Adventurer Abilities (Trainer):
%Roll: Trainer Abilities: 26
01-05: Acceptance (Ability)
06-10: Alpha (Ability)
11-15: Calm (Ability)
16-20: Companion (Ability)
21-25: Creature Training: %Roll: Training levels: Class of creature that can now be trained: (Ability)
01-89: Advanced Training ------ Monster
-------- Basic Training ------------ Animal - Note: The Trainer will automatically have
this ability when he or she reaches
level #6.
90-91: Grim Training ------------ Dead
92-93: Mystical Training -------- Enchanted & Fiend
94-97: Nature Training ---------- Organic
98-00: Plague Training ---------- Undead
Note:
Pay particular attention to the "Prerequisites" in each Trainer Ability. Trainer abilities demand the Trainer have one of these abilities in order to successfully
train a certain class of creature.
26-30: Encourage (Ability)
31-35: Focus Mount (Ability)
36-40: Green Broke (Ability)
41-45: Guardian Stranger (Ability)
46-50: Lion's Lamb (Ability)
51-55: March of Nethall (Ability)
56-60: Mentor (Ability)
61-65: Snarl (Ability)
66-70: Subdue (Ability)
71-75: Suspicion (Ability)
76-80: Terror (Ability)
81-84: Trainer's Call (Ability)
85-88: Trainer's Link (Ability)
89-92: Trick (Ability)
93-96: Trust (Ability)
97-00: Understanding (Ability)
Acceptance (Adventurer Ability (levels 6+) Return to top
Train a creature to trust one who the trainer introduces. |
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Modification-Point Cost (M.P.C.) : 10 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 5 |
Area of Effect: | One creature. |
Avoidance-Roll: | None. The creature to be introduced to another must trust the Trainer. |
Damage: | None. |
Duration: | Permanent, unless the one who the creature is introduced to breaks the creature's trust.
Permanent, unless the creature does not see or hear from the one accepted one full year. Even then, an avoidance-roll vs. "Intelligence" will enable the creature to remember the one it accepted. |
Effect Time: | 3 turns (15 seconds). |
Explanation: |
The Trainer will introduce a trained creature to a stranger, thus beginning the trusted bonding between that creature and the one it is introduced to. |
Hand Movement: | The Trainer will touch the creature (usually around the nose or mouth area). Then the Trainer will take the hand of the one who is being introduced to the creature, and place it over the Trainer's hand. Slowly, the Trainer will then pull his or her hand out from under the hand of the one being introduced to the creature. |
Healing: | None. |
Immunities: | If the one being introduced to the creature has abused the creature in any way, this ability will not work (until reconciliation has been made). How this is done will be a matter of role-play, and will be strictly to the discretion of the G.M. |
Invoke time: | 10 turns (50 seconds). |
Maximum Adjustment: | Not applicable. |
Notes: | The Trainer must have a good knowledge of the creature being introduced, as well as the one being introduced to the creature. |
Range: | Touch. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 10,000 white-gold |
Advanced Training (Adventurer Ability (levels 6+) Return to top
Advanced Training opens up the door for the Trainer to teach Monster Class Creatures. |
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Modification-Point Cost (M.P.C.) : 20 Prerequisites --------------------------- : "Basic Training" As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | None. Once this ability is learned, it becomes a passive ability, always in effect. |
Area of Effect: | Monster Class creatures. |
Avoidance-Roll: | None. |
Damage: |
None. |
Duration: | Permanent. |
Effect Time: | Instant. |
Explanation: |
By learning this ability, the Trainer can now successfully train Monster Class Creatures. |
Hand Movement: | Not applicable. |
Healing: | None. |
Immunities: | Only Monster Class Creatures can be trained when this ability is learned. No others. Other Training Levels must be learned in order to train other creature classes. |
Invoke time: | Permanent ability, always in effect once learned. |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | Not applicable. |
Resting Time: | Not applicable. |
Special: | Not applicable. |
Susceptibilities: | None. |
Value: | 20,000 white-gold |
Alpha (Adventurer Ability (levels 6+) Return to top
Compel the current alpha creature in a clan, pack, pride, etc., to acknowledge the trainer as alpha male for a time. |
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Modification-Point Cost (M.P.C.) : 20 Prerequisites --------------------------- : As with all trainer abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 10.
Note: Ability-points used to become alpha leader will not begin to regenerate until the "Duration" has expired. |
Area of Effect: | The alpha creature in a group of creatures. |
Avoidance-Roll: | The Trainer must successfully pit his or her added LEVEL + MENTAL-STRENGTH vs. the alpha creature's LEVEL + MENTAL-STRENGTH (race to 4).
Note: The alpha creature will gain a +1 per creature under its rule. |
Damage: |
None. |
Duration: | 1-D12 hours (+1-D12 hours per 3 levels the Trainer has advanced).
When the duration expires, the once alpha creature will take back its role as leader, with no animosity toward the Trainer, unless the Trainer was unkind, or abusive to it. |
Effect Time: | Instant. |
Explanation: |
The Trainer will force the alpha creature of a clan, pack, pride, etc., to relinquish its role as leader to the Trainer.
