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	<id>https://thefallenempireswiki.info:443/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ashley</id>
	<title>TFE - User contributions [en]</title>
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	<updated>2026-04-06T17:30:44Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2095</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2095"/>
		<updated>2025-05-14T22:10:47Z</updated>

		<summary type="html">&lt;p&gt;Ashley: Made PreReq uniform to the table. Put things in alphabetical orders that were not.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Powers are things your character can have outside the usual bounds. Every Class and Species has Powers unavailable to other Classes and Species. They&#039;re the deeper mysteries of adventurers; some are very potent and consequently less common than Skills. Powers do not cost Skill Points; characters are awarded Powers as they move up in level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Class Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics&lt;br /&gt;
|[[Effects#Dodge|Dodge]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidexterity&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Amp&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|-&lt;br /&gt;
|Amplify Barrier&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|-&lt;br /&gt;
|Animal Speech&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Study&lt;br /&gt;
|[[Powers#Spell Devotion|Spell Devotion]]&lt;br /&gt;
|&#039;&#039;[[Spellblade]], [[Caller]], [[Paladin]], [[Mage]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Efficiency&lt;br /&gt;
|[[Powers#Armor Proficiency|Armor Proficiency]]&lt;br /&gt;
|&#039;&#039;All&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Proficiency&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Mastery&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blindsense&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Grappler*&lt;br /&gt;
|[[Half-Troll]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Marksman*&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born to Serve*&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Trader&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|[[Powers#Specialization|Specialization]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|[[Powers#Strong Arm|Strong Arm]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Beast*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Wild*&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Called Shot&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Clean Getaway&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Archery&lt;br /&gt;
|[[Ranger#Precision|Precision]] &#039;&#039;+4&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Medic&lt;br /&gt;
|[[Skills|Diagnose]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Companion&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Conduit*&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corner of your Eye&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create [[Wondrous Item]]&lt;br /&gt;
|Knowledge (Magic) 3 and Character level 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Critical Strike&lt;br /&gt;
|&#039;&#039;Blitz or Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Decompose&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defender&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defense is Good Offense&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deep Pockets&lt;br /&gt;
|[[Craftsman]] [[Backgrounds|Background]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Desperate Rush&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Devotion&lt;br /&gt;
|Must be part of an  [[Attunements|Attunement]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Element Exclusion&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;, &#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Modality&lt;br /&gt;
|Elemental Duplication, Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Accuracy*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Martial Training&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting &lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Reclamation*&lt;br /&gt;
|Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Elemental&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Spirit&lt;br /&gt;
|&#039;&#039;[[Paladin]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Endless Fury*&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Energy&#039;&#039; Resistance*&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entmoot&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Extended Martial Training&lt;br /&gt;
|[[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eye for Quality&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Family Weapon&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast Learner&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favored Enemy&lt;br /&gt;
|[[Knowledge Skills|Knowledge]]  &#039;&#039;Area&#039;&#039; Rank 3 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fearless Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fey Blooded&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Powers#Fey Lineage|Fey Lineage]]&lt;br /&gt;
|[[Gnome]], Satyr, Sidhe, Sluagh, or Fae-Troll&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fight to the Death&lt;br /&gt;
|Adrenaline Rush   &#039;&#039;x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flap Your Wings&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flit and Flutter&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Florentine&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Follower&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|-&lt;br /&gt;
|Gnomish Talent&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harden Skin&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Concentration&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Familiar&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Phylactery&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Species, Resist Magic&lt;br /&gt;
|[[Deep Elf]], [[Deep Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Light&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lancet&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lead Rain&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lengthen Claws&lt;br /&gt;
|Short Claws&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Reflexes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Limb Breaker&lt;br /&gt;
|[[Warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|Limber Form&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Living Armor&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lock Expert&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Longshot&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magic Staff&lt;br /&gt;
|[[Powers#One-Hand Block|One-Hand Block]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magical Training&lt;br /&gt;
|Non-Magic Class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Main Gauche&lt;br /&gt;
|[[Powers#Florentine|Florentine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Make it Work*&lt;br /&gt;
|[[Powers#Gnomish Talent|Gnomish Talent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Martial Style&lt;br /&gt;
|[[Monk]]&#039;&#039;,&#039;&#039; 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Craftsman&lt;br /&gt;
|An &#039;&#039;Advanced [[Production]]&#039;&#039; Skill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master of the Wilds&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Smithing&lt;br /&gt;
|[[Dwarf]] &amp;amp; &#039;&#039;Advanced [[Smithing]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mentor&lt;br /&gt;
|1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Character Level, creation only&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Strike&lt;br /&gt;
|&#039;&#039;Brawl&#039;&#039;, [[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Might of the Tiger&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mighty Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Memory&lt;br /&gt;
