrary to the name sake, this does not give a second attack from the user. This simply doubles the amount of the attack from the user. (This will cost 50 pts. of Will to use and will drain the Imbue for 2 rounds.)
When used, double whatever the attack of a single attack from the user (Must be declared beforehand). Costs 50 pts. of Stamina.
Back Slap
Stamina 4 / 2 Action
Allows the user to slap an opponent after their attack is made. This will not adjust counter attacks at all and is its own attack. If a person has Back Slap and Counter Attack, then they will have two attacks after being attacked. (See Counter Attack.)
Costs 4 Stamina.
Note: Must have 2 actions open for this to be used.
Bioluminate
Makes the user glow in the dark, allows the user to see past most darknesses, they produce their own source of light or dim or bright. Becausse of this light the user cannot use chameleon, stealth, shadow walk, or shadow by any means.
Blast Worm
Last Blast explosion of a Blast Worm, they use this a dyeing act or last resort.
Blind
Stamina 50 / 1 Action
This ability will blind all on the field for a single round. This will fatigue them as they are not only blind, but they are blind and confused. After the single round is passed, the user must wait 10 rds. before using this ability again and their imbue is reduced to 0 for that time.
Note: Creatures, Characters, etc. will not be effected if they are already blind, or if they have an extra sensory ability that takes effect if blinded.
Stamina 50.
Note: If this has a 1, 2, 3, etc. after the ability, then simply add rounds of fatigue onto the end of this ability for each number used.
Block
Stamina 10 / 1 Action
This allows the user to defend against any physical attack one time. This can be used as an immediate. This can also be used in a chain as a defense against counter attacks but still keeping the chain going.
Blood Poison
The blood of the user deals damage when touched by an oponent. (see poisons Charts)
Blur
The user can faze into a Blurred State that makes it to the user unable to be become the target of projectile abilities or targeted abilities. Bur lasts last 3 rounds
Bonus Doubler
Stamina 100 / 2 Actions
This will double the bonus of any bonuses currently activated. If a player is using Attack Doubler, they can then double that attack using Bonus Doubler. This can not extend to other players but will work for any bonus the player currently has on them.
Stamina 100
Brik Boost
This is only a Value Card Ability
Allows the Value Card to double its ability to produce for 3 rds. then the card is fatigued for 6 rds. if used more than once, the card is removed from game play on second completion.
Burrow
Stamina 25 / 2 Action
The user may burrow under the ground to avoid a single physical, magical or energy attack. This will defend them from anything that is moving above the ground and can not be attacked directly unless the opponent has burrow, or they have something that will attack the ground directly.
Burrow costs 25 Stamina.
Note: This will only last 1 round unless the user pays for the second round, third, etc. If they do not, then it will cost them 2 actions to get back out of the ground when it wears off and they can not stay in the ground.
Note: Certain Characters, creatures, etc. have Burrow naturally can can use it continuously. Those that use this as a natural ability will have it spell out as “Burrow Natural”. These will only pay 10 Stamina.
Calming Presence
Stamina 25/2
Allows the user to calm all characters and creatures with less will pts then the user for 2 rounds this uses up 25 points of stamina per use and 10 will points per use.
Camoflouge
Stamina 30 / 2 Actions
Allows a character, minion, creature, etc. to “hide” from an opponent. In the card game this will allow the user to dodge a single attack. This will work against direct magic, physical, energy attacks.
In RPG, the user will be able to move freely through a given area (4 squares per use) without being detected by normal sight, sound, etc.
Costs 30 Stamina.
Charge
Like spear and Streak Punch, the user charges all their force and weight at a target for physical and energy damage for x amount, fatigues the user for 1 round.
Charisma
Stamina 30 / 2 Actions
This is how well the persona of a person can become during a given argument. This will make someone like the user, or hate them depending on the direction of the Charisma.
This is used to boost Diplomacy. It allows the user to talk their way out of certain satiations or into them. Using this will allow the user to gain others over to their way of thinking. (See Diplomacy.)
Costs 30 Pts. of Stamina.
Note: Using this during a card game match, will force the opponent to show the user their top card and the user can either have them place the card in the cemetery, under the victims Battle Chest, or back on top of the Battle Chest.
Clamp
This is a continous ability that does not use Stamina. It does, however, use 4 Actions
Clamp makes it so that the item, creature, etc. using this ability can not fight or attack at all. They do, however, deal their damage when it first attacks and then 1/2 their damage every round after that until defeated or fatigued. Nothing stops the attacks directly save for defeating the creature, trap, etc. or fatiguing them.
Those that use this ability can remove it at any point and restart it at any point if they are not a trap.
Claw Attack
allows the user to attack with their claws, they do an extra 15pts of damage if the victim is unarmored.
Climbing
This is a continuous ability and does not use Stamina. It does, however, use 2 Actions
Allows a ground creature to fight with Flight creatures.
Note: Certain lands will not allow this to be the case. It will show on the card if this is the case.
Complete Blue
Stamina 50 / Actions 3
Allows the user to use Blue Magic to its fullest extent. This allows the user to “walk” through time. They can go to anywhere within their own life-time. (Some have learned how to move even further, but it is very costly.)
In the Card Game, this is an ability that allows the user to reduce the cost of Blue Magic to 25% of its original cost. So a Spell that would cost the user 50 pts. of Blue Magic to cast will now only cost 13 (Round up when using this). Also, all spells, and abilities, that are related to blue are now doubled for the user and reduced to half against the user. This will last for 4 rounds per use.
Note: Should the Complete Blue choose to use their Time Abilities, they can remove two moves back from their current state. They simply announce that this is their intent and then everyone moves back two actions. When this is used, they will be charged 50 Soulmere and an additional 50 Stamina. Should they use this, their will not be effected (Nor will anyone else that has at least a 4th mastery of Blue Magic) by it and thus any actions they took will still stand. (So if they attacked with a sword and missed because the opponent defended, they can then move back two actions and use a spell to remove the shield, but as they are chanting the spell, the sword is still swinging. If they are successful, they will remove the shield for full damage from the sword.) This can only be used 1 time per battle. Use it wisely.
Stamina 50 pts.
A Complete Blue user can move through time and alter the events of the past or future, but every time they walk through time, they will have to shield themselves to keep them within that time period. This shield will be constantly depleted due to the rigors of being out of their own time. Thus the shield will have to take 50pts. of damage each turn to stay within a time period that is within 10 days of the users current day. Each 10 days will add another 10 pts. of damage each turn. (So if a player is going back in their own history by 20 years, they will be taking 780 pts. of damage per round.)
If a player loses their shield while in a specific time other than their own, they will take a single round of damage equivalent to that of their shield. Then they will be hurled back through time somewhere close to their present. Because their shield is gone, the jump may not be exact and thus they will land within 10 days of the present. (It is random but can be catastrophic.)
Note: A Complete Blue user no longer has to worry about aging or age based attacks. They also can’t be the target of time attacks. Attacks that would move them through time or adjust their age will simply disolve.
Complete Green
Stamina 50 / Actions 3
Allows the user complete control over Green Magic. This will give them complete control of their own body and that of plants. The user can use the abilities, traits, etc. of any plant they have ever encountered. They can alter their bodies to that of any of these plants and can get help from any of these plants.
In the Card Game, this is an ability that allows the user to reduce the cost of Green Magic to 25% of its original cost. So a Spell that would cost the user 50 pts. of Green Magic to cast will now only cost 13 (Round up when using this). Also, all spells, and abilities, that are related to green are now doubled for the user and reduced to half against the user. This will last for 4 rounds per use.
Stamina 50.
Poisons, Venoms, etc. no longer deal any damage to the user. The user can’t get drunk, or change their state in any way unless they choose to do so themselves. Spells, energies, etc. that would alter the victim into something else, such as polymorph, will not work on this user.
The Complete Green user will usually prefer the company of plants to that of animals or fish. They can “hear” the plants speaking to them and can speak back as well, gaining information, knowledge, etc. just as someone would from mortal interactions.
Complete Red
Stamina 100 / Actions 3
Allows the user to use Red Magic to it’s fullest extent. This will allow the user to manipulate the full energy of the Red Magic which can create. This can only be used to grant wishes of others rather than the wishes of the user.
