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Kitsusagi Realms

Abilities, Classes, and Magic Spells

Kitsusagi Staff

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What is a Natural Ability?
This is a type of ability that each and every Kitsusagi automatically has when they are born. Some of these abilities are physical, some are mental or social and some are basically magical abilities; usually less powerful than magic spells. If the ability is physical, it is usually not something that a Kitsu would obviously have due to their physical traits. For example, if a Kitsu has wings, it can obviously fly - and would not need to choose a Natural Ability to be able to do so. Most Natural Abilities are tied to the species of the Kitsu. To start with, each Kitsu may choose one Natural Ability. Anytime the Kitsu's stats are raised, they may choose one more. To see what abilities you can choose from, please see the posts below.

The exception to this is Enlightened - Enlightened may choose two Natural Abilities to start with, and still choose more as they increase their stats.

What are Classes and Class Abilities?
Though most Kitsusagi are content to settle in towns or cities and simply live their lives without much excitement, there are those who crave... more. Those who crave a life of adventure, or who train up a certain set of skills to benefit themselves or others around them. For these Kitsusagi, we have the Class system. It is not required to choose a Class in order to battle or RP, and keep in mind that many Kitsusagi are basically normal 'people' - a bit like NPC's in a video game, though each and every Kitsu can be whatever you want them to be!

If your Kitsu is something like a shop owner or employee, a general resident, farmer, etc, they probably do not need a Class. However, if your Kitsu's main job/pasttime is hunting (for food, or to protect their town), adventuring, a traveling musician or storyteller, town guard, healer, etc - they would likely have a Class! Having a Class gives a Kitsu one Class Ability associated with whatever the Class is, to help them out. Some of these Abilities are useful in battle, and some may not be. Each Kitsu with a Class will only ever get to choose one Class Ability and these Abilities do not change or 'level up' once chosen. For a list of available Classes and Class Abilities, see below.

I have an idea for a Natural Ability, a Class or a Class Ability that's not listed... can I use my idea?
Maybe! Please run any ideas by Manda and Seimei to determine if it works. If so, we will add it to the list, and then you may use it.

What is a Magic Spell?
Magic Spells are something that a dedicated Kitsu may learn through time and study. To begin with, each Kitsusagi may only learn one Spell. Any time stats are able to be increased, the Kitsu may choose to try and learn a new Spell. Spells can be swapped out if wanted - but the Kitsu will still need to study to learn something new, even if they forget an old Spell and have a slot open. To learn more about this process, please see the Learning Spells sticky.

How do I use an Ability or Spell?
Simply put in your post that you are using it, by describing it in character! Then if the ability or spell has an effect on the dice, you would apply it if/when you roll. Remember, for normal RP, it's up to you as the player whether you want to roll dice and use stats. Staff will not enforce using stats/dice/etc for normal RP.
 

Kitsusagi Staff

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General Natural Abilities
(may be chosen by any species)

  • Educated - this ability adds +1 to the Kitsu's Mental Stat
  • Social Butterfly - this ability adds +1 to the Kitsu's Social Stat
  • Buff - this ability adds +1 to the Kitsu's Physical Stat
  • Hardy - this ability adds +1 to the Kitsu's HP


Normals Natural Abilities
  • Levitate - this ability allows a Normal Kitsu to levitate through the air without the aid of wings. It is a bit slower and clumsier than winged flight, however. Can be used multiple times in battle with a successful mental roll. Duration 1 hour
  • Adopted - Normals are sometimes adopted by other species, or simply live alongside them where they normally wouldn't. This ability means the Kitsu can understand and adapt to other cultures easier than most. No effect on battle
  • Dimdweller - Normals who live underground or in areas where the sun cannot easily reach can see and move around easier in the dark and gain one extra die on any actions taken in the darkness like a Nightmare would. However, they are not penalized when in bright light. Continuous effect
  • Lightdweller - Normals that are born among Angelics seem to pick up on something of their Being of Light trait, and these Kitsu get one extra die on any actions taken in bright light. However, they are not penalized when in the dark. Continuous effect

