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| Adroit Cypher Use | |||||
| You can bear four cyphers at a time. Enabler. Granted from Speaker | |||||
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| Basic Follower | |||||
| You gain a level 2 follower. One of their modifications must be persuasion. You can take this ability multiple times, each time gaining another level 2 follower. Enabler. (When you use Basic Follower, the GM may require that you actually look for a suitable follower.) Granted from Speaker | |||||
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| Expert Follower | |||||
| You gain a level 3 follower. They are not restricted on their modifications. You can take this ability multiple times, each time gaining another level 3 follower. Alternatively, you could choose to advance a level 2 follower you already have to level 3 and then gain a new level 2 follower. Enabler. Granted from Speaker | |||||
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| Give Fruit | |||||
| When you make a recovery roll, you can divide points into a fruiting instead of your stat Pools. The fruiting sprouts from your body in the manner of your choosing. A creature—other than you—that uses an action to eat a fruiting can divide its points among their stat Pools however they wish. Any fruiting you produce spoils at the end of your next ten-hour recovery roll. Enabler. Granted from Gwaloth | |||||
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| Long Lived | |||||
| Your natural lifespan (unless tragically cut short) is thousands of years. Enabler. Granted from Gwaloth | |||||
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| Modify Cyphers | |||||
| You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more of the original cyphers are temperamental cyphers. Action. Granted from Crafter Flavor | |||||
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| Photosynthetic | |||||
| You gain nutrients from sunlight and fertile soil. You don't need to eat or breathe if you have daily exposure to sufficient sunlight. Enabler. Granted from Gwaloth | |||||
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| Put Down Roots | |||||
| When you make a defense roll and you are standing on fertile ground, you can plunge your roots into it. Until the end of your next turn, you cannot move, but gain an asset on all defense rolls you make. At that time, you can make a free recovery roll. Enabler. Granted from Gwaloth | |||||
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| Summerbloom | |||||
| You gain the Summerbloom ability, and you can pay its point cost with your Might Pool instead. Enabler. Granted from Gwaloth | |||||
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| Vittles | |||||
| For 24 hours after eating a meal you have prepared, your friends can add a +3 bonus to one recovery roll they make. You choose the Pool the bonus restores points to when you prepare the meal. Enabler. Granted from Prepares Delicacies | |||||
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Pool | Cost | T | S | I |
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Gather Intelligence
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I | 2 | |||
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When in a group of people (a caravan, a palace, a village, a city, etc.) you can ask around about any topic you choose and come away with useful information. You can ask a specific question, or you can simply obtain general facts. You also get a good idea of the general layout of the location involved, note the presence of all major sites, and perhaps even notice obscure details. For example, not only do you find out if anyone in the palace has seen the missing boy, but you also get a working knowledge of the layout of the palace itself, note all the entrances and which are used more often than others, and take notice that everyone seems to avoid the well in the eastern courtyard for some reason. Action to initiate, about an hour to complete.
Granted from Speaker
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Inspiring Success
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I | 6 | |||
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When you succeed on a roll to perform a task related to the stat that you choose upon selecting this ability, and you applied at least one level of Effort, you may choose another character within short range. That character has an asset on the next task they attempt using that stat on their next turn. Enabler.
Granted from Speaker
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Jury Rig
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I | 5 | |||
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You quickly create an object using what would seem to be entirely inappropriate materials. You can make a bomb out of a tin can and household cleaners, a lockpick out of aluminum foil, or a sword out of broken furniture. The level of the item determines the difficulty of the task, but the appropriateness of the materials eases or hinders it as well. Generally, the object can be no larger than something you can hold in one hand, and it functions once (or, in the case of a weapon or similar item, is essentially useful for one encounter). If you spend at least ten minutes on the task, you can create an item of level 5 or lower. You can't change the nature of the materials involved. For example, you can't take iron rods and make a pile of gold coins or a wicker basket. Action.
Granted from Crafter Flavor
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Perfect Stranger
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I | 3 | |||
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You alter your posture and way of speaking and make a small but real alteration to an outfit (such as putting on or taking off a hat, reversing a cloak, and so on). For the next hour (or as long as you keep up the alteration), even creatures that know you well don't recognize you. All tasks related to hiding your true identity during this period gain one free level of Effort. Action to initiate.
Granted from Speaker
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Psychosis
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I | 4 | |||
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Your words inflict a destructive psychosis in the mind of a target within long range that can understand you, dealing 6 points of Intellect damage (ignores Armor) per round. The psychosis can be dispersed if a target uses an action doing nothing but calming and centering itself. Action to initiate.
Granted from Speaker
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Read The Signs
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I | 4 | |||
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You examine an area and learn precise, useful details about the past (if any exist). You can ask the GM up to four questions about the immediate area; each requires its own roll. Action.