In the Card Game, this is an ability that allows the user to reduce the cost of Red Magic to 25% of its original cost. So a Spell that would cost the user 50 pts. of Red Magic to cast will now only cost 13 (Round up when using this). Also, all spells, and abilities, that are related to red are now doubled for the user and reduced to half against the user. This will last for 4 rounds per use.
Stamina 100.
Note: If used in the card game, a wish can be granted to other players, but the wish will come in the form of a card. The player that receives the wish will search their library for a card, the card cost, live, attack, etc. will all be added up to get a solid number. That number will be reduced from the Soulmere of the Complete Red user and then the card will materialize on the field as though paid for. The Complete Red player can not use their own wish and can not have others use wishes to grant them things. The wisher can materialize any card from any deck on the battle field, but the cost will come out of the Complete Red User’s soulmere and they will be fatigued for the next 4 rounds. It’s a gamble, but might be worth the risk.
If a user tries to grant their own wish, they will get a backlash equivalent to the amount of magic used to grant the wish. This can not be avoided or shielded by magic, energy, etc.
Note: when using this, the life, attack, defense, etc. of the item, weapon, etc. will all be added up to make the wish come true. Thus if the item is a 1 Attack, 1 Defense, 1 Magic Attack , 1 Magic Defense, 1 Mental Attack, 1 Mental Defense, 1 Energy Attack, 1 Energy Defense, 1 on its life, weight of 1 and a reach of 1, then the cost of the wish will be 11.
Contain
This ability contains Demons, Angels, Spirits Ect. to the field. To keep the being under control and contained the user pay the cast cost of 2 life points per round to keep the being to the field and under the users control.
Contortion Dodge
Inflicts all damage from a single physical X2 to the victim and you take 1/2 of the original attack, both parties fatigue for 1 round.
Conduction
Stamina 30 / Actions 1 / Continuous ability that only costs when converting.
User gains the ability to taken in energy and convert it to physical or energy based attacks. Every 5 pts. of damage they take from energy or magic, equates to 1 pt. of imbue. This ability can be staked with other abilities and when done so, can exceed imbue indefinitely. Allowing for massive attacks.
If on a Value Card this simply allows the card to give off energy but also allows the card to give all of the value on the card at once if needed for a single attack or single payment. When done, this will destroy the card but it allows the user to remove all of the points on the card X2 as any value that is on the card. So if they have a Sound Energy and need more than the card provides, they can use Conduction to turn all of the points on the card into the same energy and use all of the points as they choose, X2. When this is done, the card will deal all of the points as damage to the user and then be removed from the game.
The stamina cost and action don’t count against the card, only the ability.
Counter Attack
Stamina 20 / Actions 2
Allows the user to counter attack when attacked. This is 1/2 of the attack of the person with the weapon together. (Add Ranks in if there is one, at 1/2.) Only armor and shields can defend a counter attack. (Note: there are other abilities that will allow a person to defend a counter attack.)
Counter Attacks can be use with any attack save for projectile style attacks. A Counter Attack does have Stamina Burn.
Costs 20 Stamina.
Counter Strike
Stamina 20 / Actions 2
When attacked, the player, creature, etc. can Counter Strike using a weapon or their bare hands. (The weapon has to have Counter Strike on it for this to work if the player doesn’t have Counter Strike as an ability.) If the character has Counter Strike as an ability, they can use any weapon to Counter Strike. If it is not on the person but is on the weapon, then only that weapon can Counter Strike and only if it is in the user’s Dominate Hand. (See Dominate Hand.)
The Counter Strike is 1/2 the attack of the item, weapon, etc. that the user is holding, or 1/2 of the physical attack of the user. (Shields, Rank Defense, base defense and armor can defend Counter Strikes but nothing else. However, only a shield or an armor can be added to the base defense and Rank Defense for defending the Counter Strike.)
Stamina of 20 pts.
Creature Disorient
Stamina 30 / Actions 2
This ability allows the user to disorient one creature on the field. This disorientation will last 3 rounds ( or long as the card dictates) and the creature will attack anyone that is close to them. (If in the card game, the creature will attack each player in turn and must attack each round.)
If the ability is cast as an area effect, all creatures on the field will react as such.
Crit
Stamina 30 / Actions 1
This ability allows the user to deal a critical hit against a foe. The critical hit will be x3 of the amount of the attack and deals its damage directly to the victim of its attack. So if a person defends with a shield and Crit is used, then the shields defense is ignored and all damage goes directly to the life of the shield. (See Critical Hit in the Main Glossary).
Note: This ability must be announced before an attack rather than afterward. If an ability is used to defend or avoid the attack, it will costs x2 the amount of the ability to defend or avoid it.
Costs 30 Pts. of Stamina.
Cross Training
This is a continous ability that can not be counered by other abilities.
Allows user to train in multiple classes at once without having to master the first class. (With this ability, if a player chooses to learn Blue and Green Magic, they don’t have to wait until they have mastered Blue before going on to Green.)
When a player without Cross Training tries to swap their mastery, say from Blue to Green, they will switch all training over to the new magic that hasn’t completed a full mastery level. Thus if a player is on level 2 of Blue magic and has nearly enough Training to get to Level 3, but chooses instead to move to Green, they will lose all the training from Blue to Green. They can not, without Cross Training, use the training on both.
Crumble
Stamina 40 / Actions 3
Deals damage of 50pts. to the life of whatever his hit with this weapon, or if used as an ability from a creature, player, etc. then this will deal damage from every touch. This damage will be dealt directly and can not be defended through natural means. Only abilities with specific defenses to this ability can defend it.
Cure
Stamina 20 / Actions 1
User can cure up to 1 poison or venom of any 1 creature, person, etc. on the field, but they must be within two squares of the user. (In card game, the cure can be placed anywhere on the field.)
Curse
Stamina 20(x4) / Actions 1
This is a vile ability held only by a select few and controlled by even fewer. When the subject comes in contact with something, they can use their ability to “curse” the object. If they do, go to the Curse Chart and roll for whatever curse they may get. (Note: There are three levels to the Curse Chart. If Curse has no number after it, then the first level for the chart is used. If it has a 2, then the first and second are used. If it has a 3, then all three are used. Should it have a 4, then the user can not control their gift and anything they touch they will use their ability on without meaning. The ability will be without control of any sort. All Cheatham have this issue. (See Curse Chart, See Cheatham.)
Costs 20 Pts. of Stamina and is x4 with every subsequent use, regardless of how many points are on the Curse. (This means that if a player, character, etc. uses Curse 1 and then Curse 2, they are still paying the full Stamina Cost. (See Stamina.)
Dark Sphere
25 Stamina / 2 Actions
Places a sphere of complete darkness around the user for 2 rounds. This sphere can not be seen through without night vision or some other type of ability. All targeting of this character is negated. Nothing can attack the user until the sphere goes away, unless they have an ability to do so.
Note: This will extend either 1 or two squares as per the wishes of the user. If it is more than 1 square around them, however, this will cost double the Stamina. (If Dark Sphere has a 1,2,etc. after it, then that is how many squares it can go beyond the first two. Also, the 1, 2, etc. only costs an extra 10 pts. per point, rather than doubling the amount of stamina needed with each point.)
Note: Some characters, creatures, etc. will use this as an attack. Be aware that this can be very deadly when used properly.
Costs 25 Pts. of Stamina.
Damage Bane
This is a continuous ability and does not use Stamina.
This is a disadvantage that will cause the user to take damage +10 of anything that they are hit with.
Data Collect
Allows user to collect all details in a given area.
Decay
This is a Continuous ability and once triggered it will not stop
This removes 10 pts. of life from the creature, person, etc. until they are defeated.
If this is used as an attack from magic then the damage will continue until the spell is removed, the curse is cured or the victim dies.
Decimation
25 Stamina / 4 Actions
Allows the user to fire a shot with all the points on a Value card at a single target using the points as they are (either Magic, Energy, Etc.) as a single attack that fire at X2 the amount of points per the card. This can not be added to another Value card and deals 1/2 the amount of damage to the wielder of what was on the card.
