Ability Central

Everything under the sun
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Wikip’ Magic systems classifications

Dice beyond the simple roll

Magic not Vancian

Pick a single ability you are good at and give it everything with everything else average or determined by chance. If nothing else, do a MI Profile (see below) based on a specialized d12 standard deviation die:

1 = -2 (optional -3 for NPC’s)
2 = -1
3 = -1
4 = 0
5 = 0
6 = 0
7 = 0 (for random npc’s); + 1 for pc’s
8 = +1
9 = +1
10= +1
11= +2
12= +2

for npc’s (denoting a lesser challenge)

1 = -3
2 = -2
3 = -2
4 = -1
5 = -1
6 = -1
7 = 0 (for random npc’s); + 1 for pc’s
8 = 0
9 = 0
10= +1
11= +1
12= +2


Multiple Intelligences

MI Profile – %ile in learning theory or +3 to -3

McKenzie’s profile survey
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default subcategories are italicized

verbal-linguistic (utterance; intelligence; communication

logical-mathematical (lab; intelligence, economic)

visual-spatial (hypercognition; perception

bodily-kinaesthetic (strength, dexterity, quickness, stamina)

musical-rhythmic (practice)

intrapersonal (discipline, focus, intelligence)

interpersonal (presence; communication, political)

naturalist (natural lore; engineering, ecology, medicinal, etc.)

existential (existential; spiritual; empathy; humanist; human rights; marketing; public policy, cultural)
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appearance (random roll)
socioeconomic?


ARS MAGICA

Intelligence – Communication – Perception – Strength – Dexterity – Quickness – Presence – Stamina—

Creo – Intellego – Muto – Perdo – Rego

Animal – Aquam – Auram – Corpus – Herbam – Ignem – Imaginem – Mentam – Terram – Vim

Virtues and Flaws → modern: Strengths and Challenges

Strengths and Limits = Virtues and Flaws

new (+ upcoming Abilities)

STRENGTHS

Executive Privilege
(formerly Landed Noble) Major, Social Status

Whether through family promotion or hard working talent you are Vice-Presidential, or Chief Executive-like material. You are have stock options, property and investments and staff or retainers to maintain and operate them. Bodyguards, in some cases, are a part of your crew. You are committed to your Executive obligations, sociopolitical apparatuses (e.g. CIA, Public Relations, Lobbyists, etc.) or ideological goals (Church, Chamber of Commerce, Think Tank, etc.) in the form of the Executive Worldview Limit. You get the normal points for the Limit. You are wealthier than most characters but have no free time.
This can be representative of a small, rural town where you operate the only store, but most energy goes into operating and managing it, or related to corporate, networking takes place on golf courses, power lunches and nights at the opera.

Manager/Supervisor
(formerly Knight) Minor, Social Status

Whether head of Human Resources or pizza joint night shift manager, you are experienced with some degree of supervision. This Strength precludes the Poor Limit and Wealthy Strength. It affords a +1 Presence and +1 Communication under easy-going circumstances to direct companions, grogs or other NPCs to rally, organize, plan or implement action – from retail to battle prep. All other Limits and Strengths will stack with these bonuses – whether positive or negative.

Sponsorship
(formerly Gentleman/Woman) Minor, Social Status

You are economically sponsored although this doesn’t mean you have an inheritance from rich relatives coming. You may be or be treated as one of their own, funded, or disbursed stipends from a trust, but wealth is not your own yet. Reasons for extra funding, capital or equipment will need to be justified and can only occasionally be accessed. You will be expected to report progress or spend time with the family and/or corporate.


DRESDEN FILES

Stressors/Uplifters – Physical – Mental – Social (renovate + 3 to – 3)

Alertness: Avoiding Surprise, Combat
Initiative, Passive Awareness

Athletics: Climbing, Dodging, Falling,
Jumping, Sprinting, Other Physical
Actions

Burglary: Casing, Infiltration, Lockpicking

Contacts: Gathering Information, Getting
the Tip-Off, Knowing People, Rumors

Conviction: Acts of Faith, Mental Fortitude

Craftsmanship: Breaking, Building, Fixing

Deceit: Cat and Mouse, Disguise,
Distraction and Misdirection, False Face
Forward, Falsehood and Deception

Discipline: Concentration, Emotional
Control, Mental Defense

Driving: Chases, One Hand on the Wheel,
Other Vehicles, Street Knowledge and
Navigation

Empathy: Reading People, A Shoulder to
Cry On, Social Defense, Social Initiative

Endurance: Long-Term Action, Physical
Fortitude

Fists: Brawling, Close-Combat Defense

Guns: Aiming, Gun Knowledge, Gunplay,
Other Projectile Weapons

Intimidation: The Brush-Off,
Interrogation, Provocation, Social
Attacks, Threats

Investigation: Eavesdropping, Examination,
Surveillance

Lore: Arcane Research, Common Ritual,
Mystic Perception

Might: Breaking Things, Exerting Force,
Lifting Things, Wrestling

Performance: Art Appreciation,
Composition, Creative Communication,
Playing to an Audience

Presence: Charisma, Command,
Reputation, Social Fortitude

Rapport: Chit-Chat, Closing Down,
First Impressions, Opening Up, Social
Defense

Resources: Buying Things, Equipment,
Lifestyle, Money Talks, Workspaces

Scholarship: Answers, Computer Use,
Declaring Minor Details, Exposition
and Knowledge Dumping, Languages,
Medical Attention, Research and Lab
Work

Stealth: Ambush, Hiding, Shadowing,
Skulking

Survival: Animal Handling, Camouflage,
Riding, Scavenging, Tracking

Weapons: Melee Combat, Melee
Defense, Distance Weaponry, Weapon
Knowledge

Homebrew of Ars Magica, Dresden Files and Authentic Thaumaturgy

Dresden Abilities

Creature Features (p162–165)

