General Abilities
Smite: this ability is for human sized characters only. you are skilled at striking larger targets. when you attack a giantess you may add 1d6 to your damage roll.
Counter-force: you have abilities that allow you match an enemy's attack with forces of your own. if an enemy makes a successful attack against you prior to your turn, you can use your next turn to cancel their attack. Roll to hit as normal. If your roll meets or beats the attacker's to hit roll from the turn before, negate damage and effects. This counts as your attack for the turn.
Ethereal Touch: otherworldly power courses through you. You may spend your attack denying your enemy of his physical form. roll to hit as normal adding +1 to his or her defense value. if you succeed, the target takes no damage but may not attack or be attacked until your next turn.
Healing: you can restore the health of those you choose using medical, magical, or other techniques. roll to hit targeting an ally (or enemy vampire). if you succeed against an ally, roll 3d6 to determine recovery value. if attacking a vampire, add 1d6 to your normal damage value.
Toughness: you are exceptionally resilient to damage. whenever you are the target of an attack, you take 3 less damage.
Lightning Reflexes: you are quicker than you may or may not look. add 3 to your speed value.
Offensive: you are either especially furious or skilled in hitting your opponent. add 3 to your attack value.
Defender: you are vigilant in making sure that you and your allies do not become the victims of an enemy's blade. allies in combat with you may use your unmodified defense value instead of their own. if you have no allies in combat, increase your defense value by +1.
Poison: you may use a close combat attack to taint an enemy's physiology. roll to hit as normal, adding a +1 to the enemy's defense. If you are successful do 1d6 damage. at the end of the target's turn he will take 1d6 damage until he spends one of his actions correcting the problem, thus losing an attack. the target will not take damage at the end of the turn that he cures himself.
Fires of Hell: you are surrounded by an aura of horror, darkness, or determination. If an enemy player wants to initiate combat with you, they must roll a d6. if 4-6, they may initiate normally. if 1-3, they have second thoughts about the danger and may not initiate combat. this can have further RP effects as well. if you are in a battle with monsters, they automatically lose their first attack and no roll is made.
Sadist: you enjoy the suffering of others but fear pain yourself. whenever you deal damage to an enemy during your attack, you may add 1 to your damage stat. this effect lasts until the end of the combat ad is cumulative up to 3 points, unless you take damage. when you take damage, reduce your damage stat by the number it was previously increased by. if you hit a target again next turn, start the value back at +1 damage. this continues until the combat ends.
Masochist: you love pain and it only invigorates you to fight harder, but this can also be a curse. Everytime your character takes damage, increase your attack by 1 up to a +4 and your speed by +1 up to a +2, but also reduce your defense value by 1 down to a -4.
Bleed Them Dry: your style of combat lends itself to an opponent desperately trying to fix deep, bleeding wounds. Anytime you hit an opponent with a normal attack and your roll to hit is 10 or higher, you have landed a deep blow. the enemy now has a -1 to his speed, attack, and defense values. This can accumulate up to -3. Being the target of a healing action also negates this status. Alternately, the enemy may spend an action to stop the bleeding, thus losing an attack.
Clash of Steel: you a born warrior who revels in open combat. After the first round of combat, increase your speed +1, attack +1, and defense +1.
Skilled Navigator: you have a natural sense of direction that even the chaos of the netherworld cannot shake. You will encounter less enemies if you spend less time searching. When searching for something, after rolling to determine the number of monster checks that you must make, half this and round down instead.
Stealth: you can typically choose when you are seen and when you are not. before a character, can talk to you or even acknowledge your existence, they must roll a d20. if they roll 1-15, they are unaware of you and remain so until you reveal yourself. if 16-20, you are spotted and act as a normal character. while undetected, you may still initiate combat with the enemy. monsters must make the same awareness check only they succeed on 11-20. if they are unaware of you, you may leave them or fight them.
Sneak Attack: you have incredible stealth combat techniques that give you a major edge against the unsuspecting. You must have Stealth to use this ability. When you initiate combat with an unaware target, you automatically attack first no matter who has the highest speed. if your speed is equal or higher than the target's speed, you also may double your damage for this initial attack (after rolling the dice).
True Grit: you have a special mettle about you that is more than even the toughest of fighters. after you have been reduced to 0 HP, you may take a last action when your next turn would have come around if you had not died. immediately after this attack, you are incapacitated.
Brawl: you are mobile and brutal in combat, using your momentum and positioning without even thinking. When you are outnumbered by at least 2 enemies who are the same size as you, you gain 1d6 damage for each enemy over 2 to a maximum of +3d6. As soon as the number of eligible enemies is reduced or increased, adjust your damage accordingly. 3 to 1: 1d6; 4 to 1:2d6; 5 to 1:3d6.
Combat Expertise: you have the know-how to give and take in battle, carefully selecting your stance or style to optimize your performance. at the beginning of your turn, you may shift points from attack, defense, an/or speed to another attack, defense and/or speed. the maximum number of points that may be subtracted from any stat is 1, and the maximum a stat can be increased by is +2. Your stats remain this way until you change them at the beginning one of your future turns.
Reckless Assault: you throw yourself into combat with little regard as to your own safety. When you make an attack roll, you may choose to roll 3d6 instead of 2d6 for the attack. Use the highest of the two of the 3d6 to determine your attack roll. The remaining d6 is added to your damage (after rolling dice) and subtracted from your defense value until your turn next round.