Angelics Natural Abilities
  • Glowing Wings - this ability allows an Angelic to light up their wings and/or halo to provide light in an otherwise dark area. This is not enough light to give the Kitsu a bonus die, but it does mean they do not lose a die due to being in darkness. Can be used multiple times in battle with a successful mental roll. Duration 1 hour
  • Divine Favor - Angelics are one of the species that is closer to the gods than most. As such, any Angelic that chooses abilities or spells having to do with prayer gains one extra die when using these abilities or spells. Continuous effect
  • Dark Affinity - this trait means that an Angelic is more comfortable in the dark than most, meaning they do not lose a die on actions taken in darkness. Continuous effect
  • Exalted Resistance - this ability gives the Angelic the ability to ignore one attack from their opponent per battle, due to divine intervention or faith in their own purposes. Can be used once in battle


Nightmares Natural Abilities
  • Light Immunity - this ability means that a Nighmare's growths are less sensitive to light than most - whether through training or being born that way. Kitsu with this ability do not lose a die when taking actions in bright light. Continuous effect
  • Child of the Wilds - this ability means a Nightmare can more easily use abilities having to do with nature; they get one extra die to roll when using these abilities. Continuous effect
  • Poison Use - this ability means the Nightmare is skilled at alchemy and the use of poisons and potions. They gain a +1 bonus when using poisons or potions. Continuous effect
  • Take Life - this ability allows a Nightmare to steal the life force, or HP, of another Kitsu. Once per battle, they can try to bite the other Kitsu and if they succeed, they gain 2 HP and the opponent loses 2 HP.Can be used once in battle.

Tundra Natural Abilities
  • Chill Born - this ability means a Tundra can more easily use abilities having to do with cold and ice they get one extra die to roll when using these abilities. Continuous effect
  • Winter Walker - this ability allows a tundra kitsu to travel faster through winter lands and over icy structures without risk of falling or slipping. Continuous effect
  • Frozen Gaze - this ability allows a tundra to freeze an enemy in place once per battler as their icy glare makes the enemy feel as though a blizzard has clutched their heart. Can be used once in battle, there is no physical cold effect it is a look so dark it makes the enemy freeze.
  • Shivering Gale - this ability allows a tundra to cool a place to freezing temperatures letting them cross some stretches of water as it has a light layer of ice over it. This skill takes one full move in battle as Other (neither Attack or defend) and makes enemy next attack -1 dice roll. Duration out of battle lasts 4 hours

Fauna Natural Abilities
  • Thumpinbump - With such good ears Fauna can hear sounds that a number of other Kitsu miss. As such a few have made a language they can use by hitting logs or rocks or other medium and the sound waves travel in the ground and a ‘receiver’ can pick it up miles away. (Roll dice for transmitting the message via ground. Remember you have to roll for each message you send and ANY KITSU with this skill can hear the vibrations and pick up on the message sent through the earth. ) Continuous effect as long as rolls are taken. This skill takes one full move in battle as Other (neither Attack or defend)
  • Green thumb - having been farmers for years Fauna have a natural knack for plants. Plants grown by a kitsu with this skill will thrive better even under unusual conditions. This also helps when transferring plants like herbs. Continuous effect
  • Earth Worker - Any kitsu with this skill will be better equipped to work with earth and rock based magics. Continuous effect
  • Super jump - use a dice roll to doge an attack as well as rp wise use the dice to jump far up to areas that might not be attainable by regular jump alone. Continuous effect Rp. May be used 1 time in battle. This skill takes one full move in battle as Other -dodge (neither Attack or defend)

