ABILITIES

Abilities are the game mechanics that allow players to use effects in accordance with their class. These abilities, which would normally take a lot of dedicated training, allow characters to become heroic figures of high fantasy. Within the Medieval Chaos world, a character's abilities can mean life or death for them, and when used correctly and in the right combination they can win the day.

**Stacking Abilities**
All abilities in Medieval Chaos are stackable, meaning they are usable simultaneously. Characters cannot possess more than one of the same ability.

**Ability Effects & Spell Effects**
Abilities and spells that use the same mechanics are indistinguishable, meaning whether the effect came from a spell or an ability does not matter- they function exactly the same. Therefore abilities and spells that grant Resistances or overturn specific effects such as Dispel will work against both spells and abilities that cause those effects.

**Inheritance**
All abilities, weapon proficiencies, and armour proficiencies gained both from being a peasant and from joining a guild remain with a character as they advance in levels, unless otherwise noted.

**Frequency**
All abilities fall into four frequency categories; passive, unlimited, timed, or phys rep based. Passive abilities are always active. Unlimited abilities allow the character to use the ability as often as they wish. Timed abilities are allowable a certain number of times per day, or times per day per guild level. Lastly, phys rep based abilities deactivate or consume phys reps whenever the ability is used. Abilities that fall into both the timed and phys rep categories allow a character to use phys reps to gain additional uses of the ability without depleting their times per day/level.

**General & Signature Abilities**
All the following abilities are grouped into two categories: general and signature. General abilities (no emphasis) are abilities which are available for many high guild characters to obtain via high guild progression  Signature abilities
(italicized) are mostly unique abilities that only certain high guild classes obtain at their high guild first level, and usually can only be acquired by obtaining a high guild 10 class of the same guild.

## LIST OF ABILITIES

### *AEGIS*

**Frequency:** Passive
First, worn helmets increase the character's armour points and armour point max by one.
Second, wielded shields increase the characters armour point max by one.
Finally, arrows/bolts only deal a single hit point of damage rather than three when striking armoured areas.

### *ALCHEMICAL SECRETS*

**Frequency:** Once per day / Unlimited

**Actions:** Using a material component for a spell or an ability that uses or
requires a phys rep / concocting a potion.

**Effect:** May consider a used phys rep as unused for purposes of spellcasting or using an ability;
this can only be used once a day. Additionally, when concocting potions may substitute a required
phys rep for another of equal or greater rarity *(Example: an Uncommon or Rare Hide for an Uncommon Cloth);*
as well as substitute a required type of phys rep for another of the same type *(*
Example: an Iron Ingot for a Gold or Mithril Ingot).

### *ARMOURER*

**Frequency:** Unlimited
**Actions:** The character wishing to repair must have small appropriate tool. The character must
then spend at least 30 seconds role-playing repairing the target character's armour with the
small tool. Character must call, "repair armour."
**Effect:** Restores target character's armour points to full.

### *ARMOUR OF FAITH*

**Frequency:** Unlimited
**Actions:** Character must be out of combat / character must be using the Pray ability and adhere
to the requirements of that ability.
**Effect:** When out of combat, a character with the Armour of Faith ability may restore their own
armour points up to their current maximum by spending an equal number of mana points. In addition
to having their mana points restored whilst using the Pray ability, the character also has one armour
point restored per minute to their current maximum.

### BACKSTAB

**Frequency:** Unlimited
**Actions:** The character using backstab must be unseen by the target player when making the strike;
they must stab the target character in the upper back with a dagger and call, "backstab."
**Effect:** If the character using this ability is successfully unseen by the target character, then the target
character is reduced to 0 hit points. If the target character sees the character using this ability when
the blow lands, then the backstab is considered a miss and the target character only suffers a single
point of damage (see Backstab effect).