|Artisan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Hunter&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Noxious Spores &lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oathbound&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One with the Land&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|Only when called&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Overwhelming Power&lt;br /&gt;
|[[Warrior]] &#039;&#039;Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pack Mentality*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Photosynthesis&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Point Blank&lt;br /&gt;
|[[Powers#Combat Archery|Combat Archery]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Potent Blood&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pounce*&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Power Chord&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Preparation&lt;br /&gt;
|[[Powers#Ambush|Ambush]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Royal Candidate&lt;br /&gt;
|[[Deep Elf]], 10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refracted Light&lt;br /&gt;
|Shared Light, Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Researcher&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Area)&#039;&#039; Rank 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resilient*&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Retain Magic&lt;br /&gt;
|30 [[Mage#Mana|Mana]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Right Between the Eyes&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Righteous Chorus&lt;br /&gt;
|Paladin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll with It&lt;br /&gt;
|[[Powers#Acrobatics|Acrobatics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scent&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Self-Stabilize&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Strike&lt;br /&gt;
|&#039;&#039;Conceal, Move Silent&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Large&lt;br /&gt;
|[[Powers#Shield Proficiency, Medium|Shield Proficiency, Medium]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Medium&lt;br /&gt;
|[[Powers#Shield Proficiency, Small|Shield Proficiency, Small]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Small&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shred*&lt;br /&gt;
|[[Felis]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shrug it Off&lt;br /&gt;
|&#039;&#039;Survival x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Minded Fury&lt;br /&gt;
|[[Powers#Ambidexterity|Ambidexterity]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Shot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sir Sneaks-a-lot&lt;br /&gt;
|Sneaky Sneaky, Rogue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sling Arrow&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Specialization&lt;br /&gt;
|[[Champion]], [[Trooper]] or [[Warrior]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Devotion&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus I&lt;br /&gt;
|&#039;&#039;Spell Pool 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus II&lt;br /&gt;
|&#039;&#039;Spell Pool 3 and Spell Focus I&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sprouts&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stalwart Guard&lt;br /&gt;
|[[Powers#Born To Serve|Born To Serve]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Strong Arm&lt;br /&gt;
|[[Champion]], [[Trooper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Subtlety&lt;br /&gt;
|[[Rogue]]&amp;lt;nowiki/&amp;gt; or [[Ranger]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Swamp Thing&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Take it like a Champ&lt;br /&gt;
|Survival x2, Champion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talented Assistant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Taproot&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Terrain Adaptation&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Planes)Rank 3&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The Trees are Angry&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touch of the Wind*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touched by the Shadow*&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Toughen*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trapper&lt;br /&gt;
|&#039;&#039;Hunter’s Call, Snare&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trollsblood&lt;br /&gt;
|[[Half-Troll]], &#039;&#039;Regeneration x 5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tumble&lt;br /&gt;
|[[Powers#Athletics|Athletics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tunnel Fighter&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Undying Fury&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warning Signs&lt;br /&gt;
|&#039;&#039;Track x 10, [[Knowledge Skills|Knowledge]] (Nature) Rank 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Proficiency&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wild Magic&lt;br /&gt;
|[[Caller]], &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of Nature&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form&lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;*Powers with this notation can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
Powers do not function like skills they are always considered to be in effect. Powers either give characters’ access to a new ability or change the function of a skill they already have. At 1st level, all characters start with 1 power, and they gain an additional power at 4th level and every 4 levels after, i.e., 1st, 4th, 8th, 12th, Etc… In addition to the normal powers, every 10 levels players will gain an extra power that can only be used for a power that is species specific, Humans are the exception to this they can pick any power they have the prerequisites for. If a power has prerequisites, then all must be met before the power can be purchased. All powers can only be purchased one time unless noted otherwise. Unless indicated otherwise powers that have a daily use cannot be used simultaneously.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Acrobatics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dodge.&#039;&#039; This power allows the character to get the most out of every opportunity. Whenever they use a skill from their Defensive tree they gain a Barrier effect, these points do not stack with themselves and are the first to be lost.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ambidexterity&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Ambidexterity:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power reflects a character natural skill with both hands, this grants them the following abilities: they can move their Focus and Precision bonus damage to either hand, though this takes a 5 counted action and lasts until the end of combat. Additionally, while wield a weapon in each hand their flurry limit increases by 1, to 4.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amp&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amp:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; When wielding an instrument weapon, the Base Weapon Damage is increased by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amplify Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amplify Barrier:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Animal Speech&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Animal Speech:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows the character to talk normally while shape changed, as well as will let them communicate with animals of similar breed. This does not allow spell casting or using magic items that require speech to activate.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Arcane Study&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Arcane Study:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spell Devotion.