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Abilities List

Posted: 31 Aug 2025, 18:42
by The Quill
Abilities List

Below you can find a full list of all available abilities on Penwick. Abilities are purchased using Advancement Tokens, which you can read more about here: click me

Abilities are organized per tier going from Tier 1 (cheap and fairly mundane) to Tier 4 (expensive and character-defining). Unlike spells, there are no Tier 0 abilities, but each origin provides a innate ability which is a free ability.

Each ability requires a certain amount of AT (Advancement Tokens) to purchase. Since AT is also used to purchase spells on your character, you will have to make a careful decision between buying spells versus buying abilities.

Some abilities may have special requirements or prerequisites, such as being bound to a particular origin. You may choose to give your character advanced Abilities early on, if you believe this would suit them. However, due to their high cost, you will be left with fewer Advancement Tokens to spend elsewhere, so choose carefully!

Alpha note: during alpha abilities may move around into a different tier, be merged, or otherwise altered. The abilities listed below are not definitive.

Abilities at a certain Tier have a fixed price in Advancement Tokens. The prices are as follows:
  • Tier 1 Ability: 25 AT.
  • Tier 2 Ability: 50 AT.
  • Tier 3 Ability: 100 AT.
  • Tier 4 Ability: 200 AT.
Keywords

Moderated only. This ability may only be used in moderated scenarios, like a moderated adventure. Official sport games also count as moderated threads.
Once-per-thread. An ability which is marked as once-per-thread is an ability which may only be used one time within a thread. "Thread" here is interchangeable with story or adventure. Sometimes a thread may consist of more than one topic, like a when a group splits up and an adventure continues in two separate new topics. In those cases, the whole adventure is considered a single thread and so the ability can only be used one time during that entire story.
Auto-activates. An ability which auto-activates is an ability that is always on. This means you do not have to state in your post that you are using the ability, because it is "on" by default. You do have to state it if you are turning this ability "off" however.
Does not auto-activate. Abilities with this on it are the reverse of the above. These are abilities which you must declare you are using, when you use them. Declaring the use of an ability is done by adding an out-of-character remark (such as in a spoiler) at the start or end of your post.
Cap-breaking. An ability which is marked as cap-breaking will allow the ability's effect(s) to break the cap on the Aptitude(s) to which it applies. For example: first-year Penwick students have an aptitude cap of 8. If a first-year has an ability with cap-breaking on it, the bonus that the ability provides would allow them to raise their aptitude beyond their cap of 8. Cap-breaking abilities cannot raise any Aptitude beyond the hard limit of 16.
Ability activation

As touched upon in the keywords section, some abilities automatically activate and are always on. You can think of these as permanent traits of your character. However, other abilities require manual activation. This means that you, the player, have to write in your post that you are using (activating) an ability which you have. Importantly: you may only activate one ability at a time per post/round in a thread. So while it is possible that you have a whole suite of abilities on your character that you can activate, you cannot activate them all at once.

This limitation does not apply to auto-activating abilities, since these are considered traits which are inherent to your character and, by default, are always active.

Abilities List

Posted: 31 Aug 2025, 18:55
by The Quill
Tier 1 Abilities

Below is a table of all Tier 1 abilities. All these abilities cost 25 AT to purchase on your character.

