See Advancement for information on how to unlock License Levels and purchase Abilities.
License Level 1
Each LL1 Ability costs 10 XP
Arcane Magitek (LL 1)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Cantrip Casting | Incant OR 1 Will | Packet: Elemental 2 Damage OR Packet: Elemental Cantrip | |
| Healing Incantation | Incant + 1 Will | Packet: Elemental Heal 2 OR Packet: Elemental Remedy | |
| Triple Cantrip | Incant + 1 Will | 3x within the next 30s: Packet: Elemental Cantrip | Cantrip Casting |
Defensive Fighting (LL 1)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Shield Proficiency | N/A | You may wield a shield no smaller than 1 sq ft and no greater than 8 sq ft in size (including cutouts). |
Shields block Effects delivered via weapon (including blaster darts), but NOT Effects delivered via packet, Aim, or Kaboom!
See 🟦 Weapons, Shields and Armor for weapon parameters. | | | Powered Shield (Active Blocking) | 1 Will | Use the “Ting!” defense against an Effect (including those delivered via packet) which lands on your shield. It may not be used to defend against Demolish, or any effect which uses the Arcane element | Basic Shield Proficiency | | Guard | N/A | When an ally within arms’ reach of you suffers an effect, you may tag them with your melee weapon and call “Guarded!” You suffer that effect in place of that ally. Additionally, you may not use “Whoosh!” against that effect. | | | Light Armor Proficiency | None | You may wear Light Armor. | | | Ward | 2 Will | Use the “Ting!” defense against any Effect except one which uses your opposed Element or the Arcane Element. | |
Divine Arts (LL 1)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Sanctuary | 1 Will | Designate an area with a circumference of 30 feet or less (A little under 10 feet diameter), marked using a clear visual indicator such as brightly colored rope, multiple lights, a circle of stones, or a large tarp. While within this area, Focus for at least 30 seconds (you may be setting the area up during this time) then call “Sanctuary”. |
Thereafter, you may Focus for 30 seconds while within your Sanctuary to regain 1 Will. The area of a Sanctuary negates and replaces other environmental hazards (I.E. you may ignore the environmental effects of being near Radiant Effects, water, etc… while standing within a Sanctuary area.) | | | Divine Remedy | 2 Will | Aim: Remedy. This ability costs one less will (minimum 0) if both you and the target are within your Sanctuary. Remedy does not affect Detriments. | | | Divine Restoration | 2 Will | Aim: Gain 1 Will OR Aim: Gain 2hp. This ability costs one less Will (minimum 0) if both you and the target are within your Sanctuary. | |
Great Weapon Fighting (LL 1)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Two-handed Weapon Proficiency | N/A | You may wield two-handed melee weapons. |
See 🟦 Weapons, Shields and Armor for weapon parameters. | | | Heavy Attacks | Variable | Skill: Use a weapon held in both hands to add a Smash effect to your next melee attack OR Skill + 1 Will: Use a weapon held in both hands to Melee: Elemental Spell | Two-handed Weapon Proficiency |
Guntek (LL 1)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Small Ranged Weapon Proficiency | N/A | You may wield 1H ranged weapons. |
Blasters may only fire six shots after which the wielder must spend at least six seconds reloading. This count must be performed verbally and follows the same rules as Focus, though you may still move and talk during this time.