### BARD SONG

**Frequency:** Unlimited
**Actions:** The bard must first announce their own name and the name of the song or tale. Then they
must play an instrument, or sing a song, loud enough that their allies can hear it.
**Effect:**  Allies of the bard that hear the announcement and song have their hit points and mana points
restored at a rate of 2 points per minute. This does not affect characters at or below 0 hit points.
This effect does not stack with other restorative effects and a character can only benefit from a
single bard song at a time. Characters with this ability cannot benefit from their own song, though they
can benefit from the bard songs of other characters.

### *BARKSKIN*

**Frequency:** Unlimited
**Actions:** The character must be using the Forest Form ability and adhere to the
requirements of that ability for at least 60 seconds.
**Effect:** Whilst using Forest Form, in addition to being
able to regain hit or mana points, the character may also choose to regain armour points at the rate of
1 point per minute, up to their current maximum. Additionally, they can now select two of the three point
types to regain each minute in Forest Form instead of a single type.

### BASIC TRAP

**Frequency:** Unlimited
**Actions:** To create a trap, a character must tie fishing line between two points, or between a point and an object.
**Effect:**  If any character touches the fishing line, even with their weapon, the trap does 2 points damage.
Touching the trap line includes breaking it in any way outside the Detect/Disarm Traps ability *(see Trap effect).*

### *BATTLE AWARENESS*

**Frequency:** Unlimited
**Actions:** Must enter combat.
**Effect:**  Whilst in combat and for 60 seconds afterwards, the character is able to perceive those under the
Invisibility effect up to a distance of three meters.

### BATTLE CRY

**Frequency**: Once every ten minutes.
**Actions:** Character must scream their battle cry and enter combat.
**Effect:** Whilst in combat and for 60 seconds
afterwards, the character gains Resistance to the Push and Sleep effects, for the cost of 1 hit point and the call 'resist'.

### BATTLE FOCUS

**Frequency:** Once every ten minutes.
**Actions:** Must enter combat.
**Effect:** Whilst in combat and for 60 seconds afterwards, the character gains Resistance to the Blind effect
at the cost of one hit point and the call 'resist'. If a character with this ability is wearing a helmet that at least
partially or fully covers the face, the resistance becomes immunity to the Blind effect for as long as they wear
the helmet (even outside of combat); this immunity does not remove any previously established Blind Effects.

### *BERSERK*

**Frequency:** Unlimited
**Actions:** Character must be using the Rage ability (see Rage ability).
**Effect:** Whilst under the effects of Rage ability, the character gains immunity to the Set on Fire effect
while in combat and for 60 seconds afterwards; this removes any previously established Set of Fire effects.
Additionally, the character can dispel the Sanctuary effect, utilizing the unarmed proficiency, by punching
the air adjacent to the opponent and calling “dispel sanctuary”. Finally, this ability bestows the Heal
Effect instead of just restoring hit points whenever the Rage ability is used.

### BLACK POWDER TRAPS

**Frequency**: Unlimited
**Actions:** Black powder traps are rigged to fire a cap when triggered by a fishing line being tripped
or an object being disturbed. The cap must fire/sound when triggered.
**Effect:** When an unsuspecting character triggers the black powder trap and  hears the cap fire they
are reduced to zero hit points but maintain all current armour points. Touching the line does 2 points
of damage regardless of whether the cap fires or not. Touching the trap line includes breaking it in
any way outside the Detect/Disarm Traps ability (see Trap effect).

### BLINDING POWDER

**Frequency:** Three times per day /  Any 1 uncommon or rare Scale phys rep

**Actions:** This ability can be done three times per day without using a phys rep. The character
must place 1floz of rice into a container labelled with the words, "blinding powder" these powders
expire 12 hours after being created. Powders can be used by their creator or given and used by
another character who knows the proper method of their use. To use the blinding powder the
character must empty the container of rice into their hand, then throw the rice at, and hit, their target(s).
As the character throws the rice they must call, "blind."