Degrade
This will remove 20 pts. of life from the object, creature, item, etc. that it is attached to or cast upon. Once it starts, it can not be stopped by regular defenses and must be removed like that of a Curse or an enchantment.
If stopped, the creature, item, etc. that it was cast upon or attached to can not regain life beyond its point of degradation going forward.
Depletion
Allows the user to remove all of one type of energy, magic, etc. from a single source. This will destroy the source but will allow the user to pump all of the magic, energy, etc. from the source into a single attack. This makes all the magic work as if imbue points into the magic, energy, etc. It doubles the amount of pts. for a single attack. Though a single use, this can be incredibly helpful if someone needs only a single blast or doesn’t have enough of a single color or type of magic or energy to finish a spell or attack. When used, the amount of points that were added to the attack will also deal that much damage to the user.
So if a user depletes a magic pool for 12 pts. of mana, they will take 12 pts. of damage but they will add 24 pts. to a single attack. They can use the pts. as if they were the color of their choice.
Direct Assault
This is a continuous ability and does not use Stamina.
Direct Assault deals damage from the creature, minion, etc. directly to anything that touches it or to anything that is attacked by it. The attack bypasses shields and armor and can not be countered by regular means. To defend against this attack one must have an ability of some sort to avoid, adjust or defend directly the damage.
Direct Damage
This is a continuous ability and does not use Stamina.
This will override any and all defenses and do direct damage to the life of the item, creature, player, etc. Direct damage can’t be countered, but can be redirected. Using something to place in front of the attack will redirect the damage to whatever the weapon, item, etc. hits.
Direct Sight
25 Stamina / 1 Action
allows the user to focus beyond a single hit that is less than 25% of life.
Disarm
20 Stamina / 2 Action
Allows user to “disarm” an opponent that is using a weapon of any sort. This is a physical move and will be a save throw against the opponent. To find out who wins in the Card Game, It is
Disenchant
20 Stamina / 2 Action
Removes 1 enchantment from the field. This enchantment will be removed from the game rather than put in the cemetery.
Dispell
Single Use ability that is very destructive to the item it inhabits.
This ability can remove any spell on the field or enchantment depending on the item, creature, etc. that is using the ability. Certain items can only remove enchantments and certain ones can only remove spells. It depends on the card, creature, etc.
Divine Calling
Allows the user to all upon their patron for aid in most situations. Depending on the users Patron they depends on how helpful they will be. If the user has this ability but does not have a Patron then the higher being that is called upon is randomly selected ( the selection of the Patron depends of the realm the user is currently on) and that Parton may or may not be willing to help the user. (1 Use).
Direct Assault
Deals direct damage to the life of the victim, does not matter the defenses of the victim the damage will be dealt completely to the victims life points.
DNA Manipulation
Dodge
15 Stamina / 1 Action
Allows the user to “dodge” a single physical attack regardless of the attack. (This only works against physical attacks. All magic, mental, etc. will still be used.)
Costs 15 Stamina.
Domesticate
This is a continuous ability and does not use Stamina.
Allows a player to Domesticate an animal, creature, etc. Without out this, all creatures, animals, etc. that the user tries to place on the field or come in contact with, will see them as aggressors and defend themselves or run.
Double Reverb
This is a continuous ability and does not use Stamina.
All reverb from this weapon, item, ability, etc. will be doubled in damage to the victim. This will also negate all reverb that would be dealt to the item, weapon, etc. that has Double Reverb on it.
Double Strength
15 Stamina / 1 Actions
Double Strength allows the user to carry twice their normal weight. (This will double the weight of the user at this point so that if they are using an ability that adds weight, it will deal double its damage.) The user also gains double their strength for 1 round allowing them to put double their attack into a single physical attack.
Double Strike
20 Stamina / 2 Actions
Double Strike allows the user to attack twice with a single attack. (This can not be added with two weapons. Only one weapon, ability, attack of any sort can be added to double strike. This does, however, include the base and rank attacks into the attack if it is an attack of this sort.)
Stamina 20 pts.
Duel Attack
20 Stamina / 2 Actions
Allows user to attack with both hands equally in a single attack. If they are holding a two handed weapon then this will double the attack of the weapon for this round. If they are holding two weapons, then each weapon will be added as if in the dominate hand.
Stamina 20 Pts.
Duel Wield
This is a continuous ability and does not use Stamina.
Defeats the off hand penalty to this character. Also, with Ambidexterity allows the user to throw with both hands or use any weapon in either hand at the same time.
A player with bonuses through ranks, etc. will be able to use those bonuses with both hands rather than just their dominate one.
Eagle Eye
All targeted weapons or items are doubled in reach.
Echo Hearing
This is a continuous ability and does not use Stamina.
Similar to the ability of bats, echo hearing allows the user to use their own echo or others and use the information gathered to find their way in the darkest of dark rooms.
Note: This ability can be used to overcome things such as Dark Sphere, Light Sphere, etc. As long as the user is in the actual sphere.
Echo Howl
25 Stamina / 2 Actions / Ability Fatigue 4 rds.
All damage from a single attack can be focused into a howl that is aimed at the user’s choice of victim. The attack will be Sound Energy and will deal damage direct to armor or shields that are affected by the Echo Howl.
This is only if the users takes all the damage from the initial attack. Any damage that is negated or avoided in some way will not be added to the howl. However, attacks that are blocked by shields or armor will still be added. Force shields, Force Fields, Magical shielding, etc. will not. only things that come directly in contact with the attack will allow additions to the Howl.
Note: Once used, the Howl will reset itself for the next use. This will fatigue the ability for 4 rounds.
Stamina 25 Pts.
Echos Of the Past
Allows the user to hear the voices of the past with in a given area. (1 use).
Energy Ball
Allows user to manipulate their energy into a ball of pure energy, where X is the energy they have learned.
Energy Blast
30 Stamina / 2 Actions
The user of this ability can fire energy through their bodies like a shot from a gun. The attack will be the equivalent of the Energy Attack + Imbue. When fired, the user can not lower the attack, it is the entire force every time. This will fatigue the player for 1 round.
Note: For every level of Energy Blast, Add +20 to the overall attack. Also, for every 2 levels, remove 1/2 action. If 4 or higher the player doesn’t fatigue.
Energy Detection
Allows the user to detect and identify th type of energy within a given area around the user.
Erosion
A ability given to certain Brik Mines, walls, buildings ect, gives the said building a bonus on production and defence for x rounds. After the rounds are up the building erodes away.
Ethereal Absorption
An ability that allows the user to stop the flow of magic with in a given area (1 use)
Evaporate
This is a continuous ability and does not use Stamina.
It draws 10 pts. of life from the user per round, however.If this is Evaporate with a 1, 2, etc. simply add 10 to each subsquent number. Meaning, 1 would be 20, 2 would be 30, etc.
Evaporate draws 10 pts. of life from the user per round. If this is Evaporate with a 1,2, etc. simply add 10 to each subsequent number. Meaning 1 would be 20, 2 would be 30, etc. This will consume the life points of a Items, Summons, etc. over time until it is out of life points and sent to the cemetery. Evaporation can be countered for a few rounds using abilities, talents, etc., but it can not be stopped by anything.
Ever Sharp
All Sharp weapons get +4 At/ +1 Def, Dull effeccts will not work on this ability.
Explosive
Deals direct damage to an unarmored victim, causing the victim to be fatigue from the damage for 1 round.
Extension
This is a continuous ability and does not use Stamina when using for defense. Offensive use, however, will cost 10 pts. of stamina.
Usually on an item or weapon, this allows the user to hit things close or far.
A weapon with this on it can hit flying creatures, be used to hit over a distance beyond the held weapon, can be used to block attacks that would explode one block before the character, thus taking some of the damage out of the explosion.
When used to attack a creature, etc. using Extension (i.e. a user on the ground and creature in the air) the extension will cost 10 pts. of stamina.
When being used in defense of those same creatures, this will cost nothing for stamina.
Extract
Continuous Ability that doesn't cost Stamina
Used for an attack, this will allow the user to extend a hidden blade from within a weapon. The blade can not be used with another weapon, but can be used with a shield that is not Large. Thus, the weapon can be extracted when counter attacking with a shield and deal its damage as a counter attack with the attack of the shield.