See 🟦 Weapons, Shields and Armor for weapon parameters. | | | Large Ranged Weapon Proficiency | N/A | You may wield 2H ranged weapons. Blasters may only fire six shots after which the wielder must spend at least six seconds reloading. This count must be performed verbally and follows the same rules as Focus, though you may still move and talk during this time. See Combat - Weapons, Shields and Armor for weapon parameters. | | | Cantrip Ammo | Focus for 5 seconds while calling “Loading!” You may walk/talk/collect ammo during this count | After completing the count, you may deliver an Elemental Strike or Elemental Cantrip of your court using your projectile weapon. Once loaded, this ammo must be delivered with your next projectile attack but does not expire until used or you recover/are dispelled. This loading count may run concurrently with reloading a blaster. | Small Ranged Weapon Proficiency OR Large Ranged Weapon Proficiency | | Quickdraw | N/A | Once per Recover, so long as you have neither delivered nor received any Effects within the last 30s and are touching a 1H blaster, you may call Aim: 5 | Small Ranged Weapon Proficiency |
Performance Magitek (LL 1)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Inspiring Performance | Perform | Aim: Elemental Heal 5 OR Aim: Elemental Gain 1 Will | |
| Cantrip Cadenza | Perform + 1 Will | Aim: Elemental Cantrip | Inspiring Performance |
| Commanding Voice | Perform + 1 Will | Aim: Command (fight me, be calm, retreat) | Inspiring Performance |
| Rejuvenating Performance | Perform + 1 Will | Aim: Elemental Remedy | Inspiring Performance |
Pet-tek (LL 1)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Magitek Pet | Variable | You may carry a Magitek Pet prop, which must be soft and safe to throw as a weapon (such as an animal plushie). This prop may be used to deliver a variety of effects. Whenever you use any ability described as a Pet Ability, you may not use another Pet ability until at least 30 seconds have passed. Alternatively, you may spend 2 Will in order to use another Pet ability before 30 seconds have passed. Pet abilities may either be delivered by throwing the pet prop at a target, or else delivering it to a creature currently holding your pet (including yourself). |
Pet Cantrip (pet ability) - Deliver an Elemental Cantrip effect through your pet.
Pet Healing (pet ability) - When you Recover, regain an additional 2 HP. | | | Follow Pet | Skill | Call “Vanish”, and go out of game. Immediately walk to the location of your pet prop (within 5 seconds) and pick it up, then return to game | Magitek Pet | | Pet Return | 1 Will | Throw your pet at a target and call “Return my pet”. A struck target must immediately pick up your pet prop and return it to you. They must do this movement even if they are unconscious. You may aim deliver this effect at any target holding your pet instead. | Magitek Pet |
Stealth and Agility (LL 1)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Combat Stealth | Skill | Make a “Hiding” 5 count, then enter the Concealed stance. You may spend 1 Evasion to enter the Concealed stance without completing the count | |
| Agile Retreat | Skill | You may call “Retreat!” and take up to 5 out-of-game steps away from a combatant with whom you are currently engaged, taking no more than 5 seconds to do so. You may perform this ability while carrying a Dropped or Unconscious Ally. |
You are still affected by “Kaboom!” calls during these 5 steps despite being out of game. | | | Mystic Redirection | N/A | Whenever you use the “Whoosh” defense against a packet ranged effect, you may melee deliver that effect against a creature within 3 seconds. It must be the next effect you use after calling “Whoosh!” | | | Sneaky Smash | Skill | Hit an enemy in the back of the torso with a melee attack to add “Sneaky Smash!” to an attack. If this attack fails to hit the back of a torso, it has no effect.
You may alternatively use this ability to call “Sneaky Smash 5!”
NOTE: This effect uses the Sneaky element, counts as an Elemental Strike for the purposes of increasing damage, and overrides any other element that your attack may use, so some defenses like elemental immunity do not work against it. | |
Two-Weapon Fighting (LL 1)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Dual Weapon Proficiency | N/A | You may wield a weapon in each hand (though you must unlock the ability to wield weapon sizes separately) | |
| Flourishing Combo | N/A | Whenever you make two successive melee weapon attacks against an enemy (whether they hit or are defended against), you make deliver an Elemental Strike as your third attack. | Dual Weapon Proficiency |
Miscellaneous Abilities (LL 1)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Medium Weapon Proficiency | N/A | You may wield Medium weapons, which 1 damage per hit. |
See 🟦 Weapons, Shields and Armor for weapon parameters. | | | Elemental Strikes | Skill | Your next attack is an Elemental Strike. If you have Dual Weapon Proficiency, this applies to each weapon you are wielding. | | | Combat Concentration | Skill | You may choose to treat a Standard Command effect (fight me, be calm, retreat) you take as if it were “I Command you to retreat” | | | Combat Orders | 2 Will | Aim: Standard Command (fight me, be calm, retreat) | | | First Aid | Skill + Focus(5s) | Melee: Mundane Stabilize.