• Addictive Saliva [-1]
• Aquatic [-1]
• Breath Weapon [-2]
• Claws [-1]

− Venemous [-2]


• Diminutive Size [-1]
• Echoes of the Beast [-1]
• Hulking Size [-2]
• Living Dead [-1]
• Pack Instincts [-1]
• Spider Walk [-1]
• Supernatural Sense [-1]

− Strange Senses [-1]


− Broad Senses [-2]


• Wings [-1] Fly

Strength (p183–184)

• Inhuman Strength [-2]
• Supernatural Strength [-4]
• Mythic Strength [-6]

Speed (p178)

• Inhuman Speed [-2]
• Supernatural Speed [-4]
• Mythic Speed [-6]

Toughness (p184–187)

• The Catch [+?]
• Inhuman Recovery [-2]
• Supernatural Recovery [-4]
• Mythic Recovery [-6]
• Inhuman Toughness [-2]
• Supernatural Toughness [-4]
• Mythic Toughness [-6]
• Physical Immunity [-8]

Nevernever Powers (p170–171)

• Demesne [-1]
• Spirit Form [-3]

− Poltergeist [-2]


• Swift Transition [-2]

− No Mortal Home [+1]


• Worldwalker [-2] I

Shapeshifting (p174–177)

• Beast Change [-1]
• Demonic Co-Pilot [-1]
• Flesh Mask [-1]
• Gaseous Form [-3]
• Human Form 1]

− Rare or Involuntary Change [1]


• Human Guise [-0]
• Mimic Abilities [?]
• Mimic Form [-2]
• Modular Abilities [?] Overhead [-2].
• True Shapeshifting [-4]

Spellcraft (p179–183)

• Evocation [-3] p249
• Thaumaturgy [-3] p261
• Channeling [-2]
• Ritual [-2]
• Lawbreaker [-1+]
• Refinement [-1]
• Sponsored Magic [?] p287.

Faerie Magic (p166–167)

• Glamours [-2]
• Greater Glamours [-4]
• Seelie Magic [-4]
• Unseelie Magic [-4]

Psychic Abilities (p172–174)

• Cassandra’s Tears [-0]
• Domination [-2]

− Master Dominator [-2]


− Posession [-3]


• Incite Emotion [-1]

− Additional Emotion [-1+]


− Range [-1]


− Lasting Emotion [-1]


− Potent Emotion [-1]


• Psychometry [-1] • The Sight [-1]
• Soulgaze [-1] See p226.

− Application of the Sight [+1]

True Faith (p187–188)

• Bless This House [-1]
• Guide My Hand [-1]
• Holy Touch [-1]
• Righteousness [-2]

Vampirism (p188–190)

• Blood Drinker [-1]
• Emotional Vampire [-1]
• Feeding Dependency [+1]
• Tattoos of St. Giles [-2]

Items of Power (p167–168)

• Item of Power [?] Discount up to 2.
• Sword of the Cross [-3]

Minor Abilities (p169–170)

• Cloak of Shadows [-1]
• Ghost Speaker [-1]
• Mana Static [-1]
• Marked by Power [-1]
• Wizard’s Constitution [-0]

===

AUTHENTIC THAUMATURGY

Table 5.1: ESP, Hypercognition & PK (a.k.a. “PAT #1”)
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If one rolls the same percentile number twice while determing psi talents then roll again.

Talent %ile Notes

Telepathic Sending 92-00 (1)
Telepathic Receiving 83-91 (1)
Empathy 80-82
Mesmerism 77-79
Clairvoyance 71-76
Clairaudience 68-70
Clairtangency 66-67
Clairolfaction 64-65
Clairgustance 62-63
Psychometry 59-61
Astral Projection 56-58
Mental Projection 53-55
Hypercognition 48-52
Precognition 44-47
Retrocognition 40-43
PK-Proper 38-39
Levitation 36-37
RSPK/“Poltergeist” 35 (2)
Apportation 34
Teleportation 33
Cellular PK 29-32
Klutzokinesis 26-28
Mass Control 24-25
Gravity Control 22-23
Density Control 20-21
Magnetic Control 18-19 (3)
Electric Control 16-17 (3)
Light Control 14-15
Heat Control 12-13 (4)
Cold Control 10-11 (4)
Radiation Control 09
Transmutation 08
Bonding Control 06-07
Flair 01-05 (5)

(1) If a character rolls either of these, there is a 75% chance he may have the other talent as a bonus.

(2) No Flairing is allowed on RSPK. If you got a “Flair” roll for this talent, Flair the next one (if any) rolled.

(3) If a character rolls either of these, there is a 50% chance he may have the other talent as a bonus.

(4) If a character rolls either of these, there is a 20% CHANCE HE MAY HAVE THE OTHER TALENT AS A BONUS.

(5) Roll and get a "Flair
" on the next talent rolled. This gives you an extra 10% bonus in probability or possibility increment each time you use Flaired talent(s).

Table 5.2 The Anti-Psi Powers (a.k.a. “PAT #2”)
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Talent %ile Notes

Catapsi (static) 91-00
Splodging (yelling) 86-90
Apopsi (avoiding) 81-85
Deflection (bouncing) 76-80
Reddopsi (returning) 71-75
Negapsi (inverting) 66-70
Filtering 61-65
Retuning 56-50
Damping 46-55
Amplifying 31-45
Flair 01-30 (1)

(1) Roll again and get a “Flair” on the next talent rolled. This gives you an extra 10% bonus in probability or possibility increment each time you use Flaired talent(s).

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ESP – Audiences/Hypercognition – Psychokinesis – Antipsi

Ability Central

Great Lakes Moderna Magicka aboveriver