Subcategory Legend
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Subcategory Legend
These are the current subcategories of the Haven system. You can find out more about an individual subcategory by clicking on the name of it in the list below or scrolling down.
Subcategories
Armor
Cooperative
Critical
Damage-Dealing
Dark
Disease
Earth
Elementally-Aligned
Fire-Aligned
Ice-Aligned
Instant Death
Light
Lightning
Magical Healing
Melee
Mind-Affecting
Poison
Ranged
Rhythm
Shield
Sound-Based
Technology
Temporal
Unarmed
Water-Aligned
Weapon-Based
Wind-Aligned
Armor
Cooperative
Critical
Damage-Dealing
Dark
Disease
Earth
Elementally-Aligned
Fire-Aligned
Ice-Aligned
Instant Death
Light
Lightning
Magical Healing
Melee
Mind-Affecting
Poison
Ranged
Rhythm
Shield
Sound-Based
Technology
Temporal
Unarmed
Water-Aligned
Weapon-Based
Wind-Aligned
Last edited by Fate on Mon Nov 28, 2011 5:24 am; edited 2 times in total
Re: Subcategory Legend
ARMOR
These abilities must be worn in order to derive their bonuses. The Fighter ability path grants a bonus to the specific armor chosen for it.
Abilities in this subcategory include:
Bone Armor
Dragon Scale Armor
Heavy Armor
Hide Armor
Light Armor
Medium Armor
Reinforced Clothing
Spring Armor
Re: Subcategory Legend
COOPERATIVE
These abilities deal with the user’s teamwork with allies. The Sentai ability path doubles your bonuses with these abilities.
Abilities in this subcategory include:
Bodyguard
Brick Defense
Collective Will
Divided Focus
Elusive Target
Expert Bodyguard
Expert Warder
Grant Enhance Armor
Grant Enhance Healing
Grant Enhance Magic
Grant Enhance Resistance
Grant Enhance Weapons
Grant Invisibility
Group Attack
Group Defense
Group Hustle
Protective Aptitude
Resistant Brick
Superior Bodyguard
Superior Warder
Team Effort
The Wall Between
Warder
Re: Subcategory Legend
DAMAGE-DEALING
These abilities cause direct damage to a target’s hit point total or affect how much damage the user does.
Magical abilities in this subcategory include:
Biting Wound
Cogent Attack
Dark Attack
Death Attack
Defense Stripper
Drain Life
Flying Shard
Harmful Wall
Improved Harmful Wall
Light Attack
Poison Attack
Psychic Attack
Purity
Reverse Polarity
Snake Fangs
Stunning Attack
Suffocation
Taint
War Song
Physical abilities in this subcategory include:
Axe
Bite
Bleeding Wound
Bow and Arrow
Claws
Club
Crossbow
Dagger
Fists of Fury
Great Sword
Handgun
Javelin
Katana
Khopesh
Lance
Long Sword
Nunchaku
Railgun
Rapier
Rifle
Ring Blade
Sai
Scythe
Short Sword
Shuriken
Spear
Spiked Chains
Staff
Wand
War Hammer
Whip
Wind Razor
Zanbato
Last edited by Fate on Sun Sep 09, 2012 12:09 am; edited 1 time in total
Re: Subcategory Legend
DARK
These abilities deal in some way with negative energy or the destruction of Light and life. The Shadow Mage and Blackguard ability paths grants a bonus to every ability of this subcategory. Abilities of this subcategory always do damage to Angels, Fey, and characters with the weakness Creature of Light. On successful rolls, this damage is equal to the user's level unless otherwise specified by the ability.
Abilities in this subcategory include:
Armor of Darkness
Call of Neutrality
Dark Attack
Dark Pact
Evil Fury
Necromancy
Negative Defense
Negative Weapon
Negative Will
Power of Darkness
Shield of Darkness
Speed of Darkness
Strength of Darkness
Taint
Last edited by Fate on Sun Sep 09, 2012 12:10 am; edited 1 time in total
Re: Subcategory Legend
DISEASE
These abilities deal with the creation and spread of illnesses. Resistant protects against these abilities and they can be negated by Carrier, stopped by Perfect Health and Remove Disease. The Plagueborn ability path grants a bonus on abilities of this subcategory.
Abilities in this subcategory include:
Carrier
Perfect Health
Resistant
Re: Subcategory Legend
EARTH-ALIGNED
These abilities require the ability Elemental Alignment (Earth) to be taken for an ability that is required for it. This subcategory also includes any ability that Elemental Alignment (Earth) has been taken for. They are always part of the Elementally-Aligned subcategory in addition to this subcategory.