Once the Trainer has leadership, he or she will control the others who were once under the rule of the alpha creature.
This does not mean the Trainer will be in full control at all times, for the aspirations of other creatures under the rule of the alpha leader will, at times, be challenged (as is always the case). This will be strictly to the discretion of the G.M.
The Trainer must be careful in invoking this ability, for in accomplishing this, it does not mean the Trainer can control the creatures now under his or her alpha rule (if the Trainer cannot communicate with the creatures, it will create confusion, which can lead to a dysfunctional relationship). More than not, this can create quite a comical scenario. |
Hand Movement: | The Trainer must use his or her whip to successfully invoke this ability. |
Healing: | None. |
Immunities: | Only common and giant animal classes are effected by this ability. |
Invoke time: | 3 turns (15 seconds). |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | See: "Area of Effect". |
Resting Time: | None. |
Special: | The Trainer must have a good knowledge of the creature he or she wishes to usurp as alpha leader.
See: "Explanation". |
Susceptibilities: | None. |
Value: | 20,000 white-gold |
Basic Training (Adventurer Ability (levels 6+) Return to top
Basic Training opens up the door for the Trainer to teach Animal Class Creatures. |
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Modification-Point Cost (M.P.C.) : 0 ALL Trainers will automatically have this ability when they reach Level #6. This will enable a Trainer to use his or her abilities in training animal class creatures. Only animal class creatures can be trained until other creature "Training Levels" have been learned.
Prerequisites --------------------------- : Trainer |
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Ability-points to invoke: | None. Once this ability is learned, it becomes a passive ability, always in effect. |
Area of Effect: | Animal Class creatures. |
Avoidance-Roll: | None. |
Damage: |
None. |
Duration: | Permanent. |
Effect Time: | Instant. |
Explanation: |
By learning this ability, the Trainer can now successfully train Animal Class Creatures. |
Hand Movement: | Not applicable. |
Healing: | None. |
Immunities: | Only Animal Class Creatures can be trained when this ability is learned. No others. Other Training Levels must be learned in order to train other creature classes. |
Invoke time: | Permanent ability, always in effect once learned. |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | Not applicable. |
Resting Time: | Not applicable. |
Special: | Not applicable. |
Susceptibilities: | None. |
Value: | Not applicable. |
Calm (Adventurer Ability (levels 6+) Return to top
Calm an enraged creature. |
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Modification-Point Cost (M.P.C.) : 22 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 11 |
Area of Effect: | One creature. |
Avoidance-Roll: | The Trainer must successfully pit his or her added LEVEL + MENTAL-STRENGTH vs. the creature's LEVEL + MENTAL-STRENGTH (race to 4).
Note: The enraged creature will gain a +1 added to its rolls for every one of its allies who are present. |
Damage: | None. |
Duration: | 1-D12 turns (+1-D12 turns per 7 levels the Trainer has advanced). |
Effect Time: | Instant. |
Explanation: |
The Trainer will calm the enraged creature by speaking in soothing, reassuring tones.
The Trainer must have a good knowledge of the creature, or this ability will only have a 25% chance of working.
Notes: The Trainer's Whip is NOT used in this ability. If a creature is wounded, this ability will only have a 50% chance of success (if the Trainer inflicted wounds upon the creature, this ability will enrage it to attack). |
Hand Movement: | None. |
Healing: | None. |
Immunities: | Charmbound, diseased and sick creatures are not effected by the power of this ability. |
Invoke time: | 3 turns (15 seconds). |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | 3 spaces (15'). |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 22,000 white-gold |
Companion (Adventurer Ability (levels 6+) Return to top
Creature becomes a loyal companion to the Trainer, or another the Trainer specifies. |
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Modification-Point Cost (M.P.C.) : 20 Prerequisites --------------------------- : Only a fully trained creature can be a Companion. As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 10 |
Area of Effect: | One creature. |
Avoidance-Roll: | None. |
Damage: | None. |
Duration: | Permanent, unless the creature does not see or hear from its companion for one full year. Even then, an avoidance-roll vs. "Intelligence" will enable the creature to remember its companion (there will be 3 chances, which will be checked for 1 / 72 hours). |
Effect Time: | 1 moon (30 days). |
Explanation: |
The Trainer will spend 30 consecutive days with the creature on a one-on-one basic (or with another if the creature is to be a loyal companion to another).
During the moon (30 days), the Trainer and creature will bond. If another is to bond with this creature, the Trainer will spend just enough time with them to ensure they get to know each other (which means, as time progresses, the Trainer will eventually fade from the scene to allow the bonding of the creature with the other person). |
Hand Movement: | None. |
Healing: | None. |
Immunities: | Only a fully trained creature can be a Companion. |
Invoke time: | 1 moon (30 days). See: "Explanation". |
Maximum Adjustment: | None. A Trainer can have unlimited Companions. |
Notes: | None. |
Range: | Not applicable. |
Resting Time: | None. |
Special: | 1 in 10 companions will be empowered to converse with the Trainer (or the other it bonds with). Even though each may not speak the other's language, both will be empowered to understand and speak with the other.