&#039;&#039; Elves have always been known for their link and skill when it comes to magic, and as such, the power improves upon their magical ability. This power increases the characters Spell Pool by 10 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Efficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Efficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Armor Proficiency.&#039;&#039; This power allows the character to get the most out of the armor they wear. This will increase the armor gained from a phys-rep by 1 tier of armor, Example a suit that qualifies as a Medium Armor would be valued as Heavy Armor while worn. The character is still limited to their maximum armor value. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power increases the maximum amount of armor a character can wear by 1 Tier. Example: A Rogue with this power could wear up to Medium Armor, instead of being limited to Light Armor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aspect Mastery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Aspect Mastery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power causes Aspects that the player casts to have the duration doubled. It is up to the caster to inform the recipient of the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Athletics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Athletics*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; You have spent time working out and training your body to go further than the average person. This Power increases the characters Base Strength by +2 for performing Feats of Strength. The Strength gained from this Power will stack with itself; for example, if a character has taken Athletics 3 times, they will have an additional +6 Strength for performing Feats of Strength.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;   &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsense&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Blindsense:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Deep Elf.&#039;&#039;  While darkness is a hindrance to the sighted, you have spent years training your other senses to counteract the effects. You take no negative from the Blind effect; additionally, do not suffer penalties on Contested Rolls for darkness or lack of vision.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Grappler&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Grappler*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Half-Troll and Lengthen Claws.&#039;&#039; This power allows the character to use their claws to grab their opponents and squeeze them into submission. Twice each reset, the character can use Binding Strike with a 6 counted action, and the resulting effect reduces the target to -1 Body Points. This can only be performed with claws and is considered to be a Base Strength of +4 for the purposes of foes’ ability to Break Free.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Marksman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Marksman*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ranger.&#039;&#039; This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter&#039;s Mark skill.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born To Serve&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born To Serve*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Oathbound.&#039;&#039; This power comes from the dwarf’s lineage to guard the great Dwarven houses. This power allows the character to Resist effects that push them or force their movement, examples Repel, Sweep, ect. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Born Trader&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Trader:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Felis.&#039;&#039; Born into a family of traders, the art was pushed upon you from an early age. This power means the Felis is counted as having one level higher Rank of Merchant than purchased, max 6  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broaden Specialization&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Broaden Specialization:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Specialization.&#039;&#039; This power allows the character to apply their Specialization bonus to all weapons they are proficient with.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Bulwark&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Bulwark:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Strong Arm, Champion.&#039;&#039; This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ranger.&#039;&#039; When a character uses their Hunter’s Mark skill to deal only damage, not adding a Technique, they receive a +10 Base Weapon Damage bonus instead of the normal +5 bonus.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Beast&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Beast*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power allows the character to unleash their ancestral nature for a brief time. When used, the effect is determined by what type of animal they are; Large powerful animal types gain +4 Base Strength for 10 minutes, Smaller more agile animal types take Reduced: Half damage for the duration. This power can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Wild&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Wild*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Clean Getaway:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039; You&#039;re great at covering your tracks. In an urban setting (any area with multiple constructed buildings) you add a number of failures to a Tracking attempt against you equal to your Rogue level if you are alone or 1/2 your level rounded up if you are with other people.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Archery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Archery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Precision +4.&#039;&#039; This power allows the character to block with a bow, even with a single hand. Once a bow has been hit with a weapon it must be restrung on a 3 counted action before it can be used to fire arrows again. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Medic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Medic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Diagnose.&#039;&#039; This power allows the character to perform the First Aid skill on two targets as the same time, so long as both are within arm’s reach.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Companion*&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Companion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows the character to have a Tamed pet, so long as the pet is with the character they gain the benefit chosen from the pets list. A character can only have 1 pet at a time and must release their current pet to gain another. For more info on the pets, see [[Novices]].  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conduit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Conduit*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power allows the character to use the Channel Class Feature two additional times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner of your Eye:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039; This Power allows a Pixie to buy the Hide Skill for 6 SP and allows them to use Conceal once a day (at no energy cost but is only useable on Essence or a Prime plane). For further explanation of these skills, see the [[Rogue]] page.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Wondrous Item&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Create [[Wondrous Item]]:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Character level 4.&#039;&#039; This power allows the character to use a &#039;&#039;Create Wondrous Item&#039;&#039; recipe to craft items that are more interesting and useful than your average equipment but do not reach the level of a ritually empowered magic item.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Critical Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Critical Strike:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Blitz or Overpower.&#039;&#039; When the character uses the Blitz, Slay Strike or Overpower  special attacks, they may add the Critical Modifier to the damage call.