Conceal Aura: You can prevent your aura from being read via magical means. Consume Magic: You may add the Psyche cost of any spell cast upon you or upon the area in which you are to your current Psyche, not to exceed your base Psyche. The spell does not take effect if it can be consumed. Intuitive Mage, Level 1. You can determine the purpose and nature of most magical items and spells. Contact a GM to use. Intuitive Mage, Level 2. You can activate or modify, as well as determine, the functions of most magical items and spells. Contact a GM to use. Mage: You are linked to the Orb of the Magi. You will regenerate up to 4 Psyche points at midnight each night, not to exceed your base Psyche. Orb Control: You may use the Orb of . Contact a GM to do so. Ptaav: You are a Ptaav. You may never cast spells or use magical items. Witch: You are linked to your familiar. While in contact with it, you may draw up to 5 Psyche points, once per day. MENTAL ABILITIES: Involve use of knowledge, observational skills, or intelligence, or quirks of personality. Can be used to affect others indirectly, through oratory or self-control. Alcoholism: Once you take a drink, you will continue to drink until no more alcohol is available. Compound : You can compound given its ingredients. Compulsive Gambler: You will never turn down a bet (although you may haggle over its nature). Compulsive Drinker: You will never turn down an (alcoholic) drink. Deceit: You are immune to the mental Detect Lie ability. Detect Lie: After speaking with someone for five minutes or more, you can establish whether or not they lied to you during that time. Diplomacy: Nobody will ever take offense at something you say if you do not wish them to. You may prevent violence from erupting between people you are speaking with if you use this ability as soon as it begins. Empathy: After speaking with someone for fifteen minutes, you can establish their general emotional state. Experienced Adventurer: You've seen it all. You aren't impressed by anything. You also have a wealth of generalized knowledge of the world and its inhabitants, contact a GM to use. Knowledge, Level 1. You have a basic understanding of ; can solve simple problems and answer simple questions. Contact a GM to use. Knowledge, Level 2. You are an expert in ; can solve complex problems and answer involved questions. Contact a GM to use. Knowledge, Level 3. You are a genius in ; can often solve entirely new problems intuitively. Contact a GM to use. ***examples: Biology, pathology, genetics, anthropology, magic... Filibuster: So long as you continue to speak on a single topic, you cannot be interupted. Find Precedent: You can discover precedents to support a legal case, if any exist. Contact a GM to use. Good Lay: You may increase anyone's current Psyche by 1, not to exceed their base Psyche, if you have seduced/been seduced by them. This ability may not be played more than once on the same player. Good Listener: Whenever someone starts to tell you something, they must finish the thought. Contact a GM if confusion erupts. Hide Item: You may hide an item in any location, an item so hidden may not be found by a normal search. Go to the location and contact a GM to use. Honesty: You may never tell a direct lie, and may only tell indirect lies under extreme provocation. Identify Herbs and Drugs Item Lore: You are familiar with most unique and magical items, their nature and use. Contact a GM to use. Read Read Languages: You are familiar with many written languages; contact a GM to use. Scatterbrained: You tend to forget and/or misremember things frequently. Role play accordingly. Search: You may find items that have been hidden in an area. Search the area and contact a GM to use. Seduction: You may seduce anyone of the appropriate sexual preference once you are alone with them for 5 minutes or more. Both of you will be inactive for 20 minutes. Contact a GM at some point. Seduction w/pickpocket: You may take one item being carried by anyone you seduce. You may NOT look through the items first. Seduction w/search: You may look through the items being carried by anyone you seduce. Seduction w/specific burgle: You may take one item being carried by anyone you seduce. You may look through the items first. Seduction w/suggestion: You may ask any person you seduce questions, which (s)he must answer truthfully. Sense of honor: You will never break your word or go back on a promise. Speak jargon: After discussing with someone whose knowledge of is less than your own, you may utterly confuse them. They will wander away and leave you alone. Specific Mindblock: You may not be forced to reveal , nor may that information be obtained from you without your will. This does NOT grant the ability to