After the Trainer reaches level 32, the chance will be 1 in 6, and after 62nd level, the chance will be 1 in 4. |
Susceptibilities: | None. |
Value: | 20,000 white-gold |
Encourage (Adventurer Ability (levels 6+) Return to top
Encourages a creature to use an ability. |
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Modification-Point Cost (M.P.C.) : 10 Prerequisites --------------------------- : This ability will only work with a fully trained creature. As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 5 |
Area of Effect: | One fully trained creature. |
Avoidance-Roll: | Trainer will pit his or her Mental-Strength vs. the creature's Mental-Strength (single roll check). |
Damage: | None. |
Duration: | Instant. |
Effect Time: | Instant, but it must be during the creature's offensive turn when it could use an ability. If not, it will use the ability when it is next able. |
Explanation: |
The Trainer will encourage the creature to use the specific ability of the Trainer's desire. |
Hand Movement: | None. |
Healing: | None. |
Immunities: | This ability will only work with a fully trained creature. |
Invoke time: | Instant. |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | 6 spaces (30'). |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 10,000 white-gold |
Focus Mount (Adventurer Ability (levels 6+) Return to top
Train a steed to be more adept at carrying its rider. |
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Modification-Point Cost (M.P.C.) : 20 Prerequisites --------------------------- : This ability can only be performed on a Green Broke mount. As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 10 |
Area of Effect: | One creature (a potential steed). |
Avoidance-Roll: | Trainer will pit his or her Charisma vs. the creature's Mental-Strength (race to 4).
Note: The race to 4 will consist of one avoidance-roll per 15 minutes time in which the Trainer is actively training the creature. |
Damage: | None. |
Duration: | Once the creature accepts what the trainer is teaching it, the duration will be permanent, unless the creature is not ridden for one full year. Even then, an avoidance-roll vs. "Intelligence" will enable the creature to remember what it was taught by the trainer. |
Effect Time: | 1 hour to 1 hour and 45 minutes. This is the possible time-frame it will take to train this creature. See: "Avoidance-roll". |
Explanation: |
The Trainer will take a creature that has the potential to become a riding steed, spending one full hour with it.
Every 15 minutes, the Trainer will pit his or her Charisma vs. the creatures Mental-Strength in a race to 4. If the Trainer wins, the creature will become an Adept Mount.
Adept Mount bonuses: +1 to all rolls which involve keeping its rider from being dismounted (+1 per 3 levels the steed has advanced). Note: This is for the steed, not the rider. |
Hand Movement: | Two Hands. |
Healing: | None. |
Immunities: | Only creatures which have the potential of becoming a steed can be influenced by this ability. |
Invoke time: | 1 hour to 1 hour and 45 minutes. See: "Avoidance-Roll" |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | Touch. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 20,000 white-gold |
Green Break (Adventurer Ability (levels 6+) Return to top
Quickly Green Break a mount which has never carried a rider, making the creature rideable. |
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Modification-Point Cost (M.P.C.) : 22 Prerequisites --------------------------- : Only possible on mounts which have never been ridden. As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | Ability-Points vs. Creature Class: Animal ----------------- : 11 Dead -------------------- : 59 Enchanted & Fiend - : 26 Monster --------------- : 17 Organic ---------------- : 25 Undead ---------------- : 39 |
Area of Effect: | One mount which has never been ridden. |
Avoidance-Roll: | Trainer will pit his or her Charisma + Level vs. the creature's Mental-Strength + Level (race to 4). |
Damage: | None. |
Duration: | Permanent, once the mount is successfully ridden. |
Effect Time: | Instant. See "Invoke Time". |
Explanation: |
The Trainer will mount the creature bareback, thus instantly invoking this ability (for riding this creature is the invoking this ability).
Each turn the Trainer can stay mounted, the "Avoidance-Roll" will be checked for (race to 4). If the Trainer wins the race to 4, the mount will be green broke, accepting a rider from then on.
During the time the Trainer is riding, he or she must speak soothing words to it (this is vital in the process of being accepted by the mount). |
Hand Movement: | Two Hands + full body contact. |
Healing: | None. |
Immunities: | Only creatures which have the potential of becoming a steed can be influenced by this ability. |
Invoke time: | 4 to 7 turns (20 to 35 seconds). The "Avoidance-Roll check will be rolled for at the end of each turn.
See: "Avoidance-Roll".
Note: Mounting the creature to be green broke is how this ability is invoked, and is a vital movement. |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | Touch (full body contact). |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | A Trainer who is also a Druid in good standing with the animal kingdom need not mount the creature, but only need whisper to it, and do the avoidance-roll race to 4 checks (knowing the language of the creature is not needed).
A Trainer who is also a Forest-Knight can do the same.
If the Druid or Forest-Knight speaks the creature's language, he or she will become persuasive, thus gaining a bonus of +1 per level advanced when doing the race to 4 checks (the creature can also give immediate consent, if it so chooses -- this will be up to the discretion of the G.M.).