Kirin Natural Abilities
  • Delicate step- with this ability Kirin use their grace and elegance and get an additional dice rolls for evasion or other activities that may involve finesse. Continuous effect
  • Glimmering armor- this ability allows Kirin to endure an attack from an opponent in a battle with no damage. May be used 1 time in battle. This skill takes one full move in battle as defend (neither Attack or Other)
  • Water Keepers - this ability means a Kirin can more easily use abilities having to do with water and rain they get one extra die to roll when using these abilities. Continuous effect
  • Poisonings Cleanse- the ability to purify waters and foods to help prevent plague pestilence additional rolls against poising. Continuous effect Rp. May be used 1 time in battle. This skill takes one full move in battle as Other (neither Attack or Defend)
Tenku Natural Abilities
  • Sagely wisdom: all allies in 50ft get +1 to stated stat. (physical, Mental, social) until end of battle. May only be used once in battle. If used of battle effect will last for one day.
  • Lucky Streak: once per battle may dodge an attack or force a reroll of last roll and take more favorable outcome.
  • Cloud Hopper: ability to allow Tenku to take one other kitsu with them traveling on a small cloud ignoring all land effects. May use outside of battle only and may carry another Kitsu for 4 hours.
  • Cloud weapon: allows the temporary create of a weapon or piece of armor out of clouds giving a +1 to stated stat (physical, Mental, social) until end of battle. May only be used once in battle. If used of battle effect will last for 2 hours. Weapon or armor may be loaned to another kitsu.

Trick Natural Abilities
  • Silver tongue: once during combat this ability can be used to give a target -1 to stated stat roll (physical, mental, social) effect will last until the end of battle. If used outside of battle effect will last for 3 hours. The trick shifts their form slightly to appear more favorable to the enemy target and is thus more distracting.
  • Trap set: being a master of traps a trick may set a trap that does 1d4 rolled damage if stepped on. May be used once during battle, three times a day. This skill may be spotted by trying to find traps by rolling mental skill with success =to mental stat of the trap setting Trick. To determine enemy steps on trap in battle roll 1d6 to set trap number and enemy to roll 1d10 each time their turns comes around and if they land on trap number trap goes off. It may be negated with other skills.
  • Charm: once per battle trick may roll social skill to charm an enemy into being unable to attack or defend on their next turn. Out of battle this skill allows a +1 to all social rolls against that charmed target for a day. May only be used on one target per day. The charmed target is beguiled as the trick appears to be changed into someone they desire or will listen too.
  • Sabotage: once per battle roll mental against and opponent to disable one armor or weapon for duration of battle. If used out of battle the weapon or item must be taken to be fixed or gathered back up if disarmed.
Imperial Natural Abilities
  • Sensitive whiskers: With such sensitives whiskers Imperials are able to feel a change in air currents as enemies shift allowing them to dodge an attack once per battle.
  • Hoarder: + 1 success roll on a stated subject mater as Imperials horde items and become experts on them. knowledge base must be selected when this skill. subject may vary greatly such as cooking, dancing, weaving, smiting, herbs, etc.. all rolls related to that matter will have +1 success. Continuous effect
  • Lightning Speed: once per battle this lithe and quick Kitsu may lash out for one extra turn be it attacking or spell casting.
  • Lightning weaver: any kitsu with this skill will be better equipped to work with lightning based magics. Continuous effect
 
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Kitsusagi Staff

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Mule Account
These are the Classes currently available for your Kitsu to choose from. More may be added over time! Each Class has a short description and then a list of Class Abilities to choose from. Remember, you may only pick one Ability and that's all you ever get, so choose wisely!

For now, multi-classing is not an option, sorry!


Fighter
A Fighter is a Kitsu who focuses mostly on physical fighting and strength. Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle. These Kitsusagi are often town guards, soldiers, roving guardians or those who seek out battle just for the sake of fighting.

  • Strength Prevails - this ability gives the Fighter an extra point in their Physical stat at the start, and each time they raise their stats. Continuous effect
  • Rage - this ability gives a Fighter one extra die on an Attack roll once per battle - but the Kitsu may not defend, or use any type of healing ability for two turns afterward. This skill takes one full move in battle as Attack and should go off with attack roll
  • Quick on Your Feet - this ability means a Fighter is unusually fast and agile - they get an extra die when rolling their Physical stat to dodge attacks or doing something such as running (in a normal RP, if using dice). May use when Dodging and may use multiple times in battle.


