Utility Abilities
Utility Abilities are a string of abilities that are neither magical abilities or weapon-focused combat abilities. While there are magical and combat abilities below, they are not the focus. These abilities instead are meant to give characters more flavor and greater strength within social roleplaying scenarios and travel scenarios.
None of these abilities will be useful all the time (as any good and balanced ability should be), but are instead specialized strengths your character has honed over time. Consider what professional skills you would see your character cultivating when choosing from these abilities.
Below, you will find two types of abilities: passive and energy. Passive abilities do not require you to spend energy and will automatically work within the stated specifications. Meanwhile, energy abilities require at least one energy to be spent; some abilities require an energy and also specify it requires a successful attack action to work; In this case, using both the ability and the to-hit will only require a single energy.
Social-Focused Utility Abilities
Bounty Hunter (passive): You are versed in techniques used to find persons who would prefer to stay hidden. You gain the following abilities:- You can read the lips of anyone who can see so long as you speak the language.
- You can recall any face, minute physical detail, name, conversation you observed within the past week, and you know exactly when and where you saw or heard these things within the same week's time.
- You are able to obtain a vague assumption of a person's career, health, and mood so long as you can hear and see them.
Travel-Focused Utility Abilities
Astronomer (passive): By spending a minute looking at the night sky, you learn the following:- Which direction is north.
- Your exact location.
- What direction a known location is within 50 miles (5 days travel, 5 tiles--GM's Discretion and Needs). You automatically pass a navigation travel check when traveling toward this destination.
Combat-Focused Utility Abilities
Brawler (passive): your body and fists are your weapon. Your weapon damage with your fists, other appendages, or other found items is equal to your Fitness Score. Your Armor Rank will always instead equal the armor ranked skill as written on your character sheet in place of the rank granted from worn armor. Your Defense is equal to your Expertise Modifier. Commander (passive): Through fierce warcries or an inspiring presence, you can lead your team to and from the jaws of death. At the start of combat, all allies that can hear and see you gain temporary health equal to your Speciality Score. Additionally, those nearby you cannot be affected and cease to be affected by disadvantage. Death Knight (passive): Maverick, the tide of cruel battle fuels the strength behind your blows. When bloodied, you Crit Pass on an 8 and 9. When on Death's Door, your damage is doubled. Martial Pacifist (energy): You are nonviolent by nature, but when forced to fight, you are adept at defending yourself. When attacked, you can use this ability to parry an attack regardless whether or not you have a weapon or magical abilities. This ability does not apply to damage inflicted from a passed or failed save. You may parry incoming damage equal to either your base weapon damage or 5 (whichever is greater) per energy you spend on this ability. For example, spending two energy could parry 10 damage. When you parry at or over the amount of damage dealt, the target is gains the Surprised status effect until the start of your next turn. Ranger (passive): Sharpshooter, anything within eyesight is a viable target. you may double the distance for a thrown weaponized item. For Ranged Weapons, you may decrease the start range (to a maximum of 0) and increase the end range by a number equal to 10 multiplied by your Expertise Modifier. Witch Hunter (passive): You have handles mages before, criminal or otherwise, and you are used to their wiles. You have advantage to attacking a mage. If they cast a spell near you, you may use your reaction to attack them; on a successful attack, they spend the energy to cast the spell, which fails.Miscellaneous Utility Abilities
Antiquarian (passive): You are accustomed to appraising and identifying artifacts. When you encounter a strange, new, or ancient artifact, you are able to determine the following without needing to make a check:- its culture of origin
- its usage
- when it was made
- the object for its value
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