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Decompose:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039;  As fungus is usually formed through a form of decomposition Myconids have similar abilities. This allows them to quickly decompose a body to heal themselves. This requires you to be in contact with a corpse that can naturally decay. If you remain in contact with the body for a minute you regain up to 4 body points, up to their Maximum, though in some cases larger creatures may temporarily increase the Max body for 1 hour. (this is up to plot discretion) or regenerate one body part. this process completely destroys the body.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deep Pockets&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Deep Pockets:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows the character to more carefully stack and stow crafted goods allowing them to carry double the number of Ghost Tags as normally allowed, including doubling the value gained from items like Bags of Holding. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Defender&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Defender:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion.&#039;&#039; This power allows the character to use the Defend skill 1 additional times each Encounter. Additionally, it allows the character to use Weapon Ward to protect others so long as they are within weapons reach. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense is Good Offense:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039; This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the &#039;&#039;&#039;Blitz&#039;&#039;&#039; + &#039;&#039;&#039;Critical Strike&#039;&#039;&#039; skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desperate Rush:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset. This can be learned multiple times, handy for slow learners and the defensively challenged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Devotion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Must be a member of an Order or Attunement.&#039;&#039; This power reflects the character’s faith or investment into an Order or Attunement and grants them 6 Favor with the selected group. Once chosen the power can NEVER be removed by effects like Obliterate Mind. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Element Exclusion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Element Exclusion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Mage, Spellblade.&#039;&#039; This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elemental Modality:&#039;&#039;&#039; &#039;&#039;Prerequisite: Elemental Duplication, Mage.&#039;&#039; once per encounter you can throw a spell or a spell pool attack with the Elemental vector.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Accuracy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Accuracy*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High Elf.&#039;&#039; This power hones the elf’s senses. When a skill or spell that has a Mana or Energy cost misses its target or is defended against, such as with Parry, Dodge, etc., the High Elf may call “Elven Accuracy” and repeat the attack immediately at no additional cost. This power can be used twice each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Martial Training:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High-Elf.&#039;&#039; This power gives the character Weapon Proficiency: Long Bow&amp;amp; Long Sword.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Enhanced Shifting:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows Callers to select a specific animal when shifting and gain parts of that animals natural locomotive capabilities. When using their Shift, the Caller may now Fly, Swim (along with breath Underwater), or Burrow.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&#039;&#039;&#039;Enhanced Reclamation*:&#039;&#039;&#039; &#039;&#039;Prerequisite: Mage.&#039;&#039; This power allows a mage to use their Reclamation ability two more times per reset.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Element&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Element:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade, Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Spirit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Spirit:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Paladin, Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Endless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Endless Fury*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to activate their Primal Fury Class Feature 2 additional times each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Energy Resistance&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Energy Resistance*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 8thCharacter Level.&#039;&#039; By now the character has been exposed to the elementals both natural and planar in origin and has developed a minor resistance to them. The character negates the first 5 points of any non-weapon delivered attack with their chosen flavor. The player must choose one of the following: Fire, Water, Wind, or Stone as the flavor that is affected. While this can be taken multiple time the effects to not stack, so a different flavor must be picked each time  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entmoot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Entmoot&#039;&#039;:&#039;&#039;&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One with the Land.&#039;&#039; To use the power there must be at least 3 Ents with this power involved. Using this power takes 15 minutes of concentration and the Ents must be in a circle gently swaying. The Ents use this time to discuss and pool their knowledge; at the end of this they may ask a question of the world. This communion draws information from the world itself and because of this it may take some amount of time to receive the answer. Plot should be informed this power is going to be used and what the question or topic is as soon as possible so that the answer can be provided.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extended Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Extended Martial Training:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Monk.&#039;&#039; This power allows the character to treat all of their Class Weapon Proficiencies as Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Eye for Quality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Eye for Quality:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power reflects the characters’ experience in the world and ability to notice even the most useful of scrap. When harvesting Owned Nodes, the character receives 20% more harvesting points. Additionally, when harvesting from a wild node you may re-roll one of the sticks you pull from the bag (set the stick you pulled aside, pull a new one then put the original stick back in the bag). You must give up the old result keep the new result.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Family Weapon&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Family Weapon:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Oathbound.&#039;&#039; This power grants the character a masterfully crafted weapon that has been passed down through the ages. When the weapon is passed, their oath protects it. The weapon is chosen when this power is taken and will be tagged as such. The weapon is Immune to effects that would apply the Broken status to the item. Furthermore, when the character is wielding the weapon that weapon cannot be Disarmed. While the weapon will never expire, any effects added to it will carry their own expirations. The weapon must be an Axe, Hammer or Spear.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Learner&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fast Learner:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; While you might not always be a master at all things you have a knack for learning just about anything. In addition to your Basic Class skills you can also learn Basic Everyman skills without need of an instructor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Favored Enemy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Favored Enemy*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Knowledge (Area) Rank 3.&#039;&#039; This power increases the characters’ damage when fighting a chosen type of creature. When fighting creatures of the chosen type the character gains the Bane effect, giving them +5 Temporary Weapon Damage against those targets. Or this power can affect Spell Pool. This will increase the damage of each Spell Pool attack by 5 points; however, this will only apply to castings of 10 points or more Spell Pool. When the character using this power announces it, they will be made aware of which creatures the bane effect should work on, and it is up to the player to keep track of which creatures they get the added damage on. This can be purchased multiple times for different categories each time. When this power is purchased one of the following types is chosen:    &lt;br /&gt;