Abilities in this subcategory include:
Magma Choke
Re: Subcategory Legend
ELEMENTALLY-ALIGNED
These abilities belong to one of six energy types (Earth, Fire, Ice, Lightning, Water, and Wind), all of which can only be obtained by taking the ability Elemental Alignment for that ability. The Abjurer ability path grants a bonus to Resistance rolls against abilities of this subcategory. The Elemental Disciple grants a bonus to all abilities of this subcategory.
Abilities in this subcategory include:
Absorb Energy
Bug Zapper
Conductivity
Druidic Knowledge
Elemental Affinity
Elemental Alignment
Elemental Sphere
Elemental Wall
Energy Duality
Energy Immunity
Energy Resistance
Improved Absorb Energy
Improved Conductivity
Improved Elemental Wall
Magma Choke
Last edited by Fate on Sun Sep 09, 2012 12:11 am; edited 1 time in total
Re: Subcategory Legend
FIRE-ALIGNED
These abilities require the ability Elemental Alignment (Fire) to be taken for an ability that is required for it. This subcategory also includes any ability that Elemental Alignment (Fire) has been taken for. They are always part of the Elementally-Aligned subcategory in addition to this subcategory.
Abilities in this subcategory include:
Magma Choke
Re: Subcategory Legend
ICE-ALIGNED
These abilities require the ability Elemental Alignment (Ice) to be taken for an ability that is required for it. This subcategory also includes any ability that Elemental Alignment (Ice) has been taken for. They are always part of the Elementally-Aligned subcategory in addition to this subcategory.
Abilities in this subcategory include:
None Currently
Last edited by Fate on Sun Sep 09, 2012 12:12 am; edited 1 time in total
Re: Subcategory Legend
INSTANT DEATH
These abilities cause the target to die regardless of its current hit point total. Instant Death Protection can protect against this effect while Instant Death Immunity negates it. The Assassin ability path grants a bonus to all abilities of this subcategory.
Abilities in this subcategory include:
Dark Attack
Death Attack
Instant Death Immunity
Instant Death Protection
Light Attack
Last edited by Fate on Sun Sep 09, 2012 12:12 am; edited 1 time in total
Re: Subcategory Legend
LIGHT
These abilities deal in some way with positive energy or the creation of Light and life. Abilities of this subcategory always do damage to Demons, Undead, and characters with the weakness Creature of Darkness.
Abilities in this subcategory include:
Call of Neutrality
Covenant
Light Attack
Positive Defense
Positive Weapon
Positive Will
Purity
Righteous Anger
Last edited by Fate on Sun Sep 09, 2012 12:13 am; edited 1 time in total
Re: Subcategory Legend
LIGHTNING-ALIGNED
These abilities require the ability Elemental Alignment (Lightning) to be taken for an ability that is required for it. This subcategory also includes any ability that Elemental Alignment (Lightning) has been taken for. They are always part of the Elementally-Aligned subcategory in addition to this subcategory.
Abilities in this subcategory include:
Bug Zapper
Last edited by Fate on Sun Sep 09, 2012 12:13 am; edited 1 time in total
Re: Subcategory Legend
MAGICAL HEALING
These abilities focus on negating harm done to targets or boosting a character’s skills with abilities that negate harm. The Healer and Medic ability paths grant a bonus to all abilities of this subcategory.
Abilities in this subcategory include:
Bestial Mending
Deprogrammer
Enhance Healing
Exorcise Spirit
Fast Healer
Greater Healer's Boon
Greater Resurrection
Heal Attribute
Heal Hit Points Alpha
Heal Hit Points Beta
Heal Hit Points Gamma
Heal Hit Points Delta
Healer's Boon
Improved Healer's Boon
Improved Second Wind
Lifespark
Magical Healing
Mass Healing
Quickened Healing
Remove Disease
Remove Poison
Restoration
Resurrection
Reverse Polarity
Seal Blood
Seal Body
Seal Life
Seal Mind
Seal Soul
Second Wind
Tenacious Healer
Last edited by Fate on Sun Sep 09, 2012 12:13 am; edited 1 time in total
Re: Subcategory Legend
MELEE
These abilities require the user to be within five feet of the target in order to affect them. These include abilities that require the user to touch the target. Abilities in this subcategory are very diverse, but tend to be a bit more powerful than Ranged abilities.
