Doom of Destiny's End RPG

Abilities

The following information is a list of all abilities. Note that this list is subject to change.

Abilities can be attained by doing one of two things:

A: Learning the ability from someone in-game
B: Choosing it yourself from this list when you attain intelligence of a multiple of 10 (10 Intel, 20 Intel, etc.)
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Acrobatics: Can move easily through difficult objects and balance on thin rails. Success rate: 2 (x Dexterity) %

Aim: While performing this skill, the player must wait for 1 round in combat or 5 minutes outside of combat. After this time, if the player has not been disturbed (attacked, moved, etc.) then the following ranged attack hit any target the player wishes within sight. Success rate: 3 (x Dexterity - Strength) %

Appraisal: Can attempt to judge the worth of items with a glance. Success Rate: 2xIntelligence %

Dancing: Can dance as well as a master. Gives a permanent -2 to dodge (- is a good thing for dodge). Success rate: 10 (x Dexterity) %

First Aid: Can be used by anyone without this ability, but requires a (Moderate) difficulty Intelligence roll. Binds the wounds and removes debris from the target, stopping any bleeding and makes the target heal twice as fast as normal (1d8 HP per day instead of 1d4) and take double healing from spells. Those without this ability can only stop bleeding, and cannot give the "Speed Healing" Benefit.

Fly: Can fly 2xSTAM miles per pair of wings. (Second pair = 4xSTAM, Third pair = 6xSTAM) Wings have separate hitpoints, the hitpoints are 1d20xLvl for each wing. (goes up by 1d20 each level) Wings CAN be used as shields. Some wings have more health than others; Dragon (Scaly) Wings have 2d20xLvl Health, while Angelic wings have the normal 1d20xLvl and Demon (Batlike) have (1d20-3)xLvl. Wings made of energy (Wings of Fire, Wings of Electricity) have infinite health (They vaporize anything that hits them) and are very rare.

Forging: Allows a player to create weapons and armor proportional to their level. The player must have seen the armor once before, and have the needed materials. Success Rate: 5xStrength %

Gemcraft: Can cut raw gems. The larger the gem, the more it is worth. Success Rate: 5x(Dexterity-Strength) %

Herbalism: Can use herbs and leaves found on the ground to make a variety of different potions. Potions depend on the Worldmaster, but all of them must be beneficial. All Herbalism users can locate and use Healing Herbs with a x2 Healing bonus. Success rate: 5 (x Intelligence) % for both locating herbs and making items.

Parasite: Can absorb 1d6 HP from an enemy within 5 feet of the user. Success rate: 1 (x Intelligence + Strength)

Pickpocket: Steal 20% of the gold an enemy is carrying without them noticing. If it fails, the enemy is alerted. Success rate: 3 (x Dexterity) %

Poisoncraft: Can use herbs, including the Yl'ir Leaf (Deceptively similar to the Healing Herbs in appearance) to make an assortment of poisons. Some can temporarily stun someone, others cause a burning sensation, and others can kill a person with just a touch. Success rate: 3 (x Intelligence + Dexterity) %. NOTE: When making the deadly poisons, failure means the player must roll a (Normal) Stamina roll to survive the exposure.

Nightwalk: Can jump into any nearby shadow, including your own. For the next 5 minutes or 1 round of combat, you cannot be attacked. After time is up, you must exit through any shadow that could be seen within 1(x Dexterity) feet of the shadow you entered. Cannot be used during the day, unless in an area with many shadows.

Sprint: Can attack in combat after you move with no penalty. Success rate: 5 (x Lvl) %
 (c) Copyright 2010 Charles Loomis
The pictures are owned by their appropriate authors and where in no way made or altered by me.