**Effect:** If a character is hit with rice they are blind (see Blind effect).

### BLOODLUST

**Frequency:** Once per day per two guild levels. Cannot be used in conjunction with the Flintlock effect.

**Actions:** Character must reduce two characters' hit points to 0 within 60 seconds of each other.

**Effect:** Character may restore their hit points to their current maximum (this is not a Heal effect).

### BULWARK

**Frequency:** Unlimited
**Actions:** The character must be actively wielding and bracing a medium or larger shield between
themselves and a character shooting them with a flintlock.
**Effect:** While bracing, the shield grants Resistance against the Flintlock effect, at the cost of a
single hit point as well as the call 'resist'. Additionally, all shields, when actively wielded, count
as a single armour point towards one's armour point max; this point can be lost and restored
like any other armour point.

### CALTROPS

**Frequency:** Unlimited
**Actions:** Character must place a string of 4 attached caltrops on the ground.
**Effect:** When an unsuspecting character walks onto the caltrops, touches them, or touches them with
their weapon they suffer the trap damage and effect. The trap does 2 points of damage and the character
who triggered the trap is held (see hold effect). Caltrops can only be set by their owners and cannot be
set by characters without the ability. Once a character has been affected by a set of caltrops they can
detect the caltrops but cannot disarm them (see trap effect).

### CIRCLE OF POWER

**Frequency**: Unlimited
**Actions:** Character must create a circle of 8 personalized pebble-sized stones. The character must then
sit or kneel within the circle while reading their spell book. To maintain the effect the character cannot
speak to other characters, be knocked to the ground, or suffer a hit point of damage. If the character
cannot maintain the effect, or intentionally stops the effect, the timer ends and the time is rounded
down to the minute. A character cannot cast spells while using the circle of power.
**Effect:** Player's mana is restored at 1 mana per minute

### CLEAVE

**Frequency:** Once this ability is used it cannot be used again for 60 seconds.
**Actions:** A character using cleave must successfully strike the target character's limb with a medium or
larger axe, sword, or axe/sword-like polearm, while wielding it with both hands, and call “dismember.”
**Effect:** Once affected, the target character's entire limb is considered destroyed and will hang lifelessly.
As a result of this the character suffers a single hit point of damage (see dismember effect).

### COMMUNE

**Frequency:** Unlimited
**Actions:** The character must be using the Pray ability within the same vicinity as fellow members of
the same church or faith. To maintain this effect the character cannot speak to other characters, be
knocked to the ground, or suffer a hit point of damage. If the character cannot maintain the effect, or
intentionally stops the effect, the timer ends and the time is rounded down to the nearest minute.
A character cannot cast spells while using Commune.
**Effect:** Character's mana points are restored at 1 mana per minute per faithful present, to a maximum
of 3 mana per minute.

### CONTEMPLATION

**Frequency:** Unlimited
**Actions:** The character using this ability must use the Meditate ability within close proximity to an
elemental portal (air, earth, water, fire, or the life/death portal at Woodhenge). To maintain this effect
the character cannot speak to other characters, be knocked to the ground, or suffer a hit point of
damage. If the character cannot maintain the effect, or intentionally stops the effect, the timer ends and
the time is rounded down to the nearest minute. A character cannot cast spells while using the
Contemplation.
**Effect:** Character's mana points are restored at 2 mana per minute.

### *DEATH STRIKE*

**Frequency:** Once per 10 seconds
**Actions:** A character using this ability must be unnoticed by the target player when making the strike;
they must strike the target character with a bladed melee weapon and call, “death strike.”
**Effect:** If the character using this ability successfully strikes the target character unnoticed, then the
target character is reduced to 0 hit points. If the target character notices this attack before the strike
lands, then death strike is considered a miss and the target character only suffers a single point of
damage (see Death Strike effect).

### DETECT/DISARM TRAPS

**Frequency:** Unlimited
**Actions:** Character can see normally undetectable traps (fishing line, caltrops, etc) and may break trap
lines by hand or with tool, pick up the caltrops, or disarm the black powder cap.
**Effect:** Disarms trap. Character does not take trap damage or effect. A successfully disarmed trap can
no longer cause damage to any characters. If the cap sounds while a character is attempting to disarm a
black powder trap, the character is reduced to 0 hit points.