Extreme Luck
50 Stamina (X4) / 1 Action
Extreme luck moves the user’s luck either up or down the spectrum depending on what number they have. (i.e. 4 Luck would give much better luck where -4 would give extreme bad luck.)
In the case of the card game, this is used to add into attacks, or defenses and save rolls. (See Luck).
In RPG, this is used to denote what will happen constantly to the player as they move through the world.
Note: if the player, creature, etc. has Extreme Luck without a number on it, then their luck can not change from whatever they roll the first time they start a campaign without outside help. Thus if they roll a 1, then they have a 1 on luck, if they roll a 100, then they have a 100 on luck and this can not change throughout game player.
Note: In card game, if the player gets Extreme Luck but it has no number with it, then they have the ability of neutrality, and thus they can use their luck to nullify all other luck changing abilities on the field, but only for themselves.
Costs 50 Stamina (X4 per use).
Fatigue
20 Stamina / 2 Action
Allows the user to “Fatigue” one opponent for 1 round. If its a trap card, the fatigue will be immediate and stops the user from using any of their abilities.
Fatigue Self
40 Stamina / 1 Action
This ability will allow the user to Fatigue themselves rather than take alterations on the field. This will literally fatigue the player and thus must be used carefully. (See Fatigue)
If the player would be polymorphed into something else, they can instead fatigue themselves and avoid a single non-physical attack. If they are about to be taken over mentally by some ability, they can fatigue to avoid the attack.
Costs 40 Stamina pts.
Fear
10 stamina/ 1 Action
Causes the victim to lose consentration, and run in fear for X rounds, fear is a mental attack of the user vs the defense of the victim. For every pts not defended lose 1 action
Fighting Bane
5 Stamina / 1 Action
When triggered, this will stop a direct physical attack that is chained to another. This will allow the person to stop a physical attack and drop its damage to 1/2 of its force if used to stop an attack only.
This will also allow the user to chain this attack directly if chosen. This gives the user the ability to add this into a chained attack at any point in the chain and use as a missing number of the chain.
Fire Ball
10 pts of Damage/ 1 Action
Allows the user to fire a fireball of 10 points of damage.
Fire Shield
25 Stamina/ 2 Actions
This will put a shield around the user for 3 rounds. The shield will have a defense of 50pts., and an offense of 25pts. plus 6pts. per round of burning if anyone hits the shield and takes more than 6pts. of damage. Fire will continue to damage the victim for 3 rounds after the initial hit.
Flame
10 Stamina / 2 Actions
This is a single attack of flame which is a stream. The damage is 20 pts. and for every 3 pt. of damage the victim takes, there is 1 pt. of burning that will follow the next round until the fire is put out. (If nothing to put it out, then the damage will continue for 3 rounds as long as the victim doesn’t have Fire Weak. If they do have Fire Weak, it will continue for 6 rounds. (See Fire Weak)).
Costs 10 Stamina Pts
Add 10 pts. to each of these number for each number after Flame. So Flame is 20, Flame 1 is 30, Flame 2 is 40, Flame 3 is 50 and so on.
Add +1 to the follow up damage for each number. Flame is 3pts., Flame 1 is 4pts., Flame 2 is 5pts., etc.
Flight
5 Stamina / 1 Action per round of flight
This allows the user to fly but is not True Flight and therefore costs Stamina higher than True Flight and removes a single action per round.
Using this allows the user to attack flight creatures on an even field, and attack ground creatures as well.
Flint
Allows user to create a spark, its a 1d4 spark, give the user the kindle for their fires.
Flocking
10 Stamina / 1 Action per round of flight
This is for flight creatures. When a flight creature comes in, if it and another flight creature has Flocking, then they can attack together and join their attacks into one single attack. (Each of these creatures will have a certain amount on them, such as Flocking 6, or Flocking up to 6, etc. The amount of flight creatures flocked can not exceed this number.)
Note: Flocking allows for a single attack, but not a single defense. Each creature will have to defend themselves.
Note: If there are two flight creatures and one has Flocking 6 and the other Flocking 3, then 3 is the amount used. Always the lower amount together.
Costs 10 Stamina to initiate each time.
Force Field
40 Stamina / 2 Action per round
Allows the user to place a force field around themselves and anyone within the area of effect. (Each force field ability will have a number to the side of it showing the area of effect. Such as Force Field 4)
Cost 40 Stamina (+10 for each level)
The forcefield placed will have the durability of the character’s imbue if there is no number after the Force Field ability. If there is a number:
Force Field 1 : Imbue + 1/4 of Energy
Force Field 2 : Imbue + 1/4 of Energy Defense + 1/4 of Magic Defense
Force Field 3 : Imbue + 1/2 of Energy Defense + 1/4 of Magic Defense
Force Field 4 : Imbue + 1/2 of Energy Defense + 1/2 of Magic Defense
Force Field 5 : Imbue + 1/2 of Energy Defense + 1/2 of Magic Defense + 1/4 of Mental Defense
Force Field 6 : Imbue + 1/2 of Energy Defense + 1/2 of Magic Defense + 1/2 of Mental Defense
Force Field 7 : Imbue + 1/2 of Energy Defense + 1/2 of Magic Defense + 1/2 of Mental Defense + Physical Defense
Force Field 8 : Imbue (x2) + Energy Defense + Magic Defense + Mental Defense
Force Field 9 : Imbue (x2) + Energy, Magic, Mental and Physical Defense
Force Field 10 : Imbue (x3) + (Energy, Magic, Mental, Physical Defenses)x2
Force Field 11: Imbue (x3) + (En.,Mg., Mn., Phy. Def.)x2 + Concentration
Force Field 12 : Imbue (x4) + (En., Mg., Mn., Phy. Def.)x3 + Concentration(x2)
Anything over this will be relayed on the card, or will be in an updated version of this list.
Note: Forcefields will hold on the battle field until they are overcome, or until the user is overcome from exhaustion. The Stamina that brings in the forcefield is spent to bring it in and then it costs 2 Stamina per round per level to keep the forcefield in place. If the user chooses, they can pay for this with concentration (using will points) but it will cost 10 per round per level divided by the amount of Concentration /100. So if a person has 300 Concentration and they are using a simple Force Field, then they will need to pay 7 Will pts. per round to keep the Force Field on the field.
i.e. 300 Concentration divided by 100 = 3. 10 per round minus 3 = 7. So 7 Will per round to keep the Force Field in place using Will pts. and Concentration. Should anything break the user’s concentration, however, they are no longer able to pay for it in this way and it will cost them double for 3 rounds to get back to the 7. (So if they are paying 7 and something makes them lose concentration, they will have to pay 14 for 3 rounds to get back to paying the 7 per round that is needed using Concentration.)(See Concentration)
Note: As always, round these numbers down when getting the amount of points to remove from the cost to keep the shield.
Force Shield
5 Stamina (+10) / 2 Action per round
The user can put up a Force Shield that defends them and anyone within 2 squares of them. This is not a bubble, but more a shield directly in front of them and thus gas attacks and area attacks can’t be countered with this shield.
The shield is the defense of the user + Imbue of the users + Energy Defense of the user.
It will cost double the Stamina each time this is used. Normally it would be 5 for the first use and 10 for the second. In the case of Force Shield, however, it is 5 for the first use, 20 for the second, 50 for the third, 110 for the forth and so on.
Fore Sight
20 Stamina (X2) / 2 Action per round
The user can see the next move of the game. In this case, the user gets to see all cards that are on the field, in every hand and the next two cards on every library. This includes the Monster Deck.
It costs X2 for each use. So the first one is 20 pts. of Stamina. The second one is 80 pts. of Stamina. The third is 320 pts. and so on. This is due to the fact that this ability can be extremely powerful in the right hands. Also, certain Ranks can actually curb part of the Stamina drain.
Glimmer
3 Stamina / 2 Action per round
Glimmer allows the user to “glow” brightly but not so much as to both the eyes. This will negate the abilities of Stealth, Hide, Dark Sphere, etc.
Heal
3 Stamina / 2 Action per round
Heals the user for X amount where X is the amount on the card. If this is an ability, then X is the amount of the user’s Magic Attack + Imbue Divided by 2.
