Ability Origins

In Frostmark, a character's abilities are driven by their story. Depending on the backstory, the character will have access to up to four Ability Origins (AO), which dictate which abilities are available to the character during level up. In other systems, levels in a character's classes would dictate the next ability unlocked. In Frostmark, the character's total level dictates the selection of abilities available.

Rather than write a story according to the AOs, the AOs should be tailored to the story. This would usually be done in a discussion between the GM and player.

For the mechanics of applying AOs, see Leveling Up.

#### [***Artistry***]

* **HD: 1d8**
* **Bonus Skill Points: Extra**
* **Spellcasting: Moderate**

Artistry can take many forms. Jacks of all trades, scholars, performers, scoundrels, bards, or a mixture of all; those with an [***Artistry***] talent possess a quick wit. They also have an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger.

Professionally trained entertainers from Sirendale or charismatic tricksters from Stormholme often possess levels in [***Artistry***].

#### [***Devotion***]

* **HD: 1d8**
* **Bonus Skill Points: None**
* **Spellcasting: Major**

The reasons are always individual, but taking this path expresses a devotion to an Enneade and their teachings. These powers are given as rewards and boons for service and continued devotion. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith.

[***Devotion***] is a common AO among priests of Riahn or the rare heretic worshipper of one of the forgotten Enneade.

#### [***Discipline***]

* **HD: 1d12**
* **Bonus Skill Points: None**
* **Spellcasting: Minor**

Followers of Discipline harness the power within their own Souls to create supernatural effects and exceed their bodies' physical capabilities. Some of their special moves can even hinder the flow of Soul Energies in their opponents. Using Soul Mastery, followers of Discipline channel incredible speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of their own Soul gives them more power over their bodies and the bodies of their foes.

In Frostmark, [***Discipline***] is a rare occurrence in this age. Its cultural origins hail from Eastcreek, where some traditionalistic tribespeople still practice the ancient art. However, some military organizations facing great odds have rediscovered some of the [***Discipline***] teachings, such as the Watch in Greenfield and the Iron Barricade Defenders in Oldwood. The Lowcloaks guild has "acquired" some of its secrets for the benefit of their operatives,

#### [***Divine Oath***]

* **HD: 1d10**
* **Bonus Skill Points: None**
* **Spellcasting: Moderate**

Those who can take this path have made a sacred oath to an Enneade, which can't be easily broken. In exchange for this service, the holder of the Oath gains different powers from their patron. Different Oath-takers focus on various aspects of their Enneade's philosophy and creed, but all are bound by the oaths that grant them the power to do their sacred work.

Elite knights of the Sacred Arms may have unlocked several levels of [***Divine Oath***], most common in Crowhill but can also be found in Karthmere and Greenfield. Like [***Devotion***], exotic humans or traveling Enna can possess levels in [***Divine Oath***] as well.

#### [***Finesse***]

* **HD: 1d10**
* **Bonus Skill Points: Extra**
* **Spellcasting: Minor**

Never knowing what to expect, practitioners of Finesse prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered practitioners of Finesse, as well as countless other professions that rely upon wits, prowess, luck, and most of all, finesse.

[***Finesse***] is exceptionally prevalent among bandits and thieves of all kinds. However, some organized military groups, like the Thainian Skirmishers or Gravian Light Cavalry, also utilize the quick and precise prowess of [***Finesse***].

#### [***Occult Student***]

* **HD: 1d6**
* **Bonus Skill Points: Extra**
* **Spellcasting: Major**

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few Words in Copta, fleeting gestures, and Potency, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

   Fortunate humans who stumble upon a spellbook or similar arcane knowledge sources and have the talent to learn from it may pick up levels in [***Occult Student***]. Otherwise, Enna, who study magic without the meddling of the Enneade, often possess levels in [***Occult Student***].

