Posted on: 2016-11-24 17:05:49 UTC
Dry Skin: Any Liquid heals you either by D6 (if not harmful) or by however much it was meant to damage you by (if it was harmful). Anything Fire or Heat related does double damage.
Tough Scales: +2 armour at all times.
Natural Hunter: If you are not a Hunter, pick one of the Hunter's abilities and take it, if you are a Hunter you get both abilities.
Smith Folk: Can take a turn to Improve a weapon or piece of armour, adding +1 Circumstance onto it. One use per weapon or piece of armour.
Bane of Goblins: Do +2 Damage to all types of Goblins and Orcs, cannot talk with any type of Goblin or Orc, must battle with them.
Natural Fighter: If you are not a Fighter, pick one of the Fighter's abilities and take it, if you are a Fighter you get both abilities.
Arcane Archer: Can enchant any ranged weapon to fire magical projectiles. 1 turn to enchant weapon, unlimited uses thereafter. Weapons enchanted by an Arcane Archer can only be used by an Elf and/or a Wizard, Sorcerer or Hedge-Mage and give +3 Damage and no longer need ammunition to fire.
Beast-master: +2 Damage against all animals and beasts, can talk to (and thus try to control) animals and beasts in the same room. Talking to animals takes up a turn.
Natural Wizard: If you are not a Wizard, pick one of the Wizard's abilities and take it, if you are a Wizard you get both abilities.
Tracker: Can take a turn to try and determine what is in the next room, if successful gain +1 Circumstances in all actions against whatever is in the next room
Sling-man: +2 Damage when using a sling as a ranged weapon, can also use a sling as a melee weapon for +1 Damage. Slings have unlimited ammo. If the target of a Sling-man is not focused on the Sling-man, +1 Circumstance
Natural Thief: If you are not a Thief, pick one of the Thief's abilities and take it, if you are a Thief you get both abilities.
Bezerker Rage: +2 Damage on first 3 rounds of combat, no negative modifiers for injury during those 3 rounds, can't do anything for the next round afterwards though.
Tough Hide: +1 Armour at all times, injuries heal twice as fast.
Natural Barbarian: If you are not a Barbarian, pick one of the Barbarian's abilities and take it, if you are a Barbarian you get both abilities.
Charger: Can Charge into combat, +1 Damage in first round of combat, becomes +2 if you have a lance or a spear (in addition to the damage of lance or spear). can't stop a Charge, so if the enemy dodges you (or dies before you get there) you can either potentially hit either a friendly NPC (or even another character) and do the full amount of damage to them, or you hit a solid object (eg a wall) and you take a hit of 4 Damage (before modifiers).
Healer: May attempt to heal another character, creature or NPC, roll 1D6, on a 1 creature loses 3 HP, on a 2 creature loses 1 HP, on a 3 it does nothing, on a 4 creature gains 1 HP on a 5 creature gains 3 HP and on a 6 creature gains 5 HP, effect is opposite for undead, cannot heal above max health.
Natural Hedge-Mage: If you are not a Hedge Mage, pick one of the Hedge Mage's abilities and take it, if you are a Hedge Mage you get both abilities.
Many-Handed: Counts as having three hands when it comes to wielding weapons and shields.
Tentacle Tangle: Humanoid enemies have -1 Cir when attacking in melee
Expendable Limbs: +2 Cir when disarming enemy traps or making your own. May take the Trapmaster class characteristic, regardless of class.
Being Of Willpower: +1 Cir when outnumbered. +3 Cir if outnumbered by more than five.
Being Of Crystal: Takes no damage from poison. +2 Armour against sharp weapons, -1 Armour against blunt weapons.
Natural Psion: If you are not a Psion, pick one of the Psion's abilities and take it. If you are a Psion, you get both abilities.
Chitinous Exoskeleton: +1 armour at all times, The heavier the armour, the quicker Injuries heal.
Rending Claws: +1 Damage and -1 to your enemies Armour when unarmed.
Natural Monk: If you are not a Monk, pick one of the Monk's abilities and take it. If you are a Monk, you get both abilities.
Weapons Master: Name one specific type of weapon (one handed axe, short sword etc.), gain +2 Damage when using that type of weapon, -1 Damage when using any other type of weapon.
Dual-Wielder: +1 Damage when Dual wielding, cannot Plate armour.
Woad Warrior: +1 Circumstance in the first round of every combat, enemy has -1 Circumstance when trying to hit you. However you can't wear Light armour or better.
