Abilities in Crytures | World Anvil
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Abilities

Abilities are specific applications of your character’s experience. They often make significant changes to how your character plays, and they vary in how they progress, if they progress at all.   For abilities that start higher than level 1, you must spend experience for each level up to that level as well. For example, if an ability starts at level 2, it costs 250 experience to buy, in total - 100 for the “first” level, and 150 for the “second” level.   Each level of an ability costs the following amount of experience to buy.   1 - 100 experience   2 - 150 experience   3 - 250 experience   4 - 400 experience   5 - 600 experience  

Armor Proficiency (1-3)

You are accustomed to wearing and moving around in armor. Up to 10 lbs. per level of the armor you wear doesn’t count against your carrying capacity.

Businessman (1-2)

You are skilled at cutting deals. You get a +1 roll modifier per level on talent checks when negotiating trades, transactions and payments.

Capacity (1-3)

You can have one additional Cryture attuned at a time, per level.

Class Mastery (1-3)

You have an affinity for a chosen cryture class and know how to make the most of its powers. When a cryture you control makes an attack from that class, it has a reroll threshold equal to your level in this Ability.

Contacts (1-2)

You have friends that belong to a certain circle of society. You get a +1 roll modifier per level when making talent checks to gain information relating to that particular social group. You can have multiple instances of this Ability, but each one must apply to a different group.

Danger Sense (2)

You get a die bonus to your Initiative equal to your Sense.

Dungeoneer (1-2)

You're experienced in exploring dangerous and ancient structures. When making talent checks that involve hidden or hazardous features in a man-made environment, you get a +1 roll modifier per level in this Ability.

Energy (1-3)

You gain +1 Mana per level.

Etiquette (1-2)

You’ve spent a lot of time around nobility and are familiar with the social rules and etiquette among royal courts. You get a +1 roll modifier per level on talent checks when dealing with nobility or in a high-class setting.

Fast Healing (2)

You only require half the normal time to recover from an Injury after it’s been treated.

Feint (2)

Requirement: Agility 3, Legerdemain 2   You gain the following power:

Feint

Cost: 1 Stamina
Minor Action
Melee 1
Attack: Agility + Legerdemain vs. Evasion
Hit: Your next attack against the target gets a +1 roll modifier per hit until end of turn.
Crit: +1 Hit.

Glyph Scribe (3)

Requirement: Intellect 3, Scribe 2   Instead of creating scrolls, you can use a Scribe recipe to create a glyph on a fixed surface that creates the same effect when triggered. You can set the conditions of the trigger, as well as define the source as either yourself or the triggering entity.

Harvester (2)

You are especially good at collecting essences from defeated crytures. Instead of rolling to see what type of essences you collect, you may choose the types.

Linguist (1-2)

You have a knack for translating and deciphering languages. You get a +1 roll modifier per level on talent checks when trying to read or communicate in a non-native language.

Mental Prowess (2)

When you make a talent check with Intellect, you may spend 1 Mana to get a +3 die modifier to the check.

Nimble Prowess (2)

When you make a talent check with Agility, you may spend 1 Stamina to get a +3 die modifier to the check.

Off-hand Strike (2)

Requirement: Agility 3, Melee 2   You gain the following power.

Off-hand Strike

Cost: 1 Stamina
Minor Action
Effect: You make a basic attack with a melee weapon in your off-hand with a -3 die modifier.

Pack Mule (2)

Your carrying capacity is increased by 25 lbs.

Physical Prowess (2)

When you make a talent check with Fitness, you may spend 1 Stamina to get a +3 die modifier to the check.

Quick Conjuring (2)

You can spend 1 additional Mana to conjure a cryture as a minor action, instead of a major action.

Rallying Cry (2)

Requirement: Sense 3, Persuasion 2   You gain the following power.

Rallying Cry

Cost: 1 Stamina
Major Action
Ranged 10
Attack: Sense + Persuasion vs. 6
Success: The target regains 2 Health per success.
Crit: +1 Success and the target becomes Empowered.

Second Wind (2)

Requirement: Fitness 3, Athletics 2   You gain the following power.

Second WInd

Cost: 1 Stamina
Minor Action
Personal
Roll: Fitness + Athletics vs. 6
Success: You regain 3 Health per success.
Crit: +1 Success.

Skill Mastery (1-3)

You’re so practiced with a chosen skill that you no longer make careless mistakes. When making talent checks with that skill, you have a reroll threshold equal to your level in this Ability.

Specialist (1-2)

Choose a cryture type. You get a +1 die modifier on affinity and enmity rolls with crytures of that type per level.

Shield Mastery (1-3)

You’ve trained to incorporate shields into your fighting style, as much for offensive use as defensive. When making attacks with shields, you have a reroll threshold equal to your level in this Ability.

Shield Rush (2)

Requirement: Shield Mastery 2 You gain the following power while wielding a shield.

Shield Rush

Major Action
Melee 1
Attack: Fitness + Melee vs Deflection
Hit: 1 damage per hit and you push the target 1 space, then shift into the space it occupied.
Crit: +1 Hit.
 

Studious (1-2)

You’re especially good at scouring libraries and testing hypotheses. When making talent checks to conduct research, you get a +1 roll modifier per level in this Ability.

Toughness (1-3)

You gain +1 Stamina per level.

Wild Child (1-2)

You’ve spent a lot of time in and around the wilderness and you know your way around nature. You get a +1 roll modifier per level on talent checks when dealing with woods or jungle settings.

Wise Prowess (2)

When you make a talent check with Sense, you may spend 1 Mana to get a +3 die modifier to the check.

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