&lt;br /&gt;
Nature: Animal or Plants  &lt;br /&gt;
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Cycle: Undead or Abominations    &lt;br /&gt;
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Magic: Shapechangers, Dragons, or Golems    &lt;br /&gt;
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Planes: Outsiders or Elementals  &lt;br /&gt;
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Species: Must have Rank 3 Knowledge of the Species targeted.  &lt;br /&gt;
&lt;br /&gt;
Paladin Only for purposes of defining their Bane-able foes: Type of Evil do-er: Slavers, Murderers, Wanted Criminals (The authority in question must be recognized, this is not an excuse to Bane someone because your buddy says they&#039;re Wanted for Wheezing the Juice or some other made up crime. The Authority behind declaring someone a &#039;Wanted Criminal&#039; must be as least somewhat widely recognized, please remember Rule #1)  [Please keep in mind we&#039;re still working through this and it will likely continue to be tweaked]  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fearless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fearless Fury:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Fey Blooded&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Blooded:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Any Fey Species.&#039;&#039; You are more than just a child of the fey, the home world still courses in your veins. This power allows the character to cancel all magical effects currently on their person and for 1 minute they will be Immune to all magical effects (positive and negative) that affect them. While this power is active the character becomes Vulnerable: Iron. This can be used once each reset.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fey Lineage&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Lineage:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Gnome.&#039;&#039; You are among the Gnomes whose link to the Fey is still strong. As such the character can tap into that power. The character can sometimes see bits of the Fey world through this world. This allows them to be able to see weak points in the barrier between the 2 worlds, as well as identify fey portals. Additionally, the character can spend a few moments studying a target and discern if they are Fey. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fight to the Death&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fight to the Death:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Adrenaline Rush x2.&#039;&#039; This power allows the character to fight off dying. When reduced to -1 Body Points the character may choose to be instantly healed for 16 Body Points. For the hour following the use of this power the characters bleed out count is reduced from 120 seconds to 60 seconds. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Flap your wings:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039; The magic inherent into your wings may be expelled to allow you to affect a wide area with your sparkly particles. This allows the use of &amp;quot;Glitterdust&amp;quot; per the Nature spell twice per reset.&lt;br /&gt;
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&#039;&#039;&#039;Flit and Flutter:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039;  Being the smallest of the Fae races has allowed Pixies to have an inherent sense of self preservation. A Pixie with this power has two uses of Flee per reset. This Power may be purchased multiple times. This may not be used to flee into combat.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Florentine&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Florentine:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows a character to wield any 1-handed weapon in their main hand and up to a medium weapon in their off hand, with which they are skilled.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Follower&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Follower:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Must be at least 8th character level.&#039;&#039; A local from the area has shown some real talent, and you have taken them under your wing. Your character gains a follower with the following skills: 4 Ranks of Craftsman, Knowledge (Geography)Rank 2, Knowledge (History) Rank 1; the Talented Assistant Power, and the Local Power. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gnomish Talent&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Gnomish Talent:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Gnome.&#039;&#039; This power allows the character to be able to attempt to Disable Device even if they do not have ranks and will always have a minimum of +2 Bonus. If they have at least 5 ranks of the Disable Device skill, they are always treated as having 5 more ranks for the purpose of Contested Rolls.  &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harden Skin&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Harden Skin:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ent.&#039;&#039; This power gives the character 10 points of natural armor, these points stack with other forms of armor and will allow the character to exceed their class maximum armor value by the 10 points gained. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Concentration&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Concentration:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power improves the characters’ ability to stay focused on a task even with outside disturbance. This makes the character Immune to Cheap Shot, and while using a skill or ability that requires Concentration to maintain, taking damage will not interrupt them. This will allow a character refitting their Dexterity or Natural armor to maintain their concentration instead of being interrupted by incoming damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Familiar&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Familiar:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Create Familiar.&#039;&#039; This power allows the character to manifest a more powerful Familiar. Granting them 5 points of Spell Pool and a benefit based on the flavor of the familiar. Flavor must be chosen at check in and noted on Player Character card.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Fire- Increases the character&#039;s Spell Pool by 5 Points.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Water- Increases the character’s Spell Cap by 5 points.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Wind- Grants the character the Evade skill once each reset.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Stone- Increase the character base Body Points by 5. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Improved Phylactery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Phylactery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Create Phylactery.&#039;&#039; This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.  Glyph must be chosen at check in and noted on Player Character card.    &lt;br /&gt;