If on a card, ignore the stamina drain.
Healing
5 Stamina / 2 Action per round
The ability of Healing comes in stages depending on the level of the Heal. If a player has Healing only, then they will heal 10 pts. per use. (Each use will cause Stamina Burn. See Stamina Burn.)
Healing 1 will be 20 pts. per use. and add 10 per level for each of the healing abilities.
Healing will work in an area around the user of up to 1 square for the first level and moving outward 1 square per level of Healing.
Healing will not work on patients that are dead, undead, undying or Immortal. (Only abilities that heal on a much higher level can heal these creatures and usually in a much different way. See Dead, Undead, Undying, Immortal.)
Note: For each level of Healing, Add 5 pts. of Stamina on to the base.
Healing Touch
5 Stamina / 2 Action per round
Healing Touch, much like Healing is an ability to heal those around the user. The difference being that the Healing Touch much be within one square from the intended victim regardless of level. Also, Healing Touch will heal regardless of the wound type. This means that someone with Fire Bane can be healed beyond the damage dealt by fire as long as they are healed with Healing Touch. (Other Banes are similarly healed by this ability).
Add 10 Stamina per level of Healing Touch.
Intuition
The ability to understand something with in an environment without conscious thought. Notice things immediately with in a given area.
Invisibility
25 Stamina / 2 Action per round
Allows user to defend all physical attacks during the time that they are invisible. (This can be effected by other abilities). The user can’t be the target of spells, abilities, etc. and they can’t be defended directly. (This can be effected by other abilities).
During the card game this will work for 2 rounds.
During RPG Invisibility will last 6 rounds and will allows user to move around without being seen.
Note: The user is invisible, but they still give off a smell and they can still be heard.
J
Jump
allows the user to quiet literitly, jump a good distance to get to hard to reach locations, bridge gaps with in a given area. Or jump out of the way of danger.
Boost awareness +10
Keen Sight
Boost awareness +10
Keen Smell
Boost awareness +10
Lasting
Keeps the object, creature, character, items, magic ect. on the field till it dies.
Light Armor Defence
With each use add 1/2 to character defense uses 15pts of stamina each use.
Light Sphere
25 Stamina / 2 Actions
Allows caster to surround themselves in a ball of pure light. This will effect everything within the given area save for the user. This light is bright enough to blind those within the area of effect. The effect radius is 3 squares and it will last 3 rounds. This will negate all targeting attacks. It also makes the user unable to be attacked by anyone without Light Sight, or another ability that negates the effects of Light Sphere.
Note: When using this, those in the area will not be fatigued, but they can not attack directly. If they choose to attack, it will be wild and they will simply attack whatever is near them. (Cut their attack in half.)
Costs 25 Pts. of Stamina.
Life Decay
30 Stamina / 1 Actions
This ability allows the user to decay the life of the victim. This will be on touch and if the attack deals 1 pts. of damage it will begin. Once begun, the victim will take 20 pts. of damage per round until they are destroyed. To remove this the victim must be able to remove a curse, or use a cure three times on self within a six round time span.
If the ability is used but can’t deal 1 pts. of damage on the victim, the user takes 50 pts. of damage for each try.
Life Exchange
50 Stamina / 3 Actions
This ability is mostly reserved for the supernatural creatures, abilities, etc. but some will have this ability on their races. When used, the exchange is made from any persons that are touching one another and the user. If there are three people touching at the same time, then all three will exchange in a clockwise motion all of their life to the next person.
When used as an ability on a card, the life exchange is the amount of damage that is dealt to the user for whatever they are getting. Such as, the user decides to get a knife for free and the knife’s life is 50 pts. The user will lose 50pts. from their life in exchange for the knife.
This can also be used with certain Gen and many curses. Always be careful to know the exchange rate for whatever you are buying.
Life Halfer
25 Stamina / 3 Actions
The user can actually cut the life of the victim in half with this ability. They first have to touch the victim physically, but if they deal a single point of damage, then there is no way to block this ability. However, if they are defended then the damage that would be dealt will blow back on them, thus using this ability carefully is essential.
If on a creature, minion, etc. the ability triggers the moment someone touches them. If they are wearing full armor then the attack does little (deal only the attack of the creature, minion, etc. against the armor), but if a single point of damage gets through the armor and to the player, then the ability takes effect and 1/2 of their life is forfeit.
Limb Loss
user can loose up to two limbs without going into shock.
Liquefaction
5 Stamina / 2 Action per round
An Ability most seen in the seen with in the race of the Nikis, (see knowlegeandfanties.com) this ability allows the user to push all poisons, and radiation to the top layer of their skin or scales in the case of Nikis and drop that layer of skin relieving the user of the poison or radiation. The user can use this ability 4 times, it takes 5 stamina and takes 2 actions per round when used. If the user has use this ability all 4 times they are out of the top most layers of skin they are vulnerable to physical and energy attacks for 4 rounds. Will Fatigue the user for one round after last use.
Living Dead
Silver, Rot Iron, and anything religious bused will harm living Dead. Any and all physical damage is halved.
Lunar Phase
Gives all dark creatures and characters a bonus on their damage and health by 4pts. Gives all dark creatures back their health by 10pts upon activation. (makes all were creatures transform.) (1 use)
Magic Aversion
25 Stamina / 2 Actions
Magic Aversion allows the user to defend magic of any sort. With it in place, the user will defend 40 pts. of any magic attack. This can be used at any point before being hit with magic attack, but only defends the magic portion of the attack.
Magic Booster
25 Stamina / 2 Actions
Doubles the amount of magic a user can use for 3 rounds. These points will be available as imbue points.
Note:These points will be deducted from the Soulmere or Dymere of the creature, player, etc.
Note: This will also double the attack of all magic in the area for 1 round.
Magic Dampener
30 Stamina / 2 Actions
This will cause all magic in the area of effect (depends on the Imbue divided by 20. So if the imbue is 10, then the area of effect is .5 from the body. If the Imbue is 120, then the area of effect is 6 units from the body) to cost double its casting costs. (The users is not affected.)
Note: The card game allows the user to affect the entire field.
This will also cause those within the area of effect, other than the user, to deal 1/2 the damage of their normal attacks.
Magic Defense
User has extra Magic Defense, gives user +10 Magic Defense.
Magic Dillution
All magic costs twice as much to cast, and deals half the damage for 5 rounds.
Magic Halfer
50 Stamina / 3 Actions
Allows the user to Half all targeted magic attacks at the user. They can also use this to half a single magic attack during a single battle using this ability.
Once this is in place, if not used for a single magic attack, the effect will last five rounds.
Magic Eye
User is able to see up to 100 miles away from the user.
Magic Light
(Kalagrim only ability) Give the user the ability to use an area of effect light that follows the user for 3 rounds and staves off all blinding abilities, stealth abilities. (Note light is only viable to Kalagrims.)
Magic Shield
30 Stamina / 3 Actions
Allows user to defend any attack using a shield of pure magic. This shield will defend whatever comes at it and is as strong as the magic defense and the energy defense combined. This shield will have the life of 1/2 the life of the caster, but will only stay on the field for 6 rounds before dissipating completely.
Magic Sight
Allows the user to see all magic with in a given area, such as magic spells woven into the environment or any object that is enchanted. Depending on the color of magic allows the user to see magic traps.
Magic Trap
10 Stamina / 1 Actions
Allows the user to set a trap as a magic spell rather than just a trap. This will allow the trap to avoid abilities that would spring normal traps or show them to the opponents.
When an ability on a card, the Magic Trap card can be placed like any other trap but is not affected by abilities that would affect normal traps.
Magic Ward
the ability to defense against a single magic attack focused through one body part. this will be a focused magic defense equivalent to the magic defense plus any imbue of the user.
Mech
Moves the mech stat up by 1 ability score.
Mental Dominance
the user can dominate the mind of opposite for 3 rounds, using mental attack + imbue, during this time the users body is fatigued and will remain fatigued for 1 round after ability wears off. If the ability is defended the user is still fagtied for the 3 rounds.