If the Trainer is an Aldarian or Vosk Elf, an additional +1 will be given per level advanced when doing the race to 4 checks (this stacks with all other possible bonuses). |
Value: | 20,000 white-gold |
Guadian Stranger (Adventurer Ability (levels 6+) Return to top
Compel an unfamiliar creature to temporarily take your side in a conflict. |
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Modification-Point Cost (M.P.C.) : 18 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits.
Trainer's Whip must be used with this ability. |
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Ability-points to invoke: | Ability-Points vs. Creature Class: Animal ----------------- : 9 Dead -------------------- : 40 Enchanted & Fiend - : 19 Monster --------------- : 13 Organic ---------------- : 18 Undead ---------------- : 27 |
Area of Effect: | One creature. |
Avoidance-Roll: | Yes: Trainer will pit his or her Charisma + Level vs. the creature's Mental-Strength + Level (race to 4). |
Damage: | None. |
Duration: | 1-D6 turns (+1-D6 turns per 7 levels advanced).
See: "Special". |
Effect Time: | Instant. |
Explanation: |
The Trainer will force the temporary allegience of a creature.
If successful, the player will play the creature, as if it is his or her own character. |
Hand Movement: | One Hand (wield the Trainer's Whip). |
Healing: | None. |
Immunities: | A creature must be in its natural state of mind, body and spirit to be fully effected by this ability. If there is an enchantment, charm, or any sickness upon the creature, it will only have a 1/2 "Duration" (the Trainer will not add his or her level with the "Avoidance-Roll"). |
Invoke time: | 3 turns (15 seconds). |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | The Range of the Trainer's Whip (4 spaces (20'). |
Resting Time: | None. |
Special: |
Focused Guardian: If the Trainer is 3 levels above the creature effected, the "Duration" result will be 1-D12 turns (+1-D12 turns per 7 levels advanced).
Loyal Guardian: If the Trainer is 6 levels above the creature effected, the "Duration" result will be 1-D12 minutes (+1-D12 minutes per 7 levels advanced).
Dire Guardian: If the Trainer is 9 levels above the creature effected, the "Duration" result will be 1-D12 hours (+1-D12 hours per 7 levels advanced).
Faithful Guardian: If the Trainer is 12 levels above the creature effected, the "Duration" result will be permanent until the Trainer leaves the region in which the creauture naturally dwells. Return to top
Special: If the Trainer treats a Faithful Guardian bound creature well, healing its wounds and feeding it, the creature will instinctively remember the Trainer, as well his or her emmediate family. If this is the case, as long as the Trainer, and his family members, never do anything to harm the creature, it will remain allied when encountered.
Legend: Krisha stumbled through the swamp, trying desperately to find her way home. She had been separated from the group for three hours now, and she dreaded having to wander this place at night. Tears streaked her filthy cheeks as she stumbled forward into the knee-deep water. Before gaining her feet, she heard the distinct movement of something to her right, there, in the undergrowth. The heavy, distinct sound of breathing came to her senses, instantly chilling her with a dread that forced her to scream. As she looked on in terror, to her dismay, a great cat came prowling out into the open, bent upon her as it moved in her direction. As it closed in, Krisha's face twisted in agony, knowing full well what was about to happen. But as the great cat neared, it hesitated, as if startled. It cautiously sniffed Krisha, it's tail twitching back and forth at the end. It did not strike her, but abruptly nuzzled Krisha affectionately, then lowered to the ground. She could not believe what was happening. Was it prompting her to climb on its back? She dared not move, lest it attack. The cat remained in position, patiently watching her. A sudden purring sound began to fill the air, giving Krisha a clue as to the intent of this deadly hunter. Slowly she reached out with a trembling hand and touched her once stalker. As she made contact with the animal, it squinted its eyes at her and made a gentle sound, as if attempting to speak to her, lowering itself further to the ground. Astonished, Krisha climbed onto its back, its hand-length, silken fur pleasing to the touch. Collapsing upon the back of the great cat, Krisha balanced herself unsteadily as the cat raised up and began carefully walking northward. Within three hours the cat found her group, though it stayed well concealed within a cluster of reeds, hidden from the others she had been separated from. As she slid down off the cat's back, it turned and sniffed her, purring softly. Scratching its ears, she suddenly fell in love with the animal. After a few moments of admiration and whispered gratitude, she reluctantly bid the great cat goodbye. As she approached the group, her father let out an exclamation of relief, embracing her. As he did, he instantly smelled the cat. Studying her dress, he noticed strands of shed fur all over his daughter. Quickly, he bid her go join the others, and then departed out into the swamp, intent on sharing his gratitude with the predator who had delivered his daughter back to him safely. |
Susceptibilities: | A Trainer who is also a Druid in good standing with the animal kingdom need not mount the creature, but only need whisper to it, and do the avoidance-roll race to 4 checks (knowing the language of the creature is not needed).
A Trainer who is also a Forest-Knight can do the same.