Cleric
In faith and the miracles of the divine, many Kitsu find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of others. Clerics are more than mere priests, though; these emissaries of the divine work the will of the divine through strength of arms and magic given to them by the gods. Many Clerics that follow the more good-aligned gods also tend to be healers.

  • Healing Prayer - this ability lets a Cleric roll 1d6 one time per battle, and call on the gods to heal themselves or another Kitsu for the amount rolled on the die. This skill takes one full move in battle as Other- healing
  • Virtue - this ability means the Cleric can touch another Kitsu and give them one extra point of HP that will last for one battle. This skill takes one full move in battle as other. May be used multiple times in battle but only once per target in battle.
  • Smite Evil - this ability gives the Cleric one extra die on an attack against an opponent that is of a dark or evil nature (note that all Nightmares may not be evil, this would be reflected in their actions!) This skill takes one full move in battle as Attack and should go off with attack roll


Bard
Untold wonders and secrets exist for those Kitsu skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies one step ahead of danger.

  • Inspiration - this ability allows a Bard to choose an ally and give them one extra die to use on whatever they choose in their next turn. They cannot use this ability on themselves but can use this ability multiple times in battle. This skill takes one full move in battle as Other
  • Bardic Knowledge - this ability gives a Bard one extra die on their Mental stat to roll when they are trying to remember a story, decipher some ancient text, study ruins, etc etc. Continuous effect.
  • Distraction - this ability allows a Bard to do something very distracting during a battle that will cause their opponent to lose one die on their next turn. can be used multiple times in battle. This skill takes one full move in battle as Other


Rogue
Life is an endless adventure for those Kitsu who live by their wits. Always just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they 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.
  • Sneak Attack - this ability gives a Rogue one extra die to roll if they are attacking from out of hiding. Please keep it logical, if the other Kitsu has seen you in their turn right before yours, you cannot use a Sneak Attack. This skill takes one full move in battle as Attack and should go off with attack roll can go off multiple times in battle if it makes sense.
  • Trap Finding - this ability gives a Rogue one extra die on a Mental roll to search for traps in an area. continuous effect
  • Evasion - this ability allows the Rogue to completely evade one attack per battle.



Mage
Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those Kitsu with the ambition and the intellect to rise above the common folk to grasp true might. Whether they posses inborn magical abilities that have been honed to perfection, or have spent their lives studying and practicing different spells, mages are usually respected all over the Realms for the powers they wield.

  • Familiar Guardian - this ability allows a Mage to make a Guardian that is attached to them into a Familiar. Having a Familiar means that the Kitsu can choose one extra Spell for the Familiar to 'hold' for them. However, if their Familiar is specifically targeted in battle and is too badly hurt (an attack strikes them), they will not be able to use the Spell the Familiar is 'holding'. If attacking, the Familiar adds an extra die to the Mage's attack every other turn.
  • Elemental Magic - this ability gives the Mage a +1 bonus to any Spell of a certain element that must be chosen when this ability is chosen, and cannot be changed. Available elements are Water, Frost, Fire, Lightning and Wind. Continuous effect
  • Scribe Scroll - this ability allows a Mage to write down any Spell they know on a Scroll. The Scroll can then be used by any Kitsu, whether they have any magical ability of their own or not. Not usable in battle


Druid
Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield nature from all who would threaten it and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain knowledge of the wilds, the companionship of mighty beasts, and the power to call upon nature’s wrath.