Mental Filing
Allows a person to remember 80% of all learns, allowing +1 ability to use all items. (commons)
Mental Link
Allows the user to connect mentally to whoever is on their side of the field, with the link established two can fight as one. The user can link to one person per link, this link last 5 rounds, and the two are completly synced during this time. Making it too where if one of the linked people were to make an attacked the other linked can attack at the same time.
Mental Shield
30 Stamina / 3 Actions
Allows the user to place a shield on the field of pure mental defense. This shield will be the Mental Attack plus Mental Defense of the caster and will defend against anything that comes against it. The life of the shield is 1/2 of the life of the caster. The Mental Shield will stay on the field for 6 rounds before dissipating.
Mental Stability
All Mental abilities are halved, and all stamina for for Mental abilities are halved.
Metal Morphation
50 Stamina / 4 Actions
Allows the user to morph metal to their own imagination. This will take an entire response for the morphing of the metal into whatever else. The size will alter the amount of time. For every 5lbs. of metal, add another 1 action to the morph alteration.
This can not be used for “Complex” morphations. So a knife, shield, or arm would be fine, but moving gears, pullies, etc. would not work. However, the user could create all of the gears and then put them together to make something complex. They simply can’t make the complex item directly.
For each Level of Metal Morphation, subtract .5 lbs. from the 5 lbs. that is morphed per action. Also, the complexity of the creations begin to go up as well.
Mind Shadow
Only beings with equal of greater Magic Attack, can see the user.
Minor Fire Ball
5 Points of Damage/ 1 Action
Allows the user to fire a fireball of 5 points of damage.
Misdirect
Much like Quick Talk this ability allows the user to direct a target in wrong direction or to catch the attention elsewhere.
Morph
55 Stamina / 2 Action per round
Allows the user to “morph” their body into a predescribed mass. Some will be able to change into small creatures, like rodents, squirrels, and the like. Some will have the ability to morph into larger beasts, etc. Beings must have a spell for this to work or have been born with the ability.
Mount
Allows a creature, beast, etc. to be ridden like a horse. Without this ability, anyone that tries to ride an animal will have to fight them as they will defend themsevles.
Multi Attack
Allows the user to attack multiple times within on action, allowing a chain attack.
Mutation 1-5
Allows the use of a Mutation without paying for the cost, rather in Training or in damage.
A player with this ability will look at the mutation that is being put on them and if the numbers match (Mutation 2 and the mutation is a 2), then they will take no damage from the mutation and have to pay no Training for the mutation’s bonuses.
Myst
45 Stamina / 1 Action per round
Allows the user to “become” myst for a short time (2 rounds). This myst will be able to be mobile for the 2 rounds but can not be harmed by any physical abilities. Once the time runs out, the person will become caporal once more.
Note: Certain abilities can still deal damage to those in this state.
Mysticism
Allows the user to use Mystic Spells. ( see Mystic Spell Chart).
Natural Heal
Give the user 5 pts of health per round, as long as 10 or more pts is still present.
Night Sight
2 Stamina / 1 Actions
User can see in the dark using low light sensitivity in their eyes. This sight is usually green in nature and gives no details, only shapes to avoid and attack. This will last 5 rounds per use.
Night Vision
5 Stamina / 1 Actions
User can see in the dark as if during the day, though with a green or yellow hue to everything as if the entire world were painted green or yellow including their shadows. This sight is usually green in nature and gives no details, only shapes to avoid and attack. This will last 8 rounds per use.
With this sight on, the user can’t be victim to Dark Sphere but will take double the time to adjust to Light Sphere.
No Reverb
The user, or item, will take no reverb damage. (See Reverb)
Open Languages
This is Continuous and doesn't cost Stamina
The moment that this character hears a language, they instantly decipher it and can now speak the language nearly fluently.
Overload
10 Stamina / 2 Actions
This will allow the user to fire all the energy from a single Energy Source. The Energy Source will count its energy into the Imbue of the user plus the energy attack of the user to make a single, staggering blast. The Energy Source will be destroyed and all energy points will deal damage directly to the user equal to 1/2 the energy points on the source.
Packing
This is for ground creatures. When a ground creature comes in, if it and another ground creature has Packing, then they can attack together and join their attacks into one single attack. (Each of these creatures will have a certain amount on them, such as Packing 6, or Packing up to 6, etc. The amount of ground creatures pack can not exceed this number.)
Note: Packing allows for a single attack, but not a single defense. Each creature will have to defend themselves.
Note: If there are two ground creatures and one has Packing 6 and the other Packing 3, then 3 is the amount used. Always the lower amount together.
Pack Mule
This allows the creature, player, etc. to be able to carry items equal to their weight x2. If they get to a point beyond the points of weight, such as if they have 34 on body weight and then are packed with 69 pts. of weight, then they will stop where they are and can’t move. Should they stay there for more than 2 rounds, they will begin to take damage. With each point of damage (which they will be taking 5 pts. per round), they will begin to lose weight until they sleep for eight hours.
Photosynthesis
Gain 4 pts of health while using light energy.
Plague
Plague deals 4 points of damage to an opponent after the user has dealt at least 1 point of physical damage to the victim. This will continue to do 4 points of damage till the victim heals the plague they have contracted.
Poison
5 Stamina / 1 Actions
This is a poison of some sort that can be used against others. The poisons’ will have an attack and a defense. When finding the damage the poison actually does, though, look at the poison die of the victim. Subtract the attack of the poison from the defense of that die. If the poison wins by a number, then it will dal that much damage to the victim each round that it is not cured.
Note: Poisons are interesting in that a user can create a poison if they have the right materials. If they do, the poison becomes as powerful as the base poison and the poison die of the player that creates it. Thus poisons can become very potent if done correctly.
Note: To remove a poison, one must be cured of it by a priest, remove it with an antidote, or purge it with a spell. Certain abilities will help as well.
Note: If a player has the ability of Poison they can use it like an attack when they hit the intended victim. A single point of damage will allow the user to pass their poison on to the victim. After passed, the poison begins to attack on its own until cured.
Poison deals 10 pts. of damage when first inflicted and 2 pts. every round after that. Add 10 pts. on the infliction per level of Poison and 1 pts. per round. Thus Poison 2 will be 20 pts. of infliction and 3 pts. of damage per round.
Poison Blood
Blood deals X amount of damage to an opponent when they opponent comes into contain with the blood.
Poison Immunity
This is Continuous and doesn't cost Stamina
User can not be harmed by any poison. This makes the user unable to be drunk, by any means. They can not be affected by anesthetics and nerve attacks are cut in half.
Poison Impervious
The user is completely immunie to any and all poisons.
Poison Resist
Allows user to resist most poisons by letting the poison damage take just 5pts instead of full damage and the poison after the 5 damage will use up the victims stamina instead.
Pool Drain
5 Stamina / 2 Actions
This is only used for pools of magic. This allows the user to take magic from the pool without destroying the pool. This will work for up to 3 types of magic at the same time from any pool. If someone tries to go beyond 3 types, it will fatigue the pool for 2 rounds.
(If the user takes 2 green, 1 blue and a white from a single magic pool, it will do nothing to the pool. If that same person took 2 green, 1 blue, 1 white and a pink from the same pool, it would fatigue the pool for 2 rounds.)
Projectile
5 Stamina / 1 Actions
Allows user to throw items, spells, creatures, etc. When used as an ability, the user can throw anything that they can lift for the full amount of physical attack. Add weight divided by 2 to the attack.
A weapon, item, etc. with this on it will be able to be thrown at the full attack of the card. If a card is thrown without this on it, then it deals 1/2 its attack to whatever it hits.
Purge
Counters poisons and plagues that have inflicted the victim. (3 uses)
Quake
This ability allows the user to make a area effect that manipulates the molecules within whatever your hitting and pull them apart, this can be pin pointed to your fist or foot to do more damage within a smaller range( 1 square). At Full force this ability does damage 8 squares away. This ability has a base At. of 1D 30. At full force this ability can use up all the stamina the user has.
Quick Learn
Allows the user to learn things very quickly, cuts all training in half.
Quick Talk
A mental Distraction where the uses common speech as an action.
