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RE: Zulg hijacks the Contest! Design an inherent ability
Humans: "mediocrity" - automatic
Humans are good for everything, but aren't perfect for anything.
skills/spells/communes can not be perfected by humans (well, maybe
they still can get 100% haggle)

Cloud giants: "emanate cloud" - invoked
Works better in ideal conditions (like indoors, no wind), worse or not at all
in bad conditions (like underwater).
Sets a longish "-hp" affect for user and deals that much damage (more damage
in bad conditions).
Room is filled with clouds, which stays for few hours (shorter if windy etc ) or until user leaves room.
Attacks against cloud giants in this room have a chance to fail/miss.
*all* attacks in this room also have a chance to hit a groupmate instead of target (greater the group - greater the chance).

Fire giants: "emanate fire" - invoked
Again, works better in some conditions, worse in others.
Again, sets "-hp" affect and deals a damage to user.
Room is filled with fire. Deals some major damage to everyone in room when
used. Fire stays in room for few hours (or until user leaves), dealing some minor damage to everyone in room (also out of pk-range). Perhaps sticks some short "glowing - can't hide" affect to damaged people.

Duergars: "fury" - invoked
User hits everyone fighting him with his regular attack. Damage dealt is multiplied by number of those fighting user (should't stack with deathblow perhaps)

Dark-elves: "supremacy" - invoked
While in effect, non-automatic attacks against user have a chance to hit someone else instead.
Chance is proportional to (user.int - attacker.int), and number of attackers.

Elves: "mindread" - invoked
While in effect, non-automatic attacks agains user have a chance to miss/fail.
Chance is proportional to (user.int - attacker.int), and number of attackers.

Wood-elves: "wild awareness" - automatic (while in wilds)
User can see everyone's actions like they aren't sneaking/moving quietly/etc.

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