&amp;lt;p&amp;gt;Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mending- When the character reaches the last 5 seconds of their Bleed Out count, they are instantly healed for 5 points. Once triggered this cannot happen again for 4 hours.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes 7 mana less, minimum 1 mana.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Improved Racial, Resist Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Species, Resist Magic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; This power allows the Resist Magic species abilities that are earned from levels, not purchased with Skill Points, to also be used to resist attacks with the Arcane Delivery Type.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inner Light&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Inner Light:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: School of Spirit.&#039;&#039; This power temporarily boosts a Mage’s abilities in 2 ways. First, while active, it grants Magic Vector for all Spirit spells; second, it doubles the characters Spell Pool, this can go beyond the cap outlined in Spell and Magic. When activated the characters Spell Pool becomes Touch Cast only. This power will last for one combat or up to 5 minutes. This can be used twice each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Will&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Iron Will*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; This power allows the character to shrug off a mental attack. This can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kintsugi Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Kintsugi Barrier:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power modifies the Barrier skill for a spell blade. With this power, the spell blade&#039;s armor is refit upon the use of their Barrier skill.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lancet&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lancet:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Lead Rain:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled. This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;. Lead Rain is usable once per reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lengthen Claws&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lengthen Claws:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Short Claws.&#039;&#039; This power causes the characters’ claws to become elongated increasing them up to Medium weapon length.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Lightning Reflexes&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lightning Reflexes:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; With this power the character has an amazing reaction time, to the point of seeming to have a precognitive awareness about their surroundings. Whenever they are caught in the area of a trap or limited AOE, if they are within 1 step of the radius they can step out of the area and avoid the attack.&lt;br /&gt;
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&#039;&#039;&#039;Limb Breaker:&#039;&#039;&#039; &#039;&#039;Prerequisite: Warrior.&#039;&#039;  This power unlocks the purchase of the Maim Limb skill for the Warrior at the cost of 6 SP. Each use of the skill will cost 3 Energy.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Limber Form&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Limber Form:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’ Shen.&#039;&#039; This power allows the character to twist and contort their form granting them a few advantages. First, with a 60 counted action the character can break free of Pin, Bind, and Web effects in addition to non-magical bindings, Secondly, the character can squeeze through narrow openings.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Living Armor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Living Armor:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: School of Spirit.&#039;&#039; This power allows the character to use their Spell Pool (Healing) to fix damaged suits of armor. They can use their Spell Pool with an altered incant “I Summon X Armor.” This change allows them to heal Body Points or Armor Points. Healing a suit of armor to its maximum value will Repair the armor. This is useable on Dexterity Armor.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Longshot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther. Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price. 20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart. (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lock Expert:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039; Through your constant exposure to locking mechanisms and the linear nature of those mechanisms you have become adept at picking most mundane locks. Twice per reset open any lock for which you have at least a 20% chance once modifiers are tabulated, you may choose to automatically succeed on a disable device attempt.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Main Gauche&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Main Gauche&#039;:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Florentine.&#039;&#039; This power gives a character, while fighting with two weapons, an off handed strike whenever they use a skill from a Defensive Technique. When they use one of these skills, they gain a +5 Temporary Weapon Damage as a Blade effect on their next off hand attack to be used in the same encounter. This ability can only be used while fighting with two weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magic Staff&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Magic Staff:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One-Hand Block.&#039;&#039; This power allows the character to use a Staff as a wand rep, instead of a Short Blunt. So a character using this power can have his Wand tag used with a Staff physical representation (phys-rep). This power may also be used to control some powerful magical objects, dependent on the marshal on the field and subject to change. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Magical Training:&amp;lt;/b&amp;gt;  &#039;&#039;Prerequisite: A class that does not have access to magic.&#039;&#039; This power allows the character to be trained in the very basics of magic. When taken the player must choose a School of magic Elemental, Spirit, or Nature; Paladin and Spellblade spells are not in &#039;schools&#039; and thus cannot be chosen. Void is also not a valid choice at this time. Once a School is chosen it cannot be changed. The character can now use Scrolls from that School up to 6th level following the normal rules for using runes.&amp;lt;/p&amp;gt;   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Craftsman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Craftsman:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: An Advanced Production Skill.&#039;&#039; This power allows the character to produce two identical items at the same time, when creating goods in-game. You must still pay the Component price for both items.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Make It Work&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Make It Work*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Gnomish Talent.&#039;&#039; All Gnomes were born with the mindset that everything can function with a little kick. With this power once each reset the character can use any Engineering item even if they don&#039;t have the normal skill to do so. This includes setting traps, throwing bombs, disarming traps, and even solving physical puzzles.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Martial Style&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Martial Style:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Monk, 4th Character Level.&#039;&#039; With extensive training the character has mastered a favored style in which they fight. By specializing on this style, they are granted a static bonus.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mantis Style- Grants 1 Additional swing to their Flurry limit.