Rally
20 Stamina / 1 Actions
This will bring up moral among the those near the user. Their stamina resets, their skills reset and all gain +4 to all rolls (save for luck) for 3 rounds.
Note: This will not grant these bonuses to the user. The user, however, will gain a +10 Defense and +10 Attack for 3 rounds.
Reflection
30 Stamina / 2 Actions
Allows user to “reflect” any energy attack back at the attacker with 1/2 of the amount of the original attack. This can be used for Physical Attacks as well as Magical ones, but it will cost double the Stamina per use, but can only be used once per battle in this way.
Regeneration
Any time during a match the user may regenerate half of their life total back, but it fatigues them for 1 round and uses 50 stamina each use.
Reuse
50 Stamina / 2 Actions
Allows the user to take an item, spell, etc. from the cemetery and reuse it “x” amount of times. If there is no “x” denoted on the card, then it is a one time use. If there is an “x” then it is the amount denoted on the card.
If a player, character, etc. has this on their card, they can use its ability 2 times during battle to reuse anything from the cemetery of their choice.
Reverb
30 Stamina / 1 Actions
As an Ability, this allows the user to double the amount of Reverb on any weapon or item that they touch. This will last for 12 rounds or until the item, weapon, etc. is destroyed.
Note: This will not work against weapons, items, etc. that have No Reverb on them as an ability.
Rock Manipulation
the ability to meniuplate rocks within a given area of 8 squares of the user and depending on the level of the user’s consentration depends on what size of the rocks the user can menipulate.
Sacrifice
Sacrifice Allows the user to preform sacrifices, only works for sacrifice cards or on special occasion.
Search
10 Stamina / 1 Actions
User can search their Cemetery, Battle Chest or hand for a single card, reveal the card and place it on the field. They will take the equivalent damage of the highest attack and defense of the card as well as fatigue for 1 round.
Note: When used in RPG, this will allow the user to find something in a given area, depending on their Awareness, that they would not otherwise be able to find. (Such as trinkets, goods, etc.)
Shadow
Nothing can hit the user for 3 rounds unless they are hit with silver.
Shadow Walk
Can dodge 4 attqcks per match by stepping into the shadows (4 uses)
Sharp Shooter
Gives a +4 to all ranged attacks for the user.
Sheild Damage
30 Stamina / 1 Actions
Deals damage direct to the shield. This weapon, item, etc. will deal all of its damage to the life of a shield regardless of its defense. If the shield has 800 on defense and this weapon, item, etc. deals only 50 pts. of damage, the shield will take 50 pts. of damage and no reverb is affected. (See Reverb.)
Sight
20 Stamina / 1 Actions
Allows the user to see any card on the field, but only one. In this instance, field covers all hands, Battle Chests, face down cards, etc. Only top cards can be seen, though. Not bottom cards, second cards, etc.
Silica Myst
10 Stamina / 1 Actions
A single attack at is an area effect against all in an area. This will deal 50 pts. of damage for the first round and 20 pts. each following round until cured. (Cure like a curse.)
Sliver Tounge
Similar to Quick it allows to persaide another person into diplomacy. Gives a +3 to Meachant.
Single Style
20 Stamina / 1 Actions
This allows the user to use all of the Training points of a single School of Training. All the points on the card will be used as if they were the exact same and are dumped into a single attack of physical nature. This attack will be the Rank attack + the Training of the card + the Physical Attack of the character all added. When used, the training will be destroyed and deal 1/2 the damage to the user of the points on the card. So if there are 20 training points on the card, the user will take 10 pts. of damage. Three cards can be combined in this fashion for a single attack.
Note: The Training cards can be used in this manner as if they were a number in a physical combo attack. They can be any number other than 0, but they will only add their training to the attack as of the number that they are chaining. So if they are helping chain by being a 3, then they will only use 3 of their training points to be added into the attack. They can be used 2 times but then be destroyed dealing all of the damage to the user.
Situational Intelligence
50 Stamina / 2 Actions
Once used, Situational Intelligence triples the intelligence of the user for six rounds. This allows the user to operate technology, see strategies, overcome puzzles, etc. During the card game, this will allow the person to draw three cards, avoid 1 trap and avoid a single physical attack.
Note: The trigger for Situational Intelligence must be met before the user is able to use the ability. As such, if the player tries to use this ability before the trigger is met, they simply burn the stamina but nothing happens.
Note 1: Those that use this ability, once it is worn off, will no longer understand how they did whatever feat they completed. If they are using a tool, or technology, they will lose the understanding of how it works and no longer be able to use the tool or technology. This will cause frustration and cost 1 action.
Calls a swarm of insects of ect. ( depends on the caller and on the area on what is being called) Theses swarms are called in to aid during a fight or to do certain tasks.
Smell
Allows the user to track an opponent, using their sense of smell. This allows the user to see invisible, shadowed or chameleoned opponents. Or allows the user to track a target for a long distance as long as the sent is not to faded for obscured to badly.
Snap
When using a leather whip weapon of any sort, if undefended all damage delt to life pts. If defended Snap does double damage, and a single point is delt all damage is delt.
Soulmerian Attunement
The user starts with one magic type and one energy type at the beginning of character creation, only ones that can’t be selected is Metophic energy.
Sonic Eruption
10 Stamina / 1 Actions
Allows the user to use Sonic Energy into an attack without need of other abilities. This ability will take all the Sonic Energy from all the Energy Sources they control. This attack will leave them fatigued for 1 round, but can be used at any point that the user pays the stamina. This attack will be used as an Instant, but will also fatigue each of the Energy Sources used for the attack.
Spark
5 Stamina / 1 Actions
Allows user to combine their attack, weight, carrying items weight, rank attack into a single spear attack. If they have ambidexterity, they can also add in their weapon attack, but only one. If the attack is defended, the defender will still be pushed back according to the amount of damage that was defended, or taken, divided by 20. So if the attacker deals 120 pts. of damage, even if it is defended, the victim will be pushed 6 units back from their present position.
Spear
30 Stamina / 1 Actions
Allows user to combine their attack, weight, carrying items weight, rank attack into a single spear attack. If they have ambidexterity, they can also add in their weapon attack, but only one. If the attack is defended, the defender will still be pushed back according to the amount of damage that was defended, or taken, divided by 20. So if the attacker deals 120 pts. of damage, even if it is defended, the victim will be pushed 6 units back from their present position.
For each level of Spear, Add +10 to the overall attack. For every 5 levels, add a bonus of 5 pts. of damage.
Note: After use, the user is fatigued for 1 round per 100 pts of attack used in the Spear.
Speed Doubler
Doubles the speed of the user for 2 rounds Allows to attacks Per round. Allows 2 dodges per round as well. (2 uses)
Spiked
10 Stamina / 1 Actions
This is an ability that allows the user to extend short spikes from their body. The spikes are no bigger than 4 inches in length on the first level. For every level following the first add 1 inch per level. The attack of the person is +6 Attack per level. This will last 2 rounds.
If on a weapon, the attack will have been added to the weapons attack overall with each level added as well.
Spiritual Essence
The ability to bless an area up to 6 squares around the user, this ability will last for 6 rounds burning and dealing damage for X amount to anything unholy.
Spiritual Sight
ability to see the dead and is given and allows the user to absolve the spirit.
Stagger
10 Stamina / 2 Actions
If 1/2 the points of the attack Stagger is used on are dealt to the victim, the victim is staggered and can not counter during this Response and they can not use magic or mental the following round. This is used by most magic users to try and stop their opponents from attacking long enough for the user to defeat their victim.
Stamina Doubler
40 Stamina / 2 Actions
Allows the user to use Stamina abilities without the cost of stamina for 1 round. This will fatigue the user after the Stamina Doubler wears off for 2 rounds.
Once this is used, the 1 round it will take effect with be the following round after this one.
Stealth
50 Stamina / 1 Actions
The user can become just shy of invisible and stealthily attack from behind. With this only armor can defend the attack. (That would be the defense of the Rank, plus the victim, plus any armor they are wearing. )
A successful Stealth attack deals double damage of the user to the victim.
In many cases, this is added to other abilities to make the attack even more devistating.
