

NEONOSA CITY_
Standard Abilities
In this section you will find a selection of abilities for our standard abilities pool. Everyone gets access to all their racial and class abilities. These abilities allow players to pick no more than three extra abilities. These are the abilities that will go on your character application.
AP points are ability points you get per rank in addition to what you already have. Your rank determines how much AP you have to spend.
Standard Abilities
Players can pick three of these standard abilities. They work the same as Class and Racial abilities, and act as another way of making a character Unique. There are two types of
Standard abilities:
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Initiative Standard Abilities: These abilities are used at the start of combat, and last 3 rounds of combat at the beginning of combat ONLY. These cost 2 AP.
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Instant Standard Abilities: These are one time use abilities during each battle, that can be used as long as you have AP to spend.
Accurate: |Initiative| You find the points that are weakest on your target. Can be ranged or melee based. Adds +5 to all combat rolls against a single target.
Ambidextrous: |Instant| You can use either hand as a dominant hand. Before and attack roll, the player must state they are using this ability. This allows the player to attack twice in one attack ONLY if the first attack hits the target.
Con Artist: |Instant| You find it easier to swindle your way out of almost anything. On an escape attempt, you may add +5 to the escape roll.
Deadly: |Instant| Once per combat you can attempt to make an attack that deals -2hp.
Expose:|Instant| Can Expose up to three targets for -2 on their defensive rolls for three rounds of combat. Can be used once per combat
Fast Reaction: |Instant| At the start of combat, give your initiative roll a +5
Hacker: |Initiative| Technology comes easy to you. Any technology based attacks have a +5 against a single target.
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Hard-to-Kill: |Instant| You just won’t stay down. After you reach 0 HP, you may make a final stand to either attack, heal, or escape.
Health Pool: |Instant| Healing is something that you won’t need later. Costing 2 AP, you may make ONE more additional heal to the limit cap of heals during combat. This can be in the form of an AOE or single target heal.
Intelligent: |Initiative| Knowledge of Mana is your key. Using your memory, you can choose another school of magic in combat.
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Jack-of-all-Trades: |Initiative| Not Precise, a hacker or a Mana Slinger? Maybe you are all three. Any attack made by you is +2 to any target.
Juggernaut: |Initiative| You are built like a tank, Slow… but able to take a hit. Add +4 to all defensive rolls.
Mana Slinger: |Initiative| Mana flows through you and is a sixth sense to you. Any Magic based attack have a +5 to a single target.
Pick Pocket: |Instant| Quick hands are hard to track. As a bonus action in your attacks, you can place things or take things from your target (With player consent) as long as the attack lands a hit. Use your imagination and creativity.
Steady Hand: |Instant| There is no room in this world for the faint of heart. You gain a +3 to your combat or healing rolls.
Tactical: |Instant| Tactics are how battles are won. As a standard non-attack action, you can boost the attack or defense of all your allies by +3. You may only pick one. This buff also
goes away if you are knocked out of combat.
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