Manual:Abilities

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ESV: Manual
Manual
  • Mythos Lore

Contents

Abilities

Abilities, both active and passive are pretty much like feats in the original game. They can be accessed in the charactersheet under the 'abilities' tab.

Heritage

Name Description Modder's Note
Arkham Heritage Heritage used for scripting purposes. Feat ID:
Borvoria Heritage Heritage used for scripting purposes. Feat ID:
Cobbler Heritage Heritage used for scripting purposes. Feat ID:
Gorstein Heritage Heritage used for scripting purposes. Feat ID:
Innsmouth Heritage Heritage used for scripting purposes. Feat ID:
King's Port Heritage Heritage used for scripting purposes. Feat ID:

Generic Skill Abilities

Name Description Modder's Note
First Aid Skill usage - Stops bleeding, mends broken bones. Feat ID:
Stealth Skill usage - Character enters stealth mode. Feat ID:
Psychology Skill usage - On a success, returns the mental condition of a target from what can be seen superficially. Feat ID:

Art Skill Abilities

Name Description
Perform Starts a specific performance.
  • Equipped Instrument
  • Acting / Story telling
  • Singing
  • Dancing

Combat Skill Abilities

Name Description Modder's Note
Dodge Stance Activates Dodge Stance Feat ID:
Defensive Stance Activates Defensive Stance Feat ID:
Fencing Stance Activates Fencing Stance Feat ID:
Offensive Stance Activates Offensive Stance Feat ID:

Crafting Skill Abilities

Name Description Modder's Note
Prospecting Your ability in finding and detecting precious gems or metals. Feat ID:

Science Skill Abilities

Name Description Modder's Note
Antropology (?) Script ID:

Occupation Specific Abilities

Name Description Modder's Note
Diplomacy Explorer Ability: Increases skill when dealing with other cultures. Feat ID:
Sanity Loss Immunity (Injuries) You are immune to sanity loss from particularly gross injuries. Feat ID:
Sanity Loss Immunity (Murder scenes) You are immune to sanity loss from particularly horrible or disturbing murder scenes. Feat ID:
Sanity Loss Immunity (Cruelty) You are immune to sanity loss from watching or going through torture. Feat ID:
Sanity Loss Immunity (Corpses) You are immune to sanity loss from badly mutilated corpses. Feat ID:
Sanity Loss Halved (Injuries) You receive only half sanity loss from badly mutilated corpses. Feat ID:
Sanity Loss Halved (Murder scenes) You receive only half sanity loss from particularly horrible or disturbing murder scenes. Feat ID:
Sanity Loss Halved (Cruelty) You receive only half sanity loss from watching or going through torture. Feat ID:
Sanity Loss Halved (Corpses) You receive only half sanity loss from badly mutilated corpses. Feat ID:
Manipulation Immunity (Fast Talk) You are unimpressed by smooth talkers. Feat ID:
Manipulation Immunity (Persuade) You are headstrong and not easily convinced. Not even by sensible arguements. Feat ID:
Manipulation Immunity (Psychology) Either by training, or simply by nature you are able to hide those subtle little signs that gives everyone else away. Feat ID:
Manipulation Immunity (Intimidation) It might be bravery, it might be stupidity, but you just won't be intimidated. Feat ID:
Manipulation Immunity (Seduction) You know -exactly- what you want, and this isn't it. Feat ID:
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