Magical abilities in this subcategory include:
Borrow Power
Dark Attack
Drain Life
Death Attack
Glamour
Light Attack
Poison Attack
Possession
Program
Provoke
Purity
Reverse Polarity
Revert
Snake Fangs
Soul Switch
Taint
Temporal Loop
Physical abilities in this subcategory include:
Axe
Bite
Claws
Club
Dagger
Fists of Fury
Great Sword
Katana
Khopesh
Lance
Long Sword
Nunchaku
Pick Pocket
Rapier
Ring Blade
Sai
Scythe
Short Sword
Spear
Spiked Chains
Staff
Wand
War Hammer
Whip
Wind Razor
Zanbato
Last edited by Fate on Sun Sep 09, 2012 12:14 am; edited 1 time in total
Re: Subcategory Legend
MIND-AFFECTING
These abilities affect the mind of a target or utilize the mind of either user or target in some way. Abilities in this subcategory range from abilities simply blasting a mind with energy or affecting the mood of a target to the complete subjection of another’s mind to that of the user. The ability Mental Barrier grants a bonus to Resistance rolls against these abilities and the ability Clear Head grants immunity to them. If the effect of an ability lasts longer than a turn, it may be countered by the ablity Exorcise Spirit. The Exorcist ability path grants bonuses to rolls made to negate the effects of these abilities. The Mentalist, Puppetmaster, Psychic, and Willbender ability paths all grant bonuses to abilities of this subcategory.
Abilities in this subcategory include:
Battle Cry
Battle Hymn
Battle Song
Blind Rage
Bolstering Song
Clear Head
Concentration
Contest of Wills
Cry of the Martyr
Dazzling Attack
Defensive Chant
Deprogrammer
Enchanting Presence
Favored Mimic
Glamour
Improved Mimic
Improved Precognition
Lingering Song
Magnifying Mirror
Mental Barrier
Mimic
Mind Control
Mirror Defense
Precognition
Program
Provoke
Psychic Attack
Seance
Soul Switch
Stubborn Will
Suggestion
Telepathy
Turn Coat
War Song
Willful Shield
World of Illusion
Last edited by Fate on Sun Sep 09, 2012 12:16 am; edited 1 time in total
Re: Subcategory Legend
POISON
These abilities focus on introducing toxins into the target or affect the use of such an ability. Abilities of this subcategory are hampered by Poison Resistance, completely blocked by Poison Immunity, and negated by Remove Poison. The Sadist ability path grants a bonus to all abilities of this subcategory.
Abilities in this subcategory include:
Cobra Strike
Improved Poison Specialty
Mixed Poison
Perfect Poison
Persistent Poison
Poison Attack
Poison Immunity
Poison Resistance
Poisoned Weapon
Snake Fangs
Last edited by Fate on Sun Sep 09, 2012 12:17 am; edited 1 time in total
Re: Subcategory Legend
RANGED
These abilities may be used on targets further away from the user than five feet. Occasionally, they must be used on a target further away than that amount. The ability Enchanted Cloak grants a bonus against abilities of this subcategory. The ability Improved Enchanted Cloak can negate one attack of this subcategory per cycle.
Magical abilities in this subcategory include:
Borrow Power
Cogent Attack
Concussive Wave
Dazzling Attack
Defense Stripper
Enchanting Presence
Flying Shard
Forced Shapeshift
Immobilization
Magical Restraints
< a href=https://players-haven.forumotion.com/t57-magical-attacks#1276>Possession
Provoke
Psychic Attack
Purity
Silence
Stealth
Stunning Attack
Suffocation
Suggestion
Taint
Temporal Loop
Turn Coat
Physical abilities in this subcategory include:
Bow and Arrow
Crossbow
Dagger
Handgun
Javelin
Railgun
Rifle
Ring Blade
Shuriken
Wind Razor
Last edited by Fate on Sun Sep 09, 2012 12:17 am; edited 1 time in total
Re: Subcategory Legend
RHYTHM
These abilities gain bonuses the more times they are used either by cycle or by combat. The Rhythmic Master ability path allows for the stacking of these abilities with each other.
Abilities in this subcategory include:
Dancing Blade
Dancing Defense
Rhythmic Magic
Willful Beat
Last edited by Fate on Sun Sep 09, 2012 12:18 am; edited 2 times in total
Re: Subcategory Legend
SHIELD
These abilities must be manipulated in some way to grant their bonuses or effects. They all function by placing an object between an attack and its target (usually the user). Unlike Armor abilities, these may be used on targets other than the user. The Shield Master ability path grants a bonus to all abilities of this subcategory.
Abilities in this subcategory include:
Shield
Tower Shield
Re: Subcategory Legend
SOUND-BASED
These abilities all rely on being heard to affect the target or affect the target’s ability to be heard. The ability Awareness grants a bonus against Silence only, while the ability Skillful Ear grants a bonus against all abilities of this subcategory. Masterful Ear grants you immunity to abilities of this subcategory. The Bard and Herald ability paths grant bonuses with these abilities.