Streak Punch
10 Stamina / 1 Actions
This is a combination punch which can be linked to any other combo in the game. Also, it can alter a non-combo punch into a combo punch if this is an ability. The Streak Punch can be used as any number within the combo attack. (See Combo Attacks.)
Stench
The user stinks so bad that all opponents will drop all items and weapons to cover their noses once they are with in range to smell the user or if they are downwind of the user.
Stomp
Stops a unit dead in its tracks and doubles their durability for X amount of time, it also doubles the attack of the user for X amount of time.
Stoner
This comes into effect after an amount of damage is delt petrifying the opponent in stone, for X amount of time. Before turning to stone the victim’s looses an action, one point of mobility, and one point of response. Once turned the victim’s defense doubles but the victum can no longer move and no longer has any actions.
Subconscious Intimidation
Allows the user to “subtly” intimidate someone with less shock then the user. This will not be “noticed” counsciouly (use to get prices, persuade, ect.)
Submerge
Allows the user to gain the abilities of Burrow and Aquatics, for 1 round (depends of terrain)
Suicide
User may use this ability to kill them selves. (Can be used in a variety of ways, such as if the user refuses to surrender to another player they may use this ability to opt out of surrender. Can use this ability as a gateway to hell, one way trip. (1 use)
Surround Sight
10 Stamina / 1 Actions
Allows situational awareness of a single of single attack
Swarm Call
Calls a swarm of insects of ect. ( depends on the caller and on the area on what is being called) Theses swarms are called in to aid during a fight or to do certain tasks.
Symbiosis
The user can merge with creatures on the battlefield under the users control, allowing the user to share the creatures life total just once saving the from death one time. (1 use)
Target
30 Stamina / 1 Actions
A user with this ability will be able to use it when ever they choose, but they must announce it before using it not after they start an attack.
Allows the user to directly target an opponent on the field.
This can be used with projectiles or hand held weapons. When used, nothing but the chosen target can defend.
Terror
20 Stamina / 1 Actions
This ability allows the user to “terrorize” the victim. The victim will be unable to attack at all for 1 round. They also can’t use counter attacks for that round. Each level of Terror adds another round of Terror to the victim.
To use this ability, simply use it as an attack and all in front of the user will be affected unless they have some way of avoiding it with abilities, or if they can not see in that moment.
Note: Terror can be “saved” against if the victim’s Shock die is higher than that of the user. If it is, then take the Mental attack of the user vs. the Mental defense of the victim.
Thermal Sight
20 Stamina / 1 Actions
Allows the user to see all heat in a given area. This negates Dark Sphere, Blind, and other abilities that would stop the natural sight of the victim. (Abilities that remove sight completely will still deal its damage. Removing natural sight, however will not.)
Touch Damage
80 Stamina / 1 Actions
User will deal damage equal to their attack on a single touch. This is reserved for very powerful beings and creatures only. Those that have this ability will be deadly to encounter as they can deal their damage with a single touch and follow that up with a weapon as well.
Trap
This is not an ability that players can have
Traps and Trap Cards, are cards that can be placed face down on the field and turned over when triggered. Each trap will have its own attacks, defenses, etc.
To trigger the trap, the creature, player, etc. must actually trigger the trap. Thus if it is a land trap, then flight creatures can not trigger it. If it is a water based trap, then ground and air can’t trigger it, unless they get into the water.
Trap Sight
5 Stamina / 1 Actions
A creature, player, etc. with this ability can see on base traps on the field and can not trigger them at any time. (This does not include other traps as they are not base traps and have a different set of defenses. Such as Mental Traps, Magic Traps, etc.)
This will only effect the field when in use. If a trap is lain after the use of this ability, treat it like a normal trap. The ability lasts for 3 rounds on characters.
Note: Base Trap cards will say Trap or Common Trap on them. Anything else is not a base.
Tremor Sense
20 Stamina / 1 Actions
Gives the user the ability to “see” even with out sight, through the vibrations in the ground around them. Similar to echo sight, the user can use vibration to see the details around them without actually being able to see.
Creatures with this ability will not have be adversely affected by any sight attacks.
Trick Runner
Adds Mount to all Domestic Creatures.
Trigger Trap
25 Stamina / 2 Actions
A Trigger Trap is a trap card that is usually a creature or something similar that will become a creature after the trap is triggered. The trigger will deal its damage, but then a creature will be there to fight.
These come onto the field upside down, and when triggered the trap deals damage as the creature surprise attacks the victim and deals their damage as well.
A character with this ability can chose any card in the deck to use as a Trap. That trap, when triggered, will attack as if it were thrown at the victim.
True Flight
1 Stamina / 2 Actions
This is the flight of a creature, player, etc. that they are born with. As long as their ability (such as wings, gravity manipulation, etc.) are still with the player, they can fly for up to 4 squares per round. This will cost no more stamina than walking for these users.
When triggered, this will last for 5 rounds per use.
Two Handed
10 Stamina / 1 Actions
This weapon, item, etc. must be wielded with two hands and thus can be the only weapon two handed characters can hold. Due to this when the weapon is used it will fatigue the user with every use. However, the weight of the player divided by 2 is added into the attack. (Thus if a player weight is 24, then the weapon will have a 12 attack added to every attack.)
If the player has this as an ability, the character can use any weapon as a 2 handed weapon. This will add the weight of the player into the attack of the weapon.
Unfriendly
10 Stamina / 1 Actions
This ability allows the user to avoid all mental attacks that target the user. Also, this makes it so that the user can’t be the target of control abilities.
In the case of a creature, this ability makes it so that the creature can not be controlled by any save the one that summoned them.
Undead
Sustaining this will cost Soulmere for the victim. Every 1 day that the character does not take in Soulmere they will be dealt 50 pts. of life against their death. (If they have 100 on life, then they will lose to 50 even though they don't actually have what is considered life. If this happens, the 50 pts. that are lost can't be regenerated naturally unless they have other abilities such as a vampire, a gargoyle, etc.)
Undead creatures, characters, etc. must feed on the Soulmere of others to continue “living”. These beings can’t be healed because they don’t have Soulmere within them but Dymere. The Dymere will feed on their bodies until the body decays to nothing if it is allowed.
When an undead takes damage, they don’t lose life, but Dymere instead. (Simply replace the Soulmere with Dymere). The creature, character’s life will now be equal to their Dymere and their life is altered into the Imbue [Add their life to their imbue and be able to use that amount as their new imbue abilities].
Undead characters are dealt 1/2 damage from Physical/Energy Attacks. Magic deals double damage and Mental does nothing to the Undead.
Silver/Holy relics of any true Mald or higher /Magic all deal great deals of damage to the undead. When defeated the undead do not die, but rather go dormant. If they are not destroyed within three rounds [head cut off, body burned to ash, etc. ] then the Dymere will revive them with 10% of their overall Soulmere.
To read further, see Undead in the Glossory.
Venom
Allows the user to quickly by bypass most defenses, and deal great damage for X amount of time. (1 use)
Venom Impervious
Makes the user unable to be harmed by venoms of any sort.
Visigalian Tenacity
For 4 rounds your fear die doubles and your Shock die doubles but your understanding drops to 1.
Water Ball
Its an attack that uses moister out of the air around the user. It will not work in areas with low or no moister in the ai, its a 10 At, it costs 5 stamina and uses one action .
Water Breathing
Allows the user to breath underwater, will not be effected by the extra damage done by water bound drownded ect. Does not use up Stamina to be submerged in water.
Water Walking
Allows the user to walk on water.
Water Immune
1 Stamina / 1 Actions
User can avoid any penalties for being in water. Also, all water attacks are 1/2 their damage with no lasting or follow up abilities adding to the damage. The user can breathe under water and can move in water as though they were on dry land.
When triggered, this ability lasts 5 rounds.
Weapon 1
Brik + Training Cost of Weapon for Stamina Cost / 2 Actions
This ability allows the user to start the game with a weapon as a Preliminary. It will cost the Stamina on the opening gambit of the game and the user will be fatigued for 1 round.
The player may trigger this ability again at anytime during the game, brining forth the first weapon flipped from their Battle Chest. All cards that are flipped and not the weapon will be placed on the bottom of the Battle Chest and the user will take damage equal to all those cards.