If the Druid or Forest-Knight speaks the creature's language, he or she will become persuasive, thus gaining a bonus of +1 per level advanced when doing the race to 4 checks (the creature can also give immediate consent, if it so chooses -- this will be up to the discretion of the G.M.).
If the Trainer is an Aldarian or Vosk Elf, an additional +1 will be given per level advanced when doing the race to 4 checks (this stacks with all other possible bonuses). |
Value: | 20,000 white-gold |
Grim Training (Adventurer Ability (levels 6+) Return to top
Grim Training opens up the door for the Trainer to teach Dead Class Creatures. |
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Modification-Point Cost (M.P.C.) : 200 Prerequisites --------------------------- : The Trainer must have ALL other Training Levels |
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Ability-points to invoke: | None. Once this ability is learned, it becomes a passive ability, always in effect. |
Area of Effect: | Dead Class creatures. |
Avoidance-Roll: | None. |
Damage: |
None. |
Duration: | Permanent. |
Effect Time: | Instant. |
Explanation: |
By learning this ability, the Trainer can now successfully train Dead Class Creatures. |
Hand Movement: | Not applicable. |
Healing: | None. |
Immunities: | Only Dead Class Creatures can be trained when this ability is learned. No others. Other Training Levels must be learned in order to train other creature classes. |
Invoke time: | Permanent ability, always in effect once learned. |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | Not applicable. |
Resting Time: | Not applicable. |
Special: | Not applicable. |
Susceptibilities: | None. |
Value: | 20,000 white-gold |
Lion's Lamb (Adventurer Ability (levels 6+) Return to top
Teaches a predator to exist with its natural prey without harming it. |
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Modification-Point Cost (M.P.C.) : 20 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 10 |
Area of Effect: | One creature. |
Avoidance-Roll: | Yes: The Trainer must successfully pit his or her Mental-Strength vs. the predator's Mental-Strength (race to 4). |
Damage: |
None. |
Duration: | Permanent, until the Trainer gives the okay for the predator to act otherwise against its natural prey. |
Effect Time: | Instant. |
Explanation: |
The Trainer will coax the predator into caring for its own natural prey. This is acomplished using the Trainer's Whip. |
Hand Movement: | One Hand. The Trainer must use the Trainer's Whip. |
Healing: | None. |
Immunities: | A creature must be in its natural state of mind, body and spirit to be trained not to kill its natural prey. |
Invoke time: | 1 turn (5 seconds). |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | 4 spaces (20'). |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 20,000 white-gold |
March of Nethall (Adventurer Ability (levels 6+) Return to top
Enables a familiar, pet or steed to endure long marches with minimal food and water. |
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Modification-Point Cost (M.P.C.) : 14 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 7 |
Area of Effect: | One familiar, pet or steed. |
Avoidance-Roll: | None. |
Damage: |
None. |
Duration: | 24 hours. The Trainer will not begin to regenerate these ability-points until the duration has expired. |
Effect Time: | Instant. |
Explanation: |
When this ability is invoked, the targeted familiar, pet or steed will need 90% less food and water.
Also, a creature under this ability's effect will only suffer 25% of the inflicted exhaustion drain, due to strenuous, lengthy marches.
See: "Immunities". |
Hand Movement: | Two Hands. The Trainer will rub down the feet, hooves, etc., of the creature to be effected by this ability. |
Healing: | None. |
Immunities: | Only non-sentient creatures are effected by this ability with the normal expendiature of ability-points.
See: "Special". |
Invoke time: | 10 turns (50 seconds). |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | 4 spaces (20'). |
Resting Time: | None. |
Special: | If 21 ability-points are expended, sentient creatures can be effected by this ability. |
Susceptibilities: | None. |
Value: | 14,000 white-gold |
Mentor (Adventurer Ability (levels 6+) Return to top
Enables a Companion Creature to help in the training process of another creature. |
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Modification-Point Cost (M.P.C.) : 18 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 9 |
Area of Effect: | One Companion Creature. |
Avoidance-Roll: | None. |
Damage: |
None. |
Duration: | For the full training process of the ability. |
Effect Time: | Instant. |
Explanation: |
When this ability is invoked, the Trainer's Companion Creature will be able to aid the Trainer in the training process of another creature within the same species (the breed can be different, but the species must be the same).
This will cut down on the training time by 50% respectively.
Note: G.M.: You may have to create a special house rule for this ruling, based on the training aiblity and process being implimented. Make it fun for the player. |
Hand Movement: | None. This is a verbal command, invoked by the Trainer to his or her Companion Creature. |
Healing: | None. |
Immunities: | Only non-sentient creatures are effected by this ability with the normal expendiature of ability-points.