Abilities in this subcategory include:
Battle Cry
Battle Hymn
Battle Song
Blind Rage
Bolstering Song
Cry of the Martyr
Defensive Chant
Greater Silence
Improved Silence
Lingering Song
Masterful Ear
Program
Provoke
Seance
Silence
Skillful Ear
Suggestion
War Song
Last edited by Fate on Sun Sep 09, 2012 12:19 am; edited 1 time in total
Re: Subcategory Legend
TEMPORAL
These abilities affect the time stream in some way, either by undoing small things like rolls or stopping time altogether. The Temporal Mage and Chronomancer ability paths affect the usage of these abilities.
Abilities in this subcategory include:
Last Minute Movement
Lucky Spell
Shadow Boxer
Shake It Off
Steady Hand
Temporal Loop
Temporal Sacrament
Uncanny Defense
Last edited by Fate on Sun Sep 09, 2012 12:24 am; edited 2 times in total
Re: Subcategory Legend
UNARMED
These abilities represent attacks that cannot be removed from a user without destroying a body part. They are the user’s natural abilities, not something that they trained to do.
Abilities in this subcategory include:
Bite
Claws
Fists of Fury
Last edited by Fate on Sun Sep 09, 2012 12:25 am; edited 2 times in total
Re: Subcategory Legend
WATER-ALIGNED
These abilities require the ability Elemental Alignment (Water) to be taken for an ability that is required for it. This subcategory also includes any ability that Elemental Alignment (Water) has been taken for. They are always part of the Elementally-Aligned subcategory in addition to this subcategory.
Abilities in this subcategory include:
None Currently
Last edited by Fate on Sun Sep 09, 2012 12:21 am; edited 1 time in total
Re: Subcategory Legend
WEAPON-BASED
These abilities represent the various physical weapons that are available in Haven. The ability Metal Weapon may only be taken for an ability of this subcategory. The Generalist ability path grants a bonus to all weapons of this subcategory.
Abilities in this subcategory include:
Axe
Bow and Arrow
Club
Crossbow
Dagger
Flying Shard
Handgun
Javelin
Katana
Khopesh
Lance
Long Sword
Nunchaku
Railgun
Rapier
Rifle
Ring Blade
Sai
Scythe
Short Sword
Shuriken
Spear
Spiked Chains
Staff
Wand
War Hammer
Whip
Wind Razor
Zanbato
Last edited by Fate on Sun Sep 09, 2012 12:22 am; edited 3 times in total
Re: Subcategory Legend
WIND-ALIGNED
These abilities require the ability Elemental Alignment (Wind) to be taken for an ability that is required for it. This subcategory also includes any ability that Elemental Alignment (Wind) has been taken for. They are always part of the Elementally-Aligned subcategory in addition to this subcategory.
Abilities in this subcategory include:
None Currently
Last edited by Fate on Sun Sep 09, 2012 12:22 am; edited 1 time in total
Re: Subcategory Legend
TECHNOLOGY
These abilities are more advanced than what the vast majority of the world is capable. They are powerful, but they often have fine interworkings that are difficult to use. Occasionally, that works against them.
Abilities in this subcategory include:
Armory Technician
Brewer
Brewer’s Distilment
Brewer’s Study
Careful Trapper
Collector
Create Doll
Create Trap
Creative Trapper
Cybernetic Attachment
Disguise Trap
Expert Tinker
Gourmet
Greater Brewer’s Distilment
Greater Powerful Soul
Greater Scribe’s Art
Greater Tinker’s Knack
Greater Trap Sense
Handgun
Hoarder
Improved Brewer’s Distilment
Improved Disguise Trap
Improved Scribe’s Art
Improved Tinker’s Knack
Improved Tinker's Power
Improved Trap Sense
Intuitive Brewer
Lasting Ink
Lucky Trapper
Quick Trap
Railgun
Resetting Trap
Rifle
Rune Mastery
Scribe
Scribe’s Art
Scribe’s Intuition
Scribe’s Knowledge
Scribe’s Rune
Scribe’s Study
Skilled Trapper
Strong Trap
Tinker
Tinker's Intuition
Tinker's Knack
Tinker's Power
Tinker’s Sense
Tinker's Study
Trap Finder
Trapper’s Intuition
Trapper’s Knack
Trap Sense
Weapon-Maker
Last edited by Fate on Fri Dec 21, 2012 9:51 pm; edited 3 times in total
Re: Subcategory Legend
CRITICAL
These abilities deal with special effects that occur whenever there is a certain die result.
Abilities in this subcategory include:
Bite
Bow and Arrow
Club
Critical Blow
Critical Success
Deadly Scythe
Exploding Attack
Great Sword
Handgun
Improved Critical Success
Improved Uncanny Reflexes
Khopesh
Rifle
Scythe
Staff
War Hammer
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