Generations/Lore/Abilities

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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.

  • Alchemy: The ability to craft magical materials from ingredients.
  • Bardic Magic: Songs that cause magical effects by resonating magical energy with their vibrations.
  • Magitech: The ability to create hybrid magical technology.
  • Runic Magic: Inscribing runes on things to imbue them with magic.
  • Shamanism: Producing magical effects through the manipulation of natural spirits.
  • Technology: The ability to craft technological devices.
  • Wizardry: Learning and casting spells.

Magic Potential

Natural spellcasting ability.

Magic Resistances

Natural resistance to magical effects.

Movement Abilities

Abilities that deal with a being's ability to move.

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''': Magic Skill (Innate).  The power is a type of magic, but the character cannot simply learn it.  The character must be born to it.  It must however also 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]]