### DISABLE

**Frequency:** Once this ability is used it cannot be used again for 60 seconds.
**Actions:** Character must successfully strike a targets leg and call, “hold”.
**Effect:** Target character, if struck, is held (see Hold effect).

### DISPELLING POWDER

**Frequency:** Five times per day / Any 1 uncommon or rare Hide phys rep
This ability grants the player the ability to create a dispelbook, which is only used in the creation of
dispelling powders. When a character with a dispelbook obtains a scroll they may record it into their
dispelbook as per the requirements for recording (see Scroll effect), which destroys the scroll. Once the
spell has been written into their book the character can then create a powder to dispel the effect it
bestows. These powders expire 12 hours after being created. Powders can be used by their creator or
given to and used by another character who knows their proper method of their use (dispel
summon/control powders can only be used by their creator).
**Actions:** To create a dispelling power the character either uses a daily use or renders down the required
phys rep into the dispelling powder. Once completed the character must then place 1floz of rice into a
container labelled with the appropriate effect name. The character must then recite the verbal
component of a spell that bestows the relative effect to be dispelled for 60 seconds while holding the
vial of rice. Once these steps have been completed the rice becomes the dispelling powder. To use the
dispelling powder the character must empty the container of rice into their hand then throw the rice at,
and hit, the character(s) under the target effect. As the character throws the rice they must say, “dispel,”
and the name of their target effect, (ie; “dispel sanctuary,” or “dispel summon.”). In the case of
dispelling powders that target summon effects, the dispelling powder can be broad in its creation, but
only can be used against summon types known in ones dispelbook; likewise for powders targeting
control effects. *(Example: A powder of Dispel Summon could work either against Zombie or Wraith but
no other type of Summon, as the user only has Summon Zombie and Summon Wraith spells recorded in
their dispelbook.)*
**Effect:** Target effect is dispelled (see Dispel effect).

### *DIVINE INTERVENTION*

**Frequency:** Once per day at HG1. Twice at HG5. Thrice at HG10.
**Actions:** The character must call loudly “In the name of [deity, church, or faith name]” followed by the
appropriate effect call, and use the required delivery method of a specific known Clerical spell.
**Effect:** The character is able to cast the specified Clerical Spell without the required expenditure of
mana or casting words; the character suffers the amount of exhaustion time equal to the level of the
spell after it has been cast. This ability may be used while suffering exhaustion; the resulting
exhaustion replaces any previous exhaustion.

### *DREAD CURSE*

**Frequency:** One active Curse per three High Guild levels.
**Actions:** First, to use this ability the character must make a cursed pigment in which to mark their
target with. To do this they must turn in a phys rep of each type to the official MC shop, and spend 5
minutes grinding any spice in a mortar and pestle; this is simply to simulate the character concocting
the pigment. The phys rep for cursed pigment is a small amount of makeup; one dose of cursed
pigment is used up whenever a character bestows a curse. To bestow a Cursed effect, the character,
using the cursed pigment, must draw an 'X' on the forehead of a restrained or incapacitated target and
then proclaim they are “cursed”.
**Effect:** Any character affected by the Cursed effect has the most recent negative effect they are
suffering OR the next negative effect they suffer within the next 12 hours, made indefinite. Only the
following effects are subject to the Cursed effect: Blind, Dismember, Drain, Fear, Persuasion , Pain, or
Silence. It cannot be prevented/removed until the Cursed Effect has been lifted. Curses are either lifted
willingly by the individual who bestowed it, by a potion or relevant ability, a Storyline-approved reason
(such as an event or ritual), or having the Cursed Effect expire after 12 OOC weeks. The Cure Effect
temporarily alleviates any effect(s) made indefinite by Curse(s), but only for 2 hours.
Characters with this ability can only bestow one active curse per three High Guild levels; if they have
reached their limit they must wait until a previous curse has been lifted before bestowing another.

