Aspect Descriptions - Abilities
Alchemy
The Alchemy Ability allows a character access to mundane potions of various types. When this Ability is taken, the alchemist chooses two types of potions from those listed below. The same potion type may be chosen twice, giving double the listed doses. The character begins the event with these potions in their possession. The potions may then be used by anyone.
· Acid - 1 dose
Delivers 200 scalping blows to a body. This potion is only usable on non-living objects.
· Alchemist's Fire - 2 props
The material component for this spell must be a chemical light stick. Crack the light stick to use the potion. This light is not affected by the spell Disrupt Light, and may be used by anyone.
· Armor Repair - 10 doses
This potion repairs one location of armor. The potion must be applied to the damaged armor for 15 seconds before taking effect.
· Death Poison - 3 doses
Instantly kills the victim. See also the Poisons Caveat.
· Heal Limb - 6 doses
This potion heals all of the user's limbs.
· Immunity to Poison - 5 doses
Makes the user immune to the next dose of poison that would otherwise have affected his character. When damage by the next poison attack, whether ingested or delivered by a weapon, call Immunity to Poison. The recipient must still take any non-poison damage caused by a weapon.
· Immunity to Disease - 5 doses
Makes the user immune to the next disease that would otherwise have affected his character. When damage by the next disease attack, call “Immunity to Disease”. The recipient must still take any non-disease damage caused by a weapon.
· Raise Dead - 2 doses
This potion raises a dead character, healing all of his injured
limbs.
· Sleep Poison - 3 doses
A poison that causes the victim to fall into a deep sleep for 10
minutes. The victim cannot be woken before this time passes. See also
the Poisons Caveat
· Truth Poison - 3 doses
The victim is unable to speak anything except the truth for 10 minutes. This does not force the victim to talk. See also the Poisons Caveat
Armor Proficiency
Choosing to take Aspects of Armor Proficiency allows the character to use increasingly heavier armor. A player character may have no more than two Armor Proficiency Aspects.
· Taking one Aspect of Armor Proficiency allows the character to wear up to Light (one point) Armor.
· Taking a second Armor Proficiency Aspect allows the character to use up to Heavy (two point) Armor.
A character with one or more Spellcraft Aspects and two or more Weapon Proficiency Aspects cannot have two Armor Proficiency Aspects.
Eviscerate
A character with this Ability scalps much faster than normal. Each scalping blow they land on a body counts as five.
Field Smith
This Ability allows a character to repair armor and items. Using both hands, someone with this ability may take 120 seconds to repair an item as if the Repair Item spell had been cast on it. Armor must be removed before it can be repaired in this manner.
Focused Attack
A character with this Ability may focus for 10 seconds, causing their next melee attack to be Armor-Piercing. While focusing in this manner, the PC may not attack, but may defend himself (dodge, parry, block, etc.). The PC must keep at least one foot planted for the duration of this effect. If they move before attacking, the charge is wasted.
Grifter
A grifter is both good at guarding his own possessions, and ferreting out the valuables of others. A character with this ability designates a pouch, no bigger than 6" x 12"; x 3", as a Deep Pocket. Anything within the Deep Pocket is unsearchable by normal means. Magic items and spell components contained within the Deep Pocket are considered inactive/unusable. The Deep Pocket will only function in the possession of the grifter, and only while the grifter is unscalped. Additionally, characters with this Ability may perform a Full Search in half the normal time. This search reveals all items on the target, including those hidden in a Deep Pocket. Choosing this Ability more than once allows additional pouches to be designated as Deep Pockets, but does not increase the allowable size of a Deep Pocket, nor further reduce searching time.
Hardened Armor
Characters with this ability may call armor as normal when struck by an Armor-Piercing attack.
Power Aspect
Allows the player to create a power for their character. The granted power must be clearly described on the character's Aspect Sheet. The power must be approved by the Magic Marshal at each event. If not approved, then this Aspect is wasted for the event. This Ability may make the character enchanted, as determined by the Magic Marshal (see the Enchanted Beings Caveat).
Story Aspect
This Ability grants the character a plot-based power, as determined by the Event Holder. This Ability may make the character enchanted, as determined by the Magic Marshal (see the Enchanted Beings Caveat). This power granted from this Aspect will vary from event to event.
Weapon Proficiency
Choosing to take Aspects of Weapon Proficiency allows the character to use various weapon combinations. The first Aspect assigned to Weapon Proficiency grants the character use of the following weapons:
· Any single, one-handed weapon.
· Any single shield.
· All normal missile weapons (bow or javelin).
Each Weapon Proficiency skill beyond the first grants the use of one of the following choices:
· All one and a half handed weapons (greater than 3'8", up to 5').
· Two one-handed weapons (florentine), and a one-handed weapon with any shield.
· Any two-handed weapon (greater than 5', up to 8')
A character with one or more Spellcraft Aspects and two Armor Proficiency Aspects cannot have more than one Weapon Proficiency Aspect.