Granted from Tier 4 Advancement From Speaker
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Summerbloom
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I | 1 | |||
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You create one of the following effects:
You create a trinket in your hand that predicts what the weather for the next 24 hours. The trinket does not account for supernatural interference with the weather. You touch a plant of your size or smaller, providing it with enough nourishment for one day. If you wish, it flowers, blooms, fruits, or opens its foliage. You create a harmless display of life's great tapestry within a short distance and in an immediate area—a shower of cherry blossoms, a warm breeze, the sounds of birdsong or similar effect. Action. Granted from Gwaloth |
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Understanding
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I | 1 | |||
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You observe or study a creature or object. Your next interaction with that creature or object gains one asset. Action.
Granted from Speaker
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Word Of Command
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I | 6 | |||
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You utter a word so powerful that to fully invest it, you sacrifice a cypher in your possession that is level 6 or higher. You issue the word to one creature within long range that you can see. The affected target must obey the command for several hours before it is free to act as it wishes. Targets that are attacked while under the effect of the command can defend themselves. Typical commands include "retreat," "calm," "come," and "stay." The GM decides how the target acts once a command is given. Action.
Additonal cost is level 6 cypher.
Granted from Speaker
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Anecdote
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I | 2 | T | ||
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You can lift the spirits of a group of creatures and help them bond together by entertaining them with an uplifting or pointed anecdote. For the next hour, those who pay attention to your story are trained in a task you choose that's related to the anecdote, as long as it's not an attack or defense task. Action to initiate, one minute to complete.
Granted from Speaker
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Foul Aura
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I | 5+ | X | ||
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Your words, gestures, and touch invest an object no larger than yourself with an aura of doom, fear, and doubt for one day. Creatures that can hear and understand you feel an urge to move at least a short distance away from the object. If a creature does not move away, all tasks, attacks, and defenses it attempts while within the aura are hindered. The duration of the aura is extended by one day per level of Effort applied. The aura is temporarily blocked while the object is covered or contained. Action to initiate.
Granted from Speaker
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Chef's Temper
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T | ||||
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You are trained in cooking and all related tasks, for example, identifying, sourcing, and determining the quality and nutritional qualities of ingredients. While you are cooking, you gain an asset to intimidation tasks. Enabler.
Granted from Prepares Delicacies
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Crafter
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T | ||||
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You are trained in the crafting of two kinds of items. Enabler.
Granted from Crafter Flavor
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Knife Skills
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T | ||||
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You are trained in butchery, and attacks made with cookware, for example, knives, cleavers, and cast iron pans. Enabler.
Granted from Tier 5 Advancement Focus Ability Knife Skills From Prepares Delicacies
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Trained In Healing And Herbalism
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T | ||||
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Granted from Gwaloth
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Heightened Skills
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T+ | S+ | |||
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You are trained in two tasks of your choosing (other than attacks or defense). If you choose a task you're already trained in, you instead become specialized in that task. You can't choose a task you're already specialized in. Enabler.
Granted from Speaker
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Light Weapons
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Granted from Speaker
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Heavy Weapons
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X | ||||
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Granted from Speaker
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Medium Weapons
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X | ||||
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Granted from Speaker
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Timberskin
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X | ||||
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Your skin produces a pattern of exterior enchanted wood-like bark that grants you +1 to Armor if you do not wear physical armor—this armor also shields your mind against mental attacks that would inflict damage to your Intellect Pool (even if you are wearing physical armor). Your timberskin provides no protection from fire, however, and your stiff limbs are ill suited for agility—you have an inability in running, jumping, swimming, and Speed defense tasks. Enabler.
Granted from Gwaloth
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Practiced With Medium Weapons
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X+ | ||||
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You can use light and medium weapons without penalty. If you wield a heavy weapon, attacks with it are hindered. Enabler.
Granted from Speaker
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Dmg | Skill | Pool | Type |
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Punch
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2 | P | M | L |
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Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A right jab. Attacks are eased by 1 for Light weapons |
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Light Weapon
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2 | P | S | L |
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Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A light weapon of your choice. Granted from Starting Equipment. Attacks are eased by 1 for Light weapons |
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| Cyphers | ||
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| Animal Control | Level: 6 | |
| To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's commands and carries out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on. The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees and the user can't look through its eyes. "Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures like basilisks, pegasi, and so on. Fantasy, Fantastic, Manifest | ||
| Makeshift Construction | Level: 1 | |
| You quickly craft or repair an object whose level doesn't exceed the cypher's, provided you have access to at least primitive tools and materials to construct it. The process takes no more than 1 hour per crafting level. The object is of serviceable, but questionable quality. When performing tasks with it, the GM intrusion range increase by 1, and continues to increase regular intervals determined by the GM. Subtle | ||
| Limit 4 | ||
| Equipment |
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| You have a few fruits, vegetables, bits of cheese, spices, or other assorted favored foodstuffs. Granted from Prepares Delicacies. |
| Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Granted from Starting Equipment. |
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Armor 1
Money
0
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