  • Beast Companion - this ability allows a Druid to attempt to make a companion out of a wild beast they have fought and defeated in a solo battle. The companion beast can act along with the Druid in battles, either attacking or using their own special abilities. If attacking, the companion adds an extra die to the Druid's attack. Companion beast can only act every other turn - they must rest in between. There are only certain beasts that can be companions. Please see the post below for these beasts and the ways they can help their Druid friends.
  • Favored Enemy - this ability allows a Druid to choose a certain type of beast (ex: canine, feline, etc) and they will get an extra die to roll when fighting that type of beast. The type must be chosen when this ability is chosen and cannot be changed. Contentious effect
  • Nature Sense - this ability allows a Druid to be very comfortable in the wild. They can move around any sort of terrain without difficulty and can usually avoid common dangers in the area (ex: avoiding passing beneath trees where they know a venomous type of snake tends to hunt). Continuous effect


Alchemist
Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions they brew. While some creators of alchemical items content themselves with sedentary lives as merchants, providing potions and salves, the true alchemist answers a deeper calling. Rather than cast magic like a mage, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of other magical effects.

  • Brew Potion - this ability allows an Alchemist to create potions using ingredients found in nature. In order to successfully make a potion, they must roll at least 3 successes using whatever Stat they wish (usually Mental, sometimes Physical). This can be done as a turn in battle, or as part of any other RP. Potions available to create will be listed in the post below.
  • Poison Resistance - this ability means that the Alchemist does not take as much damage from poisons as others. If they are subjected to poison in a battle or RP, they can negate one success from the opponent's die, or one point of damage from the poison. continuous effect
  • First Aid - this ability is due to the Alchemist studying their own body, or those of others. They can use it to heal 1d4 points of damage to themselves or another Kitsu once per battle.

Ghostwalkers (Ghosts only)
Who says skills end after death? Welcome to the ghostwalkers they have passed on from this life but have not reincarnated. To this end they have some unique skills.

  • Possession: This ability allows a stronger kitsu to possess a willing living creature or possess an inanimate object or dead creature and their magic helps keep the decayed magic from corpse from rotting. They can then move around in their host body and interact with teh living world. A willing possession can cast out the ghost at any time. Possession varies form stregth of ghost. may last hours to weeks
  • Lingering chill: This ablity causes the area the ghost resides in to always feel cold and 'off' to others. continuous effect. Kitsu trying to interact with this area take a negative 1 dice to their pool for all rolls.
  • Lingering Memory: this ability allows a ghost to replay a scene of their lives once per day and living kitsu see it as an illusion. The scene only shows the kitsu's movement not anything around them or anything they touch.

Poltergeist (Ghosts only)
The more malevent of the ghosts. These souls tend to be cruel and cunning toward the living.
  • Unwilling Possession: This ability allows a stronger kitsu to possess an unwilling living creature or possess an inanimate object or dead creature and their magic helps keep the decayed magic from corpse from rotting. They can then move around in their host body and interact with teh living world. Possession varies form stregth of ghost. may last hours to weeks. Unwilling hosts can shake put the ghost with an opposed mental roll. Ghost may only use 3 times a day and may not target a kitsu who has kicked them out for a day
  • Venomous spirit: twice per day ghost may reach out and leave a lingering wound that does 1d4 damage for three turns in battle or 1d4 damage each hour for 3 hours.
  • Soul Shattering shriek: ghost may screech and unsettle all kitsu within 50ft and all kitsu must make vs mental roll or be unable to use spells for rest of day or battle. Ghost may only use once per day

Gaurdian Soul (Ghosts only)
Protective and revered even beyond the grave these souls guard the living.
  • Gaurdian spirit: A ghost may select a single kistsu per day to grant their protection to and that kitsu may reroll three rolls per day and take the better of each roll.
  • Touch of grace: ghost may leave a barrier once per day on a kitsu or object that prevents other ghosts from touching or possessing it/them.
  • Guiding hand: three times per day ghost may interact and lift up to 10lb object up to 10ft.

