Saturday, April 20, 2013

Sample Starting Abilities:

All abilities of every profession, species and class affect the gameplay of Myths and Legends, often in combat or prior to it, sometimes in trade, and often in general on quests. Abilities are separated into General Abilities, Species Abilities, and Class Abilities.  Every character is able to start out with any of the general abilities that do not have a prerequisite, any others that do require one or more may still be chosen if a character's starting funds are invested into getting the required materials, or if due to their profession or location they are able to practice under another character, such as an apprentice or a student at a school of some sort.  This usually affects the character's profession, however.  Additionally, certain requisite items might be difficult to have available in the chosen starting area due to the levels of technology and magic present.  To have them in those areas, a character should have some reason for them, such as immigrating to an area they are not common in, or having them passed down as a family heirloom, or having stolen them from a wandering stranger, or things along those lines.  Below is a list of some general abilities, which is by no means complete, but gives a fair range for the sample.

General Abilities:

Alchemy (1 FP Minimum): Create an alchemical concoction. Uses 1 FP for mixing together components out of combat, 2 FP if during combat.  If a character knows a specific concoction they are aiming to create and has the materials required, they can make it with certainty.  If they do not know what the mixture creates, and are experimenting, the results may be unexpected.  Learning a specific concoction the first time takes one extra FP due to the need to focus to remember all the steps needed to make it again.  No prerequisite abilities are needed to use this ability.  Requires a brewing cauldron or stand, glass containers, water, and the ingredients being used.  If the ingredients need to be crushed into powder and are not yet, a mortar and pestle is recommended to have as well.  Something that should be kept in mind is to remain a distance away from anything the alchemy-user doesn't want damaged, as creating some concoctions may create explosions, smoke or other affects.

Arm Block (0 FP Each): +1 defense on success. -1 EP per use until EP is gone or recovered by rest or other means. No prerequisite abilities or equipment required.

Arrow (1 FP Each): 4 damage on success if the target is armor-less. No prerequisite abilities. Requires a bow and arrows for it, and needs more time and room than bladed jab or bladed slash.  As with all weapons, certain materials or enhancements may improve the damage or effects.

Basic Lockpick (1 FP Each): An attempt to pick a lock using standard lockpick tools.  Further practice improves the odds of opening standard locks.  Lockpick checks are the level of this skill plus finesse of the character.  No prerequisite abilities.  Requires a basic lockpick tool set.

Bladed Jab (0 FP Each): 2 damage on success against armor-less targets. No prerequisite abilities. Requires a blade or sharp item.  As with all weapons, certain materials or enhancements may improve the damage or effects.

Bladed Slash (0 FP Each): 3 damage on success against armor-less targets. Requires Bladed Jab. Requires a blade or sharp item, and needs more time and room than bladed jab.  As with all weapons, certain materials or enhancements may improve the damage or effects.

Bullet (0 FP Each): 5 damage on success against armor-less targets. No prerequisite abilities. Requires a gun and standard bullet for it.  As with all weapons, certain materials or enhancements may improve the damage or effects.

Charge Weapon (1 FP Each): +1 Damage for Combat Match if using a weapon (does not stack). No prerequisite abilities. Requires a weapon of some sort.

Inspect (0 FP Each):  Closely viewing something and trying to decipher additional information out of it.  Requires Search and that the item is found first.  No prerequisite equipment needed.

Haggle (1 FP Each): A check to see if you can get a trader, merchant, shopkeeper or the like to lower their price of sale or trade for you in that instance, or to pay you more for your items of sale or trade. Doing this poorly will result in either the price rising higher, or being unable to buy or sell anything until they calm down again. Having charm, pheromones, magic, psionic abilities and other things may affect your Haggle Check's success. No prerequisite abilities or equipment.

Hide (1 FP Each):  An attempt to conceal a character or item.  The character hiding themselves, someone or something else will use their ranking in this ability plus half their Wisdom score rounding up for the check value to a searching check done by another using Search.  No prerequisite abilities or equipment required.

Kick (0 FP Each): 1 damage on success against armor-less targets. No prerequisite abilities or equipment.

Magic Defensive Field (1 FP Each): +1 on Defense for Combat Match against magic. No prerequisite abilities or equipment.

Punch (0 FP Each): 1 damage on success against armor-less targets. No prerequisite abilities or equipment.

Repair Weapon (2 FP Each): A check to use focus for finding and repairing damage to your weapon. +1 is the default. No prerequisite abilities. Requires a damaged weapon of some sort.

Resist Spell (2 FP Each): A check to use focus for resisting the magical effects of a spell. Each attempt uses 2 FP. Success is determined by spell resistance trait bonuses + current EP, subtracting 2 EP per point of magical effect blocked as well. No prerequisite abilities.

Rest (0 FP Each): Resting for a full eight hours fully replenishes FP and up to sixteen EP. EP regains at one point per half hour. FP is scaled downward from the max at eight hours, so for four hours half the maximum is restored. No prerequisite abilities or equipment.

Run (1 FP Each):  Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.  Requires walk.  No prerequisite equipment.

Search (1 FP Each):  Concentrating specifically on finding something rather than simple observation, Search is typically used for trying to locate something concealed with ordinary means.  The skill check to finding something is the ranking in this skill plus the character's Wisdom.  No prerequisite abilities or equipment.

Sprint (2 FP Each):  Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.  Requires run.  No prerequisite equipment.

Perform (1 FP Minimum):  Utilizing one's skills as a hobby or profession for favorable results in charming, making profit, or distraction.  The particular skill always uses intelligence on a check for being able to remember how to do it properly, plus another appropriate attribute depending on the type of performance and intended results.  Additional focus point cost follows depending on the type of performance, and a successful performance gives roleplay experience, an increase in local renown, and possible other rewards.  Requires knowledge in and skill in the subject being performed.  Equipment required depends on the type of performance being done.

Pickpocket (1 FP Each):  An attempt to steal something off of a person's body.  Check is done with finesse against reaction for if the person feels it.  It may still be observed by another than that individual, using finesse against wisdom.  No prerequisite abilities or equipment.

Swim (0 FP Minimum): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim.  All others use 1 FP.  No prerequisite abilities or equipment.

Trip (0 FP Each):  An attempt to cause another character to stumble.  A character being tripped can have a reaction check to avoid falling.  No prerequisite abilities or equipment.

Walk (0 FP Each):  Moving at half a character's current max speed, rounded up.  No prerequisite abilities or equipment.

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