See: "Special". |
Invoke time: | 1 turn (5 second). |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | The Companion Creature needs to clearly hear the command. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 18,000 white-gold |
Mystical Training (Adventurer Ability (levels 6+) Return to top
Mystical Training opens up the door for the Trainer to teach Enchanted and Fiend Class Creatures. |
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Modification-Point Cost (M.P.C.) : 120 Prerequisites --------------------------- : "Basic Training", "Advanced Training" |
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Ability-points to invoke: | None. Once this ability is learned, it becomes a passive ability, always in effect. |
Area of Effect: | Enchanted and Fiend Class creatures. |
Avoidance-Roll: | None. |
Damage: |
None. |
Duration: | Permanent. |
Effect Time: | Instant. |
Explanation: |
By learning this ability, the Trainer can now successfully train Enchanted and Fiend Class Creatures. |
Hand Movement: | Not applicable. |
Healing: | None. |
Immunities: | Only Enchanted and Fiend Class Creatures can be trained when this ability is learned. No others. Other Training Levels must be learned in order to train other creature classes. |
Invoke time: | Permanent ability, always in effect once learned. |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | Not applicable. |
Resting Time: | Not applicable. |
Special: | Not applicable. |
Susceptibilities: | None. |
Value: | 110,000 white-gold |
Nature Training (Adventurer Ability (levels 6+) Return to top
Nature Training opens up the door for the Trainer to teach Organic Class Creatures. |
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Modification-Point Cost (M.P.C.) : 50 Prerequisites --------------------------- : "Basic Training", "Advanced Training" |
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Ability-points to invoke: | None. Once this ability is learned, it becomes a passive ability, always in effect. |
Area of Effect: | Organic Class creatures. |
Avoidance-Roll: | None. |
Damage: |
None. |
Duration: | Permanent. |
Effect Time: | Instant. |
Explanation: |
By learning this ability, the Trainer can now successfully train Organic Class Creatures. |
Hand Movement: | Not applicable. |
Healing: | None. |
Immunities: | Only Organic Class Creatures can be trained when this ability is learned. No others. Other Training Levels must be learned in order to train other creature classes. |
Invoke time: | Permanent ability, always in effect once learned. |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | Not applicable. |
Resting Time: | Not applicable. |
Special: | Not applicable. |
Susceptibilities: | None. |
Value: | 50,000 white-gold |
Plague Training (Adventurer Ability (levels 6+) Return to top
Plague Training opens up the door for the Trainer to teach Undead Class Creatures. |
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Modification-Point Cost (M.P.C.) : 70 Prerequisites --------------------------- : "Basic Training", "Advanced Training", "Mystical Training" |
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Ability-points to invoke: | None. Once this ability is learned, it becomes a passive ability, always in effect. |
Area of Effect: | Undead Class creatures. |
Avoidance-Roll: | None. |
Damage: |
None. |
Duration: | Permanent. |
Effect Time: | Instant. |
Explanation: |
By learning this ability, the Trainer can now successfully train Undead Class Creatures. |
Hand Movement: | Not applicable. |
Healing: | None. |
Immunities: | Only Undead Class Creatures can be trained when this ability is learned. No others. Other Training Levels must be learned in order to train other creature classes. |
Invoke time: | Permanent ability, always in effect once learned. |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | Not applicable. |
Resting Time: | Not applicable. |
Special: | Not applicable. |
Susceptibilities: | None. |
Value: | 70,000 white-gold |
Snarl (Adventurer Ability (levels 6+) Return to top
Cause a creature to become instantly enraged. |
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Modification-Point Cost (M.P.C.) : 16 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 8 |
Area of Effect: | One Creature. |
Avoidance-Roll: | Untrained Creature: The Trainer must successfully pit his or her added LEVEL + CHARISMA vs. the targeted creature's LEVEL + MENTAL-STRENGTH (race to 4).
Trained Creature: The Trainer must successfully pit his or her CHARISMA vs. the alpha creature's LEVEL + MENTAL-STRENGTH (race to 4). |
Damage: |
None. |
Duration: | Until the creature is calmed down. |
Effect Time: | Instant. |
Explanation: |
The Trainer will make certain, subtle body movements that will set off the aggresive nature of the targeted creature.
In what direction, or who will be the target of the enraged creature, will be up to the Trainer, though the Trainer will need to make another successful "Avoidance-Roll" against the creature to successfully direct its aggression in a certain direction, or against a certain target.
If the avoidance-roll fails, the creature will become randomly aggressive. |
Hand Movement: | The Trainer makes subtle body expressions, which can involve the hands.
Expamples: To set off a cat, the Trainer will stare into its eyes intensly, while lowering his or her height.
To set off a dog, or a wolf, the trainer will bear his or her teeth at it. |
Healing: | None. |
Immunities: | None. |
Invoke time: | 1 turn (5 second). |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | The creature to effect must clearly see the Trainer. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 16,000 white-gold |
Subdue (Adventurer Ability (levels 6+) Return to top
Force subdue a creature. |
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Modification-Point Cost (M.P.C.) : 22 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 11 |
Area of Effect: | One Creature. |
Avoidance-Roll: | The Trainer must successfully pit his or her added LEVEL + Mental-Strength vs. the targeted creature's LEVEL + MENTAL-STRENGTH (race to 4).
This avoidance-roll must be attempted every turn for three turns. If the Trainer wins two out of the three avoidance-rolls, the creature will be successfully subdued. |
Damage: |
None. |
Duration: | 1-D12 hours (1-D12 hours per 7 levels advanced). |
Effect Time: | Instant. |
Explanation: |
With the use of the Trainer's Whip, the Trainer will crack the whip very close to the eyes and ears of the targeted creature in the attempt to frighten it into submission.