### Elder Kinship

**Frequency:** Unlimited
**Actions:** Character must meet the requirements for the Kinship effect and expend one hit point.
**Effect:** Character gains Resistance to the Persuasion effect. Additionally, the character gains immunity
to the Fear effect whenever they are benefiting from the Kinship effect.

### Esoteric Enfilade

**Frequency:** Once per day per guild level
**Actions:** Before casting a Gesture-based Combat spell.
**Effect:** Characters with this ability can may convert any known Combat spell that uses Gesture
delivery, into a Spray delivery for double the mana cost and exhaustion (spell components may be used
to remove exhaustion).

### Extract Information

**Frequency:** Once per day per guild tier (AG/FG/HG)
**Actions:** Target character must be restrained/incapacitated and be subjected to intimidation, persuasion,
or coercion. The character using this ability must slowly wave their open hand, palm downwards,
between themselves and the target character as they speak the words, “you will answer the following
questions truthfully.”
**Effect:** Target character must answer the character's questions honestly for the next five minutes.

### Feign Death

**Frequency:** Once per day per two guild levels.
**Actions:** The character using this ability must expend a hit point, then lie down and act dead; they may
not move so long as the effect is active.
**Effect:** Character gains Immunity to all physical attacks, abilities, spells, and altering effects (including
effects they would normally have weakness to). Character can still see and hear their surroundings.
These immunities end if character moves of their own accord. Character can choose to end this ability
at any time. *(This ability does not apply to the Soul Rip effect.)*

First Aid
Frequency: Once per day per guild tier (AG/FG/HG) / Cloth phys rep
Actions: The character using this ability must ascertain the location of the target character's most
grievous wound, either by asking the target character (if they are able to answer) or by deduction (if
they are unable to answer). They then must apply and press an unused Cloth phys rep against the
wound for 60 seconds; at the conclusion of this they must either call “heal” or “revive”. This ability can
be used once per day per guild tier without using a phys rep, otherwise this action uses the phys rep.
Effect: Target character is healed (see Heal effect) if they are at one or more hit points, or revived (see
Revive effect) if they are zero hit points.

### FISTS OF POWER

**Frequency:** Once per day per high guild level
**Actions:** Character must use the unarmed proficiency to kill an opponent.
**Effect:** Character may have their mana points replenished to their maximum.

### FLINTLOCK

**Frequency:** Unlimited, bullets required.
**Actions:** Character must have a wood/metal replica muzzle-loaded pistol that fires caps. Before the
flintlock can be used the character must spend 60 seconds loading/reloading the flintlock. The flintlock
must then be pointed at the target character, who must be within 5 meters, and eye contact must be
made. The character wielding the flintlock must then pull the trigger and the cap must sound.
Characters shooting a flintlock must be out of combat. The flintlock uses one bullet per shot.

The character with the flintlock ability gain three bullets at the beginning of each attended event.
Additional bullets can be purchased at the shop or made with phys reps. To create additional bullets, a
character can turn in any cloth, any ingot, and any scale phys at the official MC bank and receive 3
additional bullets. Bullets only last 12 hours.
**Effect:** Once the cap sounds the target character is reduced to 0 hit points.

### FOREST FORM

**Frequency:** Unlimited
**Actions:** The character must be out of combat, stationary, and have their eyes closed in forest or thick
underbrush for at least 10 seconds before they put their arms out perpendicular to their body, in the
form of a 'T'. Character must stay stationary, keep their eyes closed, and remain silent.
**Effect:** Character effectively becomes a tree. They cannot see their surroundings but can hear.
Character is unable to be targeted in any way, as if they were under the Teleport effect. Character either
regains 1 hit point or 1 mana point per minute they remain in Forest Form (user choice). They cannot
cast spells, use abilities, or enter combat while using Forest Form; they can end this effect at anytime.