#### [***Pact***]

* **HD: 1d10**
* **Bonus Skill Points: None**
* **Spellcasting: Moderate**

This path is defined by a pact with an otherworldly being. Sometimes this relationship with the patron is like that of a cleric and a deity, though the beings that serve as patrons for those who enter these pacts are not gods. Someone with a pact might lead a cult dedicated to a powerful Demon, Devil, or an utterly exotic entity—beings not typically served by common, devoted followers. More often, though, the arrangement is similar to that between a master and an apprentice. The Pact taker learns and grows in power, at the cost of occasional services performed on the patron's behalf.

   Varied in origin and purpose, fortunate or unfortunate humans can be contacted by an otherworldly being as the Fiery Barrier is weakening or has fallen. The question "Why?" can only be answered by the patron.

#### [***Power***]

* **HD: 1d12**
* **Bonus Skill Points: None**
* **Spellcasting: Minor**

Abilities in the Power category are offensive and aggressive in nature. It's all about overpowering your opponent hard and fast. Savages, hired muscle, masters of vicious martial techniques, they are creatures of slaughter and spirits of war.

   Whenever a person must overcome a physical obstacle and only relying upon their primal instinct, muscles, and willpower to do so, they may discover [***Power***] within themselves. [***Power***] is more typical in less civilized areas, such as Eastcreek, Oldwood, and Beornhelm.

#### [***Predator***]

* **HD: 1d10**
* **Bonus Skill Points: None**
* **Spellcasting: Moderate**

Be they scouts, trackers, or bounty hunters, Predators share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess.

   Hunters of both game and humanoids, characters who focus their attention on a specific group of creatures, belong in the [***Predator***] category. Examples of predators in Frostmark include the Wardens from Applegate and the Inquisitors from Crowhill.

#### [***Soul Oath***]

* **HD: 1d12**
* **Bonus Skill Points: None**
* **Spellcasting: Minor**

While many warriors strive to perfect their art, spending all of their time honing their martial arts skills, others spend as much effort dedicating themselves to a cause. These warriors swear themselves to a purpose, serving it above all else. Their true power comes from the conviction of their ideals, the oaths that they swear, and the challenges they make.

   Any character who has sworn a great personal oath may pick up [***Soul Oath***]. The most prevailing use of this AO is chivalric knights who have sworn the Sacred Code.

#### [***Soul Weapon***]

* **HD: 1d10**
* **Bonus Skill Points: None**
* **Spellcasting: Moderate**

Some spend their lives poring over ancient tomes and texts, unlocking the power of magic, and some spend their time perfecting the use of individual weapons, becoming masters without equal. Those who follow this path are students of both philosophies, blending magical ability and martial prowess into something unique, a discipline in which both spell and steel are used to devastating effect.

   Users of [***Soul Weapon***] are either martial characters who want to broaden their magical prowess or characters blessed with magic who want to increase their martial capabilities. What they share in common, however, is the will to weave magic and weapons in tandem.

#### [***Tactics***]

* **HD: 1d10**
* **Bonus Skill Points: Extra**
* **Spellcasting: Minor**

Far more than mere thugs, those skilled in Tactics reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies.

[***Tactics***] is primarily learned through focused martial training with intent. It is also a physical ability applied through strategy and preparation. [***Tactics***] is a common AO found typical among guards and soldiers of a majority of the kingdoms of Frostmark.

#### [***Unique Ancestry***]

* **HD: 1d8**
* **Bonus Skill Points: None**
* **Spellcasting: Major**

Scions of innately magical bloodlines, those with [***Unique Ancestry***] look within themselves for arcane prowess and draw forth might few mortals can imagine. These magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats.

Lingering unique ancestries may still reside in some humans in Frostmark, most dormant, somehow surviving over the centuries of isolation. Most of the unique bloodlines were eradicated by the Sacred Arms. Members of them were considered corrupted to the core and thus promptly extinguished. One particular kind of [***Unique Ancestry***] was in most cases allowed to go on, Celestial bloodlines, as long as they agreed to serve as priests. Today, these bloodlines are instead considered to be chosen by Riahn. Most members, if not all, serve in the upper echelon of the Church.