If cornered and attacked, a subdue's creature will defend itself.
See: "Avoidance-Roll". |
Hand Movement: | One Hand. |
Healing: | None. |
Immunities: | None. |
Invoke time: | 3 turns (15 second). See: "Avoidance-Roll". |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | 4 spaces (20'). |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 22,000 white-gold |
Suspicion (Adventurer Ability (levels 6+) Return to top
Cause a creature to become instantly suspicious. |
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Modification-Point Cost (M.P.C.) : 16 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 8 |
Area of Effect: | One Creature. |
Avoidance-Roll: | Untrained Creature: The Trainer must successfully pit his or her added LEVEL + CHARISMA vs. the targeted creature's LEVEL + MENTAL-STRENGTH (race to 4).
Trained Creature: The Trainer must successfully pit his or her CHARISMA vs. the alpha creature's LEVEL + MENTAL-STRENGTH (race to 4). |
Damage: |
None. |
Duration: | 1-D12 turns (+ 1-D12 turns per 7 levels advanced). |
Effect Time: | Instant. |
Explanation: |
The Trainer will make certain, subtle body movements that will set off the suspicious nature of the targeted creature.
In what direction, or who will be the target of suspicion, will be up to the Trainer, though the Trainer will need to make another successful "Avoidance-Roll" against the creature to successfully direct its suspicion in a certain direction, or against a certain target.
If the avoidance-roll fails, the creature will become randomly suspicous. |
Hand Movement: | The Trainer makes subtle body expressions, which can involve the hands. |
Healing: | None. |
Immunities: | None. |
Invoke time: | 1 turn (5 second). |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | The creature to effect must clearly see the Trainer. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 16,000 white-gold |
Terror (Adventurer Ability (levels 6+) Return to top
Cause a creature to become Terrified. |
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Modification-Point Cost (M.P.C.) : 20 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 10 |
Area of Effect: | One Creature. |
Avoidance-Roll: | The Trainer must successfully pit his or her added LEVEL + Mental-Strength vs. the targeted creature's LEVEL + MENTAL-STRENGTH (race to 4). |
Damage: |
None. |
Duration: | 1-D10 turns. |
Effect Time: | Instant. |
Explanation: |
The Trainer will crack the whip, viciously snarling at the creature to be terrified. When this is done, the whip will sound like thunder, possibly terrifying the creature.
A terrified creature will instantly flee, retreating from the presence and area the Trainer is in. Until the fear effect wears off, the creature will continue to flee for its life.
See: "Avoidance-Roll". |
Hand Movement: | One Hand. |
Healing: | None. |
Immunities: | Fearless creatures are not effected by the power of this ability. |
Invoke time: | Instant. |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | 4 spaces (20'). |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 20,000 white-gold |
Trainer's Call (Adventurer Ability (levels 6+) Return to top
Call a certain creature to you. |
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Modification-Point Cost (M.P.C.) : 14 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 7 |
Area of Effect: | One Creature. |
Avoidance-Roll: | See: "Explanation". |
Damage: |
None. |
Duration: | 1 hour (720 turns). |
Effect Time: | Instant. |
Explanation: |
The Trainer will mimic the call of a certain creature in hopes of luring it into the area.
To do this successfully, the Trainer must first have a creature knowledge of the specific creature he or she is mimicing the noise of, or it will not work.
After making the noise for the "Invoke Time", the Trainer will then become still and quiet. All present with the Trainer must do the same.
Success Chance: 10% (+1% per 3 levels the Trainer has advanced). Maximum chance: 43%
If the Trainer, or any of his companions are upwind from the creature being called - if this is the case - it will not work. The creature will smell the Trainer and companions and flee the area. It could very well attack, depending on the creature being called.
Also, there will be a 20% chance of another creature heeding the call in hopes of a free meal. If this is the case, the creature encountered will be strictly up to the discretion of the G.M.
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Hand Movement: | Two Hands. |
Healing: | None. |
Immunities: | Creatures which do not hear cannot be called. |
Invoke time: | The mimicing cry of the creature to be lured into the area must be invoked every 12 turns (60 seconds). This will not cost any more ability-points do perform, unless the "Duration" expires. |
Maximum Adjustment: | 43% chance to lure a certain creature into the area. |
Notes: | None. |
Range: | Trainer. The mimic call, however, will travel out 20 spaces (100') per point of Charisma and Strength of the Trainer.
Example: If I have a 24 Charisma and a 20 Strength, I could call in a creature 24 + 20 = 44 x 20 spaces = 880 spaces, or 4,400', away. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 14,000 white-gold |
Trainer's Link (Adventurer Ability (levels 6+) Return to top
Links a Companion creature to the trainer, like a familiar. |
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Modification-Point Cost (M.P.C.): 10 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 5 |
Area of Effect: | One Companion Creature. |
Avoidance-Roll: | None. |
Damage: | None. |
Duration: | Instant. The Companion Creature will become a lifelong companion and trusted ally of the caster. |
Effect Time: | Instant. |
Explanation: |
When this ability is invoked the Trainer will focus on the Companion Creature of his or her choice. This creature will then serve as a permanent companion for the remainder of its life, or the remainder of the Trainer's life.