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Crane Style- Grants 10 points of Dexterity Armor.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Bull Style- Grants +1 Base Weapon Damage with Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master of the Wilds&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master of the Wilds:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows the character to now affect 2 additional targets when they cast Aspects.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Smithing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Smithing:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf and Advanced Smithing.&#039;&#039; This power allows the dwarf to hone his skills; all weapons made by the character automatically receive 1Temper for free. (This free temper does not add to the market standards value of the item for the purposes of selling via Merchant)  Additionally, they can melt down weapons for half the crafting components (Common and Uncommon) it takes to make the item so long as the item has at least 3 months remaining on the duration. Also some Rare components may be gained if they were used to make the item (the number is a percentage of the remaining duration).  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mentor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mentor:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 1st Character Level, can only be taken at character creation.&#039;&#039; While you have a standard education like many adventurers there was someone along the way who took a shining to you. It could have been a relative, a teacher, a blacksmith, or even a local knight; no matter who it is, they have some kind of specialized training. You may begin play with one Advanced skill, and once each event, you can seek out your mentor to help you along in your career and they can perform one of the following tasks: Give you a single instruction session in one skill, Research a single question for you, or craft 4 basic items for you. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Merciful Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Merciful Strike:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Brawl, Monk.&#039;&#039; This power allows the character to add the “Padded” flavor to their melee weapon attacks.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mighty Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mighty Fury:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power increases the potency of the characters Primal Fury power. While active they additionally gain 4 Blade Effects that are +5 Temporary Weapon Damage and Critical.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Might of the Tiger&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Might of the Tiger:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; Much as when the Tiger carried the Sage until he died, you are a symbol of his feat. When moving a downed/Helpless ally you are considered to have +2 Base Strength. This strength can also be called to overcome challenges (physical) that endanger the Deep Elf in addition to his allies. You are recognized as a champion of your people. Reactions from Deep Elf NPCs will be affected as such. This means your actions will be more noticed, both good and bad.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Hunter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Natural Hunter:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Felis.&#039;&#039; This power improves the character’s scent and vision to an extreme level, allowing them a few advantages; first the character can spend a 10 counted action sniffing an item and can determine if the item contains any toxins, second, they receive a +1 Bonus on tracking Contested Rolls, and lastly at night or in dark lighting conditions the player will always get a species description of a target when they ask the question “What do I see”. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Noxious Spores:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039; Some Myconids have developed a better defense against those who startle them. Once per reset you may upgrade your Blinding Spores to Poison Nausea Aura.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Oathbound&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Oathbound:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf.&#039;&#039; This power binds the character to his word making it unbreakable. A character with this power who takes an oath will not break that oath even if it means death. Due to this frame of mind the character gains immunity to Command effects. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;One with the Land&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;One with the Land*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ent.&#039;&#039; This power allows the character to generate any effect from the Knowledge Nature chart in Appendix 2, twice each reset. They do not need the Knowledge Nature skill to use the power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Only when called:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied. For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Overwhelming Power&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Overwhelming Power:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Warrior and Overpower.&#039;&#039; This power grants the character an additional +1 Base Strength when wielding a Great Weapon. Additionally, their Blitz skill grants the Massive Modifier when used. This is not limited only to Great Weapons; however, a Great Weapon must still be in hand to gain this effect on Blitz.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pack Mentality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Pack Mentality*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power awakens in the character their nature to hunt with a pack. Once each reset the character can use a Natural version of the Wolf Pack spell, allowing the character and up to 10 allies to Flee. This is announced as &amp;quot;Natural Wolf Pack!&amp;quot; and follows the normal rules for the Wolf Pack spell.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Photosynthesis&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Photosynthesis:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Ent.&#039;&#039; This power allows Ents to regenerate their Body Points. To use this power, the character must stand in a &#039;tree position&#039; with arms outstretched towards the sky for the duration and maintain concentration. For each minute they will regain up to 4 Body Points, up to their maximum. This power can only be used outdoors, in daylight (clouds will not stop you, but rain will). &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Point Blank&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Point Blank:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Combat Archery.&#039;&#039; This power allows the character to continue to fire a bow while blocking with it, once the bow has been struck 5times, it will become unstrung and needs to be restrung as normal.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Potent Blood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Potent Blood:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf.&#039;&#039; When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pounce&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Pounce:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Felis.&#039;&#039; This power allows the character to make an attack that duplicates the Knockdown skill. This can be used once each reset, and the call is the same as the skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Chord&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Power Chord:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; When wielding an instrument weapon, the character can deliver their Dirges at range with the Voice Delivery Type.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Preparation&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Preparation:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ambush.