#### [***World Magic***]

* **HD: 1d8**
* **Bonus Skill Points: None**
* **Spellcasting: Major**

Some students of magic turn to divine knowledge, other to pure occult theory, and yet others to the most elusive path yet; World Magic. The Enneade may have created the World, but after so many divine deaths, the World absorbed dozens of "Spheres of Influence" and has become its own powerhouse, though one without a conscious mind. The remaining Enneade would never admit their existence, but World Magicians try to tap into the World's latent power and understand it.

Magic, outside of the rianish priesthood, is scarce in this day and age of Frostmark, and [***World Magic***] is the most elusive of all. But that is changing. As the other Enneade have been cut off from Frostmark, curious minds searching for the divinity that is not Riahn may encounter the presence of the World itself. This entity can't be completely hindered by the Fiery Barrier. This is especially prevalent among the naturalists, shamans, and tribal doctors who possess a keen mind for the natural world.

#### **Examples**

***Character Creation Example 1 “Helos”***

Level 1 -  Primary Selection (PS)

***Lvl 1 PS [Devotion] - Divine Domain - Law - Voice of Authority***

Level 1 - Secondary Selection (SS)

***Lvl 1 SS [Divine Bestowal] - General Upgrade (+10 Potential)***

Activated tags of Devotion

* HP: 9/9
* Extra skill points: none
* Potential: 60

*Eve levels Helos to level one. She picks [Devotion] as Helos* Primary *Selection for this level. Since Eve has chosen Order as Helos’ Divine Domain, Helos can’t pick any other Divine Domains in the future. Eve does not think that [Devotion]’s Secondary Selection Ability, heavy armor proficiency, suits Helos. Since [Unique Ancestry] doesn’t have anything suitable for Helos in the Second Selection either, Eve takes a General Upgrade instead, choosing extra Potential.*

*Eve also activates her tags for the level. Since [Devotion] was her Primary Selection pick, she activates the tags of [Devotion];*

*Tags*

* *HD: 1d8*
* *Bonus Skill Points: None*
* *Spellcasting: Major*

*Since it is level one, Helos receives the full value of his health dice plus his Vitality modifier. That puts him at 8+1 HP. [Devotion] does not receive any extra skill points, so Eve simply ignores that part. [Devotion] is, however, a “Spellcasting: Major” AO, which means she receives 60 potential on level 1 according to the “Potential Gain per Level and Tag” table.*

***Character Creation Example 2 “Rogath”***

Level 1 -  Primary Selection (PS):

**Lvl 1 PS [*Tactics*] - Action Surge**

Level 1 - Secondary Selection (SS):

**Lvl 1 SS [*Tactics*] - Second Wind**
Activated tags of [*Tactics*]

   HP: 13/13

   Extra skill points: 4 skill points

* Another 2 skill points to Athletics
* One skill point to Animal Handling
* One skill point to Persuasion
* Potential: 20

*Carl levels Rogath to level one. Due to Rogath’s strictly martial upbringing, Carl and his GM agree that [Tactics] makes the most sense to start with. The abilities of Action Surge and Second Wind suit Rogath splendidly, so Carl simply chooses both abilities as his Primary and Secondary Selection for the level.* *Carl also activates his tags for the level. Since [Tactics] was his Primary Selection pick, he activates the tags of [Tactics];*

*Tags*

* *HD: 1d10*
* *Bonus Skill Points: Extra (4 skill points)*
* *Spellcasting: Minor*

*Since it is level one, Rogath receives the full value of his health dice plus his Vitality modifier. That puts him at 10+3 HP. [Tactics] receive extra skill points, so Carl assigns 2 skill points in Athletics, once again to hammer home his martial power. He puts a point in Animal Handling, from helping to take care of the village-owned animals. And a point in Persuasion, from practicing intimidation and mind games in combat. Rogath also gains 20 Potential since [Tactics] is a minor spellcasting AO.*