Name Prequisites/Requirements Effect
Lucky Me - A 1d20 will be rolled. Upon a natural 20, you will receive a valuable item worth up to 10 galleons. You must declare activation of this ability in a post. Once-per-thread. Does not auto-activate. Moderated only.
Leap of Faith - Declare an aptitude, then roll a 1d2. If the roll is 1, you will suffer a -2 debuff to the declared aptitude. If the roll is 2, you will gain +1 to the declared aptitude. The buff/debuff gained from Leap of Faith precedes all other rolls. Leap of Faith cannot break the hard aptitude cap of 16. Once-per-thread. Does not auto-activate.
Cheater - Roll a 1d20 and add this number to your charisma or intelligence. If the result exceeds 20, you will have successfully managed to cheat in a non-magical game or sport and you will get an automatic win for that round of the game. If an opponent also uses Cheater and succeeds, the effects will cancel each other out. This ability only affects mundane games like card games, muggle sports, wizard's chess, and so on. How an "automatic win" is flavoured is up to the players. Moderated games like Quidditch are unaffected by this ability. Once-per-thread. Does not auto-activate.
Tenacious You may not own more than 2 of: Tenacious, Focused, Charming, Defiant, Well-rested, Inspired. Get a temporary +1 to Physique. This buff will only apply during the round it is activated in. Once-per-thread. Does not auto-activate.
Focused You may not own more than 2 of: Tenacious, Focused, Charming, Defiant, Well-rested, Inspired. Get a temporary +1 to Intelligence. This buff will only apply during the round it is activated in. Once-per-thread. Does not auto-activate.
Charming You may not own more than 2 of: Tenacious, Focused, Charming, Defiant, Well-rested, Inspired. Get a temporary +1 to Charisma. This buff will only apply during the round it is activated in. Once-per-thread. Does not auto-activate.
Defiant You may not own more than 2 of: Tenacious, Focused, Charming, Defiant, Well-rested, Inspired. Get a temporary +1 to Spirit. This buff will only apply during the round it is activated in. Once-per-thread. Does not auto-activate.
Well-rested You may not own more than 2 of: Tenacious, Focused, Charming, Defiant, Well-rested, Inspired. Get a temporary +1 to Agility. This buff will only apply during the round it is activated in. Once-per-thread. Does not auto-activate.
Inspired You may not own more than 2 of: Tenacious, Focused, Charming, Defiant, Well-rested, Inspired. Get a temporary +1 to Sorcery. This buff will only apply during the round it is activated in. Once-per-thread. Does not auto-activate.
Seance Enjoyer - Summons a ghost upon a successful outcome. Roll a 1d20. If the roll is below 10 or exactly 10, nothing will happen. At value of 11 up to and including 15, a ghost will arrive in the next round. When the roll is greater than 15, the ghost will arrive immediately, meaning during the round in which you activated this ability. A ghost cannot give you any kind of magical or physical aid, due to their nature, but they can serve as messengers in a pinch. You may also have other story reasons to summon a ghost, such as to inquire about something or to gain certain knowledge which you may need during an adventure. You are free to flavour how you summon this ghost in your stories as you seem fit. It could be that you used a Ouija board, it could be that you simply cried for help, or the ghost could just so happen to be near. Whether this ghost actually wants to help you, if you need their help, is story dependent. This ability merely summons them, it does not govern their actions. Once-per-thread. Does not auto-activate.
Navigator - Perhaps you know how to navigate by the stars, memorized a map, or have a strong internal compass. Whatever the case may be, you know where to go. Where to go can mean finding an exit in a dark room, or finding your way back home in a storm. It will also allow you to know what direction to travel in during a moderated adventure. In those instances this ability only grants you a direction, it does not solve any puzzles or other barriers that may be between you and your destination. In other words: this ability only grants you the knowledge of where to go. It could be that you are incapacitated, petrified or immobile, in which case you'd have to find means to communicate your knowledge to another. Spells or potions that affect memory, such as Forgetfulness potion or a memory-modifying charm nullify the effect of this ability. Once-per-thread. Does not auto-activate.
Animal Friend - Non-magical animals are drawn to you and seem to like and trust you. This is mostly a fluff/flavour ability, but an example use case of this could be that you are able to calm down a distressed animal. Note: owls, toads and snakes are all considered non-magical, even though these animals have a special role in this setting. Magical creatures are creatures like pygmy puffs, centaurs, unicorns, dragons, etc. Auto-activates
Taunt - You know how to get under someone's skin. For the next round after this ability was activated, the target suffers a temporary -1 to either: Intelligence, Charisma, Spirit, or Sorcery. Does not auto-activate. You may repeatedly activate this ability during a thread.

Abilities List

Posted: 31 Aug 2025, 18:57
by The Quill
Tier 2 Abilities

Below is a table of all Tier 2 abilities. All these abilities cost 50 AT to purchase on your character.

Name Prequisites Effect
Versatile - Add +1 to an aptitude of choice for the duration of the thread. You must declare the Aptitude to which Versatile is applied upon activation of the ability. Once per thread. Does not auto-activate.
Well-read - You have access to Tier 0 spells one year above your current year level. You may take this ability up to three times. Auto-activates.