Items and other Abilities may interact with First Aid. | | | Grapple | Skill | Lay a melee boffer against a target’s torso. They suffer the effects of Anchor so long as your boffer is in contact with them. | | | Plagiarized Magitek | N/A | When you select this ability, choose a single Cantrip or Spell of a Court other than your own. You may now treat that effect as if it belonged to your Court, except you use your own element in the call instead. | | | Cantrip Traps | N/A | Complete a ‘Prepping’ 5-count, then place an obvious trap prop on the ground that fits within a 5’x5’ square (such as a square of canvas or foam, or a hula hoop). Once placed, whenever an enemy steps onto the trap prop, you may Aim deliver a Cantrip of your Court at that enemy for 1 Will. After you deliver an effect to a creature this way, you may not deliver it to them again until they have stepped completely off of the trap then stepped onto it again.
You may only have one trap active at a time, but may disarm your own trap at any time by picking up the physrep. You may later redeploy it by completing the Prepping count again. | |
License Level 2
Each LL2 Ability costs 15 XP
Arcane Magitek (LL2)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Spell Casting | Incant + 1 Will | Packet: Elemental Spell | Cantrip Casting |
| Aimed Cantrip | Incant + 2 Will | Aim: Elemental Cantrip | Cantrip Casting |
| Repelling Wave | 1 Arcana | Kaboom! All others within 10ft Push 10 ft! |
Defensive Fighting (LL2)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Armor Expert | N/A | Your mundane armor provides additional defenses in addition to its base effects. Wearing heavy armor gives 2 additional uses of “Crunch!” per Recover, light armor gives you 1 additional use of “Whoosh!” once per Recover | Light Armor Proficiency |
| Heavy Armor Proficiency | N/A | You may wear Heavy Armor | Light Armor Proficiency |
| Elemental Riposte | Skill | When you are hit by a melee effect, or block a melee effect with your weapon or shield, you may make a Melee Elemental Cantrip of your Court or Elemental Strike effect back at the source of the attack. You must make this attack within 5 seconds of suffering an attack, and it must be the next attack you make, or else you lose this use of the attack. If you are attacked by multiple enemies within a short time period, you may choose any one of those enemies to make this attack against. | |
| Second Wind | 1 Vitality | Self: Heal 10. Roleplay making a great effort to persevere despite your injuries. |
Divine Arts (LL2)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Destructive Blessing | 1 Will | While within your Sanctuary, you may spend 1 Will in order to give yourself or an ally in your Sanctuary one of the following enhancements. Such enhancements each commit 1 attunement until used. |
-“I offer you three Strikes”. The ally gains the ability to deliver Elemental Strikes via melee or Elemental Strike 2 via packet up to three times in the Element you offer. -“I offer you one .” The ally gains one use of the ability to deliver the designated effect exactly as offered via packet or melee. | Sanctuary | | Mystic Wall | 1 Will | Only usable within your Sanctuary. Enter the Maintaining stance (a raised hand with the palm outwards), and call “Mystic Wall”. If someone attempts to pass, call “Mystic Wall, you may not enter”. However, anyone inside may freely choose to exit. You and all other creatures and objects within this Sanctuary are immune against all effects which come from outside of it: Call “Wall” to indicate this defense. Likewise, creatures inside the Sanctuary cannot affect anything outside of it.