Vanguard: +2 Damage if first person into combat, goes down to +1 Damage if another person enters the combat alongside you. Cannot voluntarily leave a battle. Cannot wear Heavy armour or better.
Shield wall: +1 Armour for each other player in combat in the room.
Man of Honour: +1 Circumstance when speaking to any female -1 Circumstance when fighting any female. (Swaps genders for females).
Bowman: +3 Damage with ranged weaponry, -1 Damage with melee weaponry, cannot wear Mail armour or better.
Trapmaster: Can try and make traps to kill your enemy with, most will be deadly if made correctly. (Requires a roll, type of trap depends on what materials are around/on you, traps can blow up in your face however, either in the making of them or the setting of them) Setting traps takes an extra turn, but they can be made whenever you wish. Other Players CAN set off traps, even if aware of them (likewise if enemies are aware of them they may be able to avoid them) -1 Damage with all weapons. Cannot wear Mail armour or better.
Stealer of Things: +2 Circumstance when scavenging or looking for things -1 Damage with all weapons. Cannot wear Mail armour or better.
Stealer of People: +2 Circumstance when talking, can enthrall people to fight for you (a failed enthrallment could turn them against you, enthralling takes a turn) -1 Damage with all weapons. Cannot wear Heavy armour or better.
Thug: +1 Damage on all weapons, -2 Circumstance when talking. Cannot wear Heavy armour or better.
Backstabber: +2 Damage on daggers, +2 Circumstance when attacking an enemy (or player) who is focused on something else. -1 Circumstance if attacking an enemy focused on them. Cannot wear Mail armour or better.
Cleric: Can heal any injuries on any person in the same room as them. Takes a turn, -2 Circumstance on all combat rolls on turn you heal someone. +2 Circumstance if facing any type of undead. Can use Magic Items. Cannot wear Plate armour
Druid: Can control all natural things (although that does not mean they are initially friendly towards the Druid) takes a turn to try and gain control, but thereafter can use natural thing as needed. Can use Magic Items. Cannot wear Heavy armour or better.
Enchanter: can 'enchant' add +1 Circumstance to any weapon or armour once per turn (takes the turn) can do this with any weapon or piece of armour in the room. Enchanting lasts for 5 turns. Can use Magical Items. Cannot wear Mail armour or better.
Necromancer: Can revive dead enemies (or players) as thralls (the larger/tougher the enemy (or player) the tougher it is to revive and control). Can try to control undead enemies -1 Circumstance if the enemy/thrall you're trying to control wasn't created/revived by you. Using this takes a turn. Cannot wear Light armour or better, Can use Magical Items.
Fire Mage: Can control/create Fire. As with all things the more Fire the mage tries to create/control the harder it will be to a) create and then b) control. Doing this take a turn. Cannot wear Light armour or better, Can use Magical Items.
Water Mage: Can control/create Water and Ice. As with all things the more Water/Ice the mage tries to create/control the harder it will be to a) create and then b) control. Doing this take a turn. Cannot wear Light armour or better, Can use Magical Items.
Fate Seer: -1 Cir for all enemies in the same room as you, unless they are in combat. +1 Cir for allies in combat in the same room as you. Cannot wear Light armour or better. Can use Magical Items.
Eldritch Presence: +1 Damage for each allied magic user in the room, +2 Cir whenever a magic user/Elf is trying to use their abilities in the same room as you. (Magic Users are Hedge Mages, Wizards, Sorcerors and Shamans, only the Arcane Archer Elven ability is affected) Cannot wear Light Armour or better. Can use Magical Items.
Slugger: +2 Cir when fighting unarmed. +1 additional Damage while unarmed for each point of Armour you have, ignoring shields. Cannot wear Mail armour or better
Dirty Fighter: Enemies have -2 Cir when in melee range of you. Do 1D6 extra damage when entering combat if your target was fighting someone else in the previous round. Cannot wear Heavy armour or better.
Martial Artist: Gives 1 extra unarmed attack per round (if the character is unarmed) and all unarmed attacks do +2 Damage. Cannot wear Light armour or better.
Ninja: Gives enemies -1 Cir when attacking at range, and +2 Damage on Thrown Weapons. Cannot wear Mail armour or better.
Witch Doctor: Enemies in the same room have -2 Cir when attempting to use Magic Items and/or spells. Cannot wear Heavy armour or better. Can use Magical Items.
Spirit Guide: Allies, including yourself, in the same room gain +1 Cir and +2 Armour if they are holding a Magic Item. Cannot wear Mail armour or better. Can use Magical Items.