Shaman
Those who linger on the end of life and death often enough have seen things that make little sense and with the return of the gods they seem to become more well know.
  • Veil of sight: The ability to see ghosts. Sadly they can not be heard so you might have to find a way to communicate issues or conversations
  • Holy Soul: The ability to travel in areas that have a lingering negative feeling to them and not take any negatives. (negates effect of lingering chill) continuous effect.
  • Veil Step: this ability allows the kitsu to step temporarily though the veil of life. They will feel a chill and may see ghosts if they are around them at that time. Within a breath they are returned to the land of the living. May use to doge one time per day any attack.
Devote of the Gods
The return of the gods to the land have woken up a new revival in those devoted to them. The good and bad have come forward in their worship and hope offering up their prayers to the gods in hopes of being chosen for blessings and guidance. please note this is a general class any blessings from the gods will be on the individual gods pages. Any spells they wish to grant to their follower will be given at spell level 2 or above restricted to follower of X god so they may not be solely tied to this class. (example god of healing my be open to devotee's and clerics who follow them)

  • Call back to the gods: This ability will vary based on chance and the breed of the user. If Selected you will roll a dice in a thread -Link thread- and will be messaged by staff if you have rolled a special breed ability and what it does. You do not have to take this ability . If you fail or choose not to accept this ability you may select one breed ability that applies to your kitsu or a different Devote ability
  • Armor of faith: This ability allows user to block one attack during battle regardless of ability used with attack. Does not take an action during battle it is just stated that attack is ignored using this ability.
  • Prayer to Prayer: Ability to once per day exchange 15 words with a kitsu of the same faith within a day's travel. Both must share blessing from the same god for prayer to be heard. Kitsu A can use 15 words and Kitsu B may use 15 words. Words must be used at once any unused words do not stack.
Trick Fool
A class that is well loved by the god of trickery. Things down always work out the way you want them to in this class, it has also been called the chance class or the random class. Still these misfits have found their way in the world and are something to behold.

  • Magical counterfeit: Rather then casting spells with elements small random items can be summoned and used in place. Example pans, pies, hats, shoes. The item will disappear on it’s own after a hour has passed. (battle wise it works like any casted elemental assault and only affect the Rp bit of battle and events) This skill takes one full move in battle as Attack and should go off with attack roll can be used multiple times in battle
  • Lucky Shot: The luck of the fool is always high letting the fool force an opponent to reroll last roll and take the number that is most favorable. May only be used once in battle and must be used on the roll after the one you wish to reroll stating you are using the ability.
  • Clueless chance: Attempting to cast a spell once per battle will result in a very random effect. User to roll one D100 and number effect correlates to a list produced by staff (link here) and that effect happens.
 
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Kitsusagi Staff

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Mule Account
Druid Companion Beasts
  • Sweet song - The sweet song and lure + Lure in
  • Calope - The resourceful rabbit + Flight Foot or Hidden rush must be picked when pet is tamed.
  • Snyk - Tiny Viper with a shocking mouth + Paralyzing Bite
  • Relyc - The Gentle flower + Night light
  • Mebew - Choncky bird or plants and weather + find extra herb or plant on quests or Elemental resistance +1 must be specified when Mebew is obtained both skill and type of resistance if that is selected .
  • Lichlea - two headed small lizard+ Poison eater or venom attacks
  • Trail Trek - Rolly Polly bug eater+Excellent Defense or Bug Finder must be specified when creature is obtained.
  • Eliseen - Graceful Eel+ Swift Swim or water shot must be specified when creature is obtained.
  • Neveam - Deep reaching bat+Echolocation
  • Plopper - The sporty frog +Blinding shot or climb assist must be specified when creature is obtained.


Alchemist Potions

Basic potions How to make found in
The Great Big Book of Potions: Basics [All]
  • Bandage in a Bottle - Regain 1 health immediately. Its possible to regain one more health after rest and 250 words from the effected Kitsu.
  • Timbell Potion - No further effect outside of RP at this time.
  • Detox - for Neutralizing Poison
  • A Wife's Remedy - for Sobriety
  • Gala's Beauty - Gives an automatic success (+1) to social rolls for 24 hours.
  • Eagle's eye - Add one extra die to any perception or spot based checks for 6 hours.
  • Hunter's Friend - +1 success when calculating damage.
Advanced potions How to make found in Coming soon so level up your alchemists
 
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