This Effect ends if you exit the Maintaining stance. If you do, call “Release Wall” to verbally indicate that the Mystic Wall has vanished. | Sanctuary | | Call to Life | Focus (30s) + 1 Leadership | While you and a dead ally are both within your Sanctuary, Melee: Elemental Revive. | Sanctuary | | Restorative Pulse | Focus (30s) + 1 Will | “Sanctuary, Heal 2” OR "Sanctuary, Gain 1 Will”. All allies within your Sanctuary other than you gain the benefits of the called effect. | Sanctuary |
Great Weapon Fighting (LL2)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Elemental Great Weapon | N/A | While wielding a Two-Handed melee weapon, you may deliver Elemental Strike effects at no cost. If only one arm is injured, you can still wield the weapon but may not deliver elemental strike effects using this ability. If both arms are injured, you may not wield the weapon | Two-handed Weapon Proficiency |
Guntek (LL2)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Sniping | Focus (15s), wielding 2h ranged weapon | Focus for 15s while pointing your weapon at your target to call Aim: Elemental Strike OR Aim: Elemental Cantrip. |
You may not move your feet during this Focus, and the Focus is interrupted if your target moves behind cover (e.g., a building or boulder, but not other characters). | Large Ranged Weapon Proficiency | | Spell Ammo | 1 Will | When using Cantrip Ammo, you may spend 1 Will to instead load an Elemental Spell | Cantrip Ammo |
Performance Magitek (LL2)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Blasting Word | Perform + 2 Will | Aim: Elemental Spell | Inspiring Performance |
Pet-tek (LL2)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Pet Defense | 1 Will | Pet Ability - You may spend 1 Will in order to Grant anyone holding your pet (including yourself) a benefit based on your Element (below). Use the call “Grant ”, and the recipient gains the Ability to use the Effect once. If the recipient ceases to carry the pet, they lose the Ability to use the granted Effect. |
- Grant Self: Protect: Iron/Rust/Shadow/Thorn
- Grant Self: Flight: Spark/Solar/Courtless | Magitek Pet |
Stealth and Agility (LL2)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Dash | 1 Will | Call “Dash” You may take up to 5 out-of-game steps, taking no more than 5 seconds to do so. You may not perform this ability while carrying an Ally or heavy objects. |
You are still affected by “Kaboom!” calls during these 5 steps despite being out of game. | Agile Retreat | | Skilled Backstabber | N/A | When you use Sneaky Smash, you may choose to instead call “Sneaky, Smash 10!” | Sneaky Smash | | Ambush | N/A | Whenever you exit the Concealed, the next effect you deliver has its Will cost reduced by 1 (minimum 0) | | | Artful Dodger | N/A | Whenever you spend Evasion to call “Whoosh!” you may immediately enter the Concealed stance | |
Two-Weapon Fighting (LL2)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Twinblade Attack | Skill | Swing two weapons at a single location to deliver an Elemental Spell effect of your Court. If one or both weapons fails to land on the target, the attack fails. | Dual Weapon Proficiency |
| Twinblade Defense | Skill | Call ‘Ting!’ against a melee attack that hits you or a weapon that you are holding. | Dual Weapon Proficiency |
Miscellaneous Abilities (LL2)
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Combat Clarity | 2 Will | Use the ‘Ting!’ defense against a Command | Combat Concentration |
| Hamstring | 1 Will + Skill | Melee: Elemental Severance | |
| True Sight | Variable | You are aware of the locations of all creatures using the Concealed Stance within 10ft of you. They are still Concealed and are still immune to all effects except Reveal. |
Spell Incant + 1 Will to deliver a Reveal effect via melee or packet | | | Battlefield Repair | Focus 3s + 1 Will | Target an object in your hands to Fix it for 5 minutes (the target object is Fixed, but returns to the broken state after 5 minutes or earlier if broken again; if this effect would grant HP, that HP is likewise removed at the end of the 5 minutes and may result in being Downed. This effect cannot stack with itself.) | |
License Level 3
Each LL1 Ability costs 30 XP
| Name | Cost | Description | Prerequisites |
|---|---|---|---|
| Living Wall | N/A | You may wield a shield as large as you can safely carry. Don’t be a poor sport about this. No you can’t make it cylindrical in shape and hide inside. | Shield Proficiency |
| Empowered Weapons | N/A | You may deliver Elemental Strikes on all melee attacks at no cost, though you must physrep the element imbued into your weapons (e.g., by attaching fabric streamers of the appropriate color to the handle). | Elemental Strikes |
| Invoke Miracle | Focus (30s) + 1 Leadership | Once per day invoke one of the following Miracles: |
- Salvation - “Kaboom! All allies, Heal 30!”