There will be a 99% chance that this ability will be successful. Whether successful or not, the 5 ability-points to invoke this ability will be forfeit willingly by the Trainer forever.
If the Trainer dies, this creature will serve the Trainer's children as it did its master.
See: “Notes”. See: “Special”. |
Hand Movement: | Two hands. |
Healing: | None. |
Immunities: | None. |
Maximum Adjustment: | Not applicable. |
Notes: | A Linked Companion will automatically be able to sense the feelings of the Trainer at all times if within sight. If not in sight of its master, it must make a successfull avoidance-roll vs. "Awareness" to sense its master's feelings.
Also, a Linked Companion can understand what the Trainer is saying if the Trainer keeps the communication on the more simple side. |
Range: | As “Area of Effect” |
Resting Time: | None. |
Special: | Ability-points used to invoke this ability are willingly forfeited forever in trade for the familiar. |
Spell-points to cast: | Not applicable. |
Susceptibilities: | None. |
Value: | 10,000 white-gold |
Trick (Adventurer Ability (levels 6+) Return to top
Teach a creature a single trick. |
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Modification-Point Cost (M.P.C.) : 10 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | None. Once this ability is learned, it becomes a passive ability, always in effect. |
Area of Effect: | One creature. |
Avoidance-Roll: | Yes: The Trainer must successfully pit his or her added Level + Charisma vs. the creature's Level + Intelligence (single roll check). If successful, the Trainer will successfully teach the creature a basic command. |
Damage: |
None. |
Duration: | Permanent, unless the creature does not perform the basic command for one full year. Even then, an avoidance-roll vs. "Intelligence" will enable it to remember the basic command. |
Effect Time: | As the "Invoke Time" of this ability (1 hour). |
Explanation: |
The Trainer will spend time with a creature in the attempt to teach it a single, basic command (see: "Invoke time" and "Avoidance-Roll").
Each command can be attempted 3 times. If the creature does not learn the command on the 3rd attempt, it will not be able to learn it (it will simply not understand). Note: If the Trainer can somehow speak to the creature directly, in its own language, 3 more attempts can be made. But, if the 3 attempts are failed, it will not be that the creature does not understand, but rather it refuses (probably for some reason (i.e., stubbornness, an ailment that bothers the creature when attempting to perform the basic command, an abuse it had to endure while another previously attempted to train it the same command, etc.).
Training Commands: Attack, Back Off, Come, Down, Fetch, Guard, Go for Help, Go Home, Heel, Kill, Lay Down, No (discontinue a certain action), Okay (continue a certain action), Pin, Rescue, Roll Over, Shake, Sit, Sit Up, Speak (i.e., a dog barks, a cat growls), Stay, Up. |
Hand Movement: | Two Hands. The Trainer will physically guide the creature, showing it what he or she wishes it to learn. |
Healing: | None. |
Immunities: | A creature must be in its natural state of mind, body and spirit to be trained. |
Invoke time: | 1 hour (720 turns). |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | Touch. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 10,000 white-gold |
Trust (Adventurer Ability (levels 6+) Return to top
Cause a creature to trust the trainer. |
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Modification-Point Cost (M.P.C.): 12 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 6 |
Area of Effect: | One Creature. |
Avoidance-Roll: | None. |
Damage: | None. |
Duration: | Permanent. |
Effect Time: | Instant. |
Explanation: |
This ability will cause the targeted creature to trust the Trainer completely.
Any action or thought towards any creature under the influence of this ability, with the intention of harming any creature effected, in any manner, or round about way, will break the binding effect of this ability. If, after the trust of a creature has been broken, this ability can never work on the creature again. |
Hand Movement: | Two hands. |
Healing: | None. |
Immunities: | A Diseased and / or Sick creature cannot be effected by this ability. |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | 6 spaces (30'). |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 12,000 white-gold |
Understanding (Adventurer Ability (levels 6+) Return to top
Causes a creature to understand the intention of the trainer. |
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Modification-Point Cost (M.P.C.): 8 Prerequisites --------------------------- : As with all training abilities, this ability can only be invoked upon a creature class in which your Training Level permits. |
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Ability-points to invoke: | 4 |
Area of Effect: | One Creature. |
Avoidance-Roll: | The Trainer must successfully pit his or her added LEVEL + Charisma vs. the targeted creature's LEVEL + MENTAL-STRENGTH (race to 4). |
Damage: | None. |
Duration: | 24 hours. |
Effect Time: | Instant. |
Explanation: |
This ability will cause the targeted creature to understand the intention of the Trainer. |
Hand Movement: | None. |
Healing: | None. |
Immunities: | A Diseased and / or Sick creature cannot be effected by this ability. |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | 2 spaces (10'). |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 8,000 white-gold |