lie about it. Teach Martial Arts: You may grant Martial Arts ability to anyone who does not already have it. Contact a GM to use. Armor Use: You may wear heavy armor as if it were light armor. Escape Ability: Given 5 minutes unobserved, you may free yourself from any normal knots or bonds. Hide Self: If you are alone for 5 minutes, you may Hide yourself so as not to be noticable. Wear a "Vacant Space" button so long as you are in that spot. If you move at all, you are no longer hidden and must replace your ID badge. Levitation: You will never be damaged in a fall; you may fly straight up or down. Pick Locks: You can use lockpicks (twisty pieces of metal) effectively. Pick Pockets: You can pick pockets effectively; see Theft rules. Prestidigitation: You may cause small items (dagger-sized or less) to seem to appear or disappear from your hands. Fly: You can outdistance any ground based person in a chase, contact a GM to use otherwise. Knots: You can tie abnormally strong knots and can unravel same. Rapid Healing: You heal damage at twice normal rates. Regeneration: You heal damage at a rate of 1 point per hour. Martial Arts : You may add to your Martial Attack when attacking bare-handed. Quickdraw: You may draw a weapon instantaneously; any weapon you carry where it can easily be drawn is considered in your hand whenever you attack or defend. Speed: You run faster than normal; you can outdistance or catch up to a normal person in a chase. Subdual: You may fight to subdue, rather than injure. Weapon Skill - : You may add to your Martial Attack when attacking with a . Defensive Weapon Skill - : You may add to your Martial Defense when defending with a . Missile Weapon Skill - : You can effectively use a . PSIONICS: Involving superhuman capacities for information processing, acquisition and transmission. Animal Communication: You can communicate with most higher forms of life telepathically. Awareness: You cannot be surprised. Hypnosis: After spending 15 minutes talking alone with someone you may give them one simple suggestion, which they must follow to the best of their ability if their current Psyche does not exceed yours. The suggestion will last for only 5 minutes, and may be resisted if it is greatly against the victim's nature. Iron Will: Your defensive Psyche is considered 5 points higher than your current Psyche at all times. Resistance to Suggestion: You are extremely stubborn; you are also immune to any special abilities involving suggestion or domination. Sense Invisible: You may determine whether a Vacant Space is being inhabited by an invisible or hidden being. Attuned to : You are attuned to the power of , and may attempt to contact or 's servants. Judgement: After speaking with someone regarding a particular crime for 5 minutes you may establish whether or not they are guilty of it. Sense Extraplanar Entities: After spending 5 minutes alone with someone, you can determine if they are from, or attuned to, another plane. Sincerity: People will believe you are telling them the truth if you are. Death: You are dead. You may not be killed by normal means. Contact a GM to become further confused. Intangibility: You may not be affected by any physical abilities, actions or materials in any way. You may walk through solid objects. This does not grant the power of levitation. Dissipitate: You can turn your body into mist within 5 minutes. It will take you three hours to return to solid form, you will be completely unaware of your surroundings during this time. Teleport: You may move from one location to another, pre-selected location without occupying the intervening space. Put on a "Vacant Space" badge, move IMMEDIATELY to that location and replace your ID badge. Usable once per day with the Teleport Stone. Magic Resistance: You are not affected by any offensive magical spells while wearing Mythril Plate. Negate Divine Magic: You may negate the spell-casting abilities of any priest for one hour by touching him or her with the Three-Stone Ring. Immunity to Divine Magic: You are not affected by any priestly spells while wearing the Three-Stone Ring. Repel Undead: You may drive undead creatures by presenting the Silverleaf Amulet. Protection : You may add to your Martial Defense while wearing a Ring of Protection. Drain Psyche: You may drain an equal number of Psyche points as MA points in combat with your jivatmaya. Illusion: You may All files in the directory /mit/abstract/Archives/Old_castles, and all files in any subdirectories thereof, and any materials in the "abstract" locker pertaining to the game "Castles in the Sky" as run for the MIT Assassin's Guild in the Spring of 1989 are copyright to Andrea Brandford and David Policar and are not available for public use or viewing.