- Condemnation - “Kaboom! All enemies, ”
- Peace - “Kaboom! Everyone, I Command you to be calm!” | 3+ Leadership | | Expanded Sanctuary | Variable | You may activate a second active Sanctuary area. The edge of each of your Sanctuaries may be no further than 20 feet apart. If the Sanctuary areas overlap, then you may count it as a single extended Sanctuary area. If they are not, then creating a Mystic wall only benefits the Sanctuary you are currently standing within.
You may spend 1 Will to blink (travel OOG, no longer than 5 seconds) from one of your sanctuary areas to the other, or within one of your Sanctuaries. | Sanctuary | | Bonded Familiar | Variable | Your familiar may be used to deliver any effect you yourself may deliver another way. You may deliver your pet abilities through packet or melee yourself.
Pet ability: Once per combat, when someone holding your familiar would suffer an effect, you may spend 1 Will and call “Pet Guard!” to negate it
Once per game, if you would die while you have your pet summoned, your pet dies instead. You may not summon it again for the remainder of the game. Because it’s dead. | Magitek Pet | | Cantrip Explosion | Incant + 1 Arcana | “Kaboom! All enemies ” | 3+ Arcana | | Belted Ballad | Perform + 1 Leadership | Deliver another Perform effect you possess via Kaboom! All allies! OR Kaboom! All enemies! | Inspiring Performance | | Battle Cry | 1 Leadership | Choose one: Kaboom! All allies, I Command you to be calm! Kaboom! All enemies, I Command you to retreat! | | | Linebreaker | Skill OR 1 Will | While wielding a two-handed melee weapon, add an Elemental Smash effect with your next 2 weapon attacks | Heavy Attacks | | Accelerando | N/A | Your Perform timer is reduced to 20 seconds instead of 30. If performing an Epic Performance, all performers must have this ability to reduce the Perform timer. | 3+ Leadership | | Epic Performance | Perform + 1 Leadership | Perform with 2 allies; at the end of the performance, spend 1 Leadership to do one of the following:
- Kaboom! All allies Recover!
- Kaboom! All enemies
- Kaboom! Everyone, I Command you to be calm
The involved allies do not need to have this Ability, but any allies who also have this ability may use the same Perform timer for the purposes of casting Epic Performance. | Blasting Word | | Deadeye Shot | Focus (30s) | Focus on your target for 30s while holding a two-handed projectile weapon to call Aim: 10 OR Aim: Elemental Spell.
You may not move your feet during this Focus, and the Focus is interrupted if your target moves behind cover (e.g., a building or boulder, but not other characters). | Sniping | | Undying | Focus (30s) | You may use Second Wind while Dropped after Focusing for 30s. | Second Wind | | Masterful Stab | N/A | If you use Sneaky Smash within 5s of exiting the Concealed Stance, you may instead call “Sneaky Smash 20!” | Skilled Backstabber | | Sucker Punch | N/A | When using Sneaky Smash, you may add “Sneaky Disarm!” to the call. | Skilled Backstabber | | Hunter’s Pursuit | 1 Evasion | Point at a target and call “Hunter’s Pursuit!” and walk towards them. This ability ends after you take 20 steps or as soon as you do anything other than walk towards the target, including attack, begin a spell incantation, etc. For the duration of this ability, you may call ‘Clang!” against all damage, effects, calls, etc. that target or would otherwise affect you. | | | Without A Trace | 1 Evasion | Call “Without A Trace!” Immediately go out of game and find a member of Staff. They will tell you where to re-enter game. | 3+ Evasion | | Not Today | 1 Vitality | Call “Not Today! Damage Immunity!” Self: Heal 5. For the next 10 seconds, all damage dealt to you is reduced to 0. You still take any other effects associated with the attacks, however. | 3+ Vitality | | Battlefield Reaper | 1 Vitality | Call “Battlefield Reaper!” For the next 30 seconds, Self: Heal 1 every time you successfully land a melee attack on an enemy.
NOTE: This is NOT intended for out of combat healing, or for cheesing while bopping your friends. Real Vikings don’t steal health from their friends! | | | Quickloader | N/A | Your Loading count becomes a 3-count instead of a 5-count | Cantrip Ammo |
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