Generations/Lore/Abilities
< Generations | Lore
This is a list of the abilities that one can possess in the game/story Generations.
Defensive Abilities
Abilities that lend to the defense or evasion of a being.
- Armored Skin: The skin of the being acts as armor due to its nature.
- Glamored: Appearing as a different type of being when one is in one's natural state.
- Immune to Flame: The being is immune to the detrimental effects of flames and heat.
- Immune to Poison: The being is not affected adversely by any toxic substance.
- Stretchy: They ability to stretch instead of breaking when force is applied.
Divine Abilities
Abilities related to godhood.
- Divine Spark: The remnants of divine power for being possessed by the last vestige of a god's soul.
Learned Abilities
Abilities that have been learned
- Bardic Magic: Songs that cause magical effects by resonating magical energy with their vibrations.
- Runic Magic: Inscribing runes on things to imbue them with magic.
- Shamanism: Producing magical effects through the manipulation of natural spirits.
- Wizardry: Learning and casting spells.
Magic Potential
Natural spellcasting ability.
- Elemental Magic: The magic of the raw elements.
- Fey Magic: The magic of the mystical fey.
- Sorcery: Innate understanding of raw magical energy.
Magic Resistances
Natural resistance to magical effects.
- Compulsion Resistance: A resistance to magical compulsions.
- Magic Resistant: A natural resistance to magic that also impairs spellcasting.
Movement Abilities
Abilities that deal with a being's ability to move.
- Fast Swimming: The ability to move quickly and efficiently through the water.
- Winged Flight: The ability to fly using wings.
Offensive Abilities
Abilities that lend to the offensive or hunting ability of a being.
- Claws: The being has claws with which to slash prey.
- Horns: The being has horns with which to bludgeon or skewer their prey.
- Flame Breath: The ability to breath fire on one's enemies.
- Sharp Teeth: The being's teeth (or beak) are sharp to rip into the flesh of prey.
- Weaponized Tail: The being's tail can be used as a weapon.
Sensory Abilities
Abilities that enhance the senses.
- Enhanced Hearing: The ability to hear much more accurately than humanity.
- Enhanced Sight: The ability to see much greater distances than humanity.
- Enhanced Smell: The ability to differentiate smells at a much higher level than humanity.
- Infrasonic Hearing: The ability to hear tones that are lower pitched than humans can hear.
- Infravision: The ability to see in the infrared spectrum (heat).
- Low-Light Vision: The ability to see well in low light conditions.
- Ultrasonic Hearing: The ability to hear tones that are higher pitched than humans can hear.
Situational Abilities
Abilities gained through the storyline.
- Faith Magic: A nearly extinct field of magic. The power of a deity channeled through a mortal.
- Witchcraft: Power granted by a powerful (often evil) being in exchange for souls or deeds.
Other Abilities
Abilities that don't fit elsewhere.
- Air & Water Breathing: The ability to breathe water as well as air.
- Dragon Gold: Gold in a dragon's horde is slowly cursed by the dragon's presence. The gold instills greed in the owner, and if their is enough will slowly turn the owner into a dragon themselves. Small amounts of dragon gold have a very diminished effect.
- Dragon Sleep: Dragons can hibernate at will to stave off the need to hunt. Most dragons spend the majority of their time hibernating. The older the dragon, the longer they can hibernate.
- Iron Allergy: Almost all fey are allergic to iron, this includes the blood of mortal beings which contains a lot of iron. Fey blood is copper-based, and is therefore green instead of red. Iron causes skin irritation and discomfort, but can also lead to a severe, even life-threatening, allergic reaction.
- Pixie Dust: Some fey naturally produce a powerful magical dust called pixie dust (or less commonly fairy dust). Pixie dust is the dried sexual fluids of specific fey.
- Water-breathing: The ability to breathe water instead of air.
Sources
These are the available as templates for ability pages:
*'''Source''': Divine. The power derives from a divine source, and is therefore unaffected by areas with no magic. *'''Source''': Magic Skill. The power is a type of magic. It must therefore be mastered, and has a range of 1-10. Levels 1-9 roughly equated to a level of power equal to the same level spells from the Dungeons & Dragons role-playing game. Level 10 denotes an extremely rare mastery that is nearly divine. Magic is mystical, and therefore useless in areas with no magic. *'''Source''': Mystical. The power derives from a mystical source, and is therefore inert in areas with no magic. *'''Source''': Natural. The power derives from a natural source, and is therefore unaffected by areas with no magic. *'''Source''': Skill. The power derives from intensive training of natural ability. It must therefore be mastered, and has a range of 1-10. These range from novice at 1 to nearly perfect at 10. It is unaffected by areas with no magic.
Template
== Ability == *'''Source''': *'''Benefits''': ** *'''Weaknesses''': ** [[Category: Generations|Γ Lore/Abilities/Ability]][[Category: Generations/Lore|Ability]]