&#039;&#039; This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Increases the Flurry of pistols by 1.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Royalty Candidate&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Royal Candidate:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Deep Elf, 10th Character Level.&#039;&#039; You gain a weapon skill of your choice, Knowledge (Nobility) x1, Survival x 1, and Adrenaline Rush x1 at no Skill point cost. You are a strong candidate for Tson’chi royalty. This is something you and your rivals are aware of…. Good luck.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Refracted Light:&#039;&#039;&#039; &#039;&#039;Prerequisites: Shared Light, Mage.&#039;&#039; You gain 2 extra targets when using chain spell.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Researcher&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Researcher:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: At least one Knowledge (Area) at Rank 4.&#039;&#039; Bookworm does not quite cover your commitment to knowledge. When doing BGA’s (Between Game Action) you can research 2 questions with a single action. Additionally, characters with an Advanced Production skill may also research up to two Advanced Recipes at the same time, instead of only one, though each takes a BGA action each month.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resilient&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Resilient*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Gnome.&#039;&#039; You have had more near-death experiences than a blind bull fighter; you have been blown up, burned, taken shrapnel, and fate knows what else. Once each reset when an attack would reduce your Body Points to 0 or lower you can call “Resilient” as a defense and be left at 1 Body Point and ignore any other effect the attack may have had. This is a Passive skill and can be used once each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Right Between the Eyes:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense. This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&lt;br /&gt;
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&amp;lt;p&amp;gt; &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Retain Magic&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Retain Magic:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 30 Mana.&#039;&#039; This power allows the caster to better control the magic around them. This skill can be used to &#039;keep&#039; spell protectives up even if they would normally be stripped. Most commonly, this defense is used against a Dispel or Anti-Magic effects but is also useful to not lose protectives after needing a Life spell. It can also be used to allow an effect that would strip a protective away, to instead bypass the protective and take effect. This power can be used once each encounter. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Righteous Chorus:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet. It can deliver Life, and if this is not also Desperate Rushed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target. Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five. Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Roll With It&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Roll With It:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Acrobatics.&#039;&#039; This power changes the effect of the Roll skill to now reduce the damage of an attack to 1 point instead of half damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Scent&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Scent:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power allows the character to follow targets with their nose. They gain +2 Bonus to Track Contested Rolls. In addition, they can determine species of a scent, and by spending a 10 counted action, they can tell if a Toxin is present.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Self-Stabilize&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Self-Stabilize:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Half-Troll.&#039;&#039; This power allows the character to use their Regeneration skill while they are Dying to set their current Body Points to 0, thus Stabilizing them, after 5 minutes they will wake up with 1 Body Point as normal.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shadow Strike&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shadow Strike:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Conceal, Move Silent.&#039;&#039; This power doubles the effects of the Move Silent skill, allowing up to 30 steps or 2 attacks while remaining Hidden.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Small&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Small:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; This power allows a character to use a Small Shield.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Medium&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Medium:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Proficiency with Small Shield.&#039;&#039; This power allows a character to use a Medium Shield. This cannot be taken if you have the Power: Shield proficiency, Small. You must have gained the small shield proficiency from your class or other source that isn&#039;t a Power to be able to take this. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Shield Proficiency, Large&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Large:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Proficiency with Medium Shield.&#039;&#039; This power allows a character to use a Large Shield. This cannot be taken if you have the Power: Shield proficiency, Medium. You must have gained the medium shield proficiency from your class or other source that isn&#039;t a Power to be able to take this.   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shred&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shred*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Felis and Lengthen Claws.&#039;&#039; This power allows the character to rip apart a target&#039;s armor. Twice each reset the character can make an attack with their Claws called as “Destroy Armor Strike” this attack is one swing hit or miss. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shrug It Off&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shrug It Off:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Survival x 2.&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used  twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Shot:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; You can safely employ very simple firearms, granting you Weapon Proficiency in single shot pistols.  Single Shot here refers to any pistol that must be reloaded after every shot - CarnyRex&#039;s excellent [https://www.etsy.com/listing/889692677/flintlock-foam-blaster-v1-3-files-only?click_key=959b34b5379a927227bcc62e3ad6d58e6b59621f%3A889692677&amp;amp;click_sum=3e42091c&amp;amp;ref=shop_home_active_2&amp;amp;crt=1 flintlock], or Nerf&#039;s surprisingly powerful [https://www.amazon.com/Nerf-N-Strike-Elite-Jolt-Blaster/dp/B01HEQHXE8 Jolt], for example.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Minded Fury&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Minded Fury:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ambidexterity.&#039;&#039; This power will increase the characters’ Base Weapon Damage by 1 when fighting with 2 weapons of the same length and type; this does not include Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sir Sneaks-a-lot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Sneak Sneaky, Rogue.&#039;&#039; This power allows the character to add the silent prefix for free anytime they would be able to use the Surprise modifier. Both may be used on an attack if applicable.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sling Arrow&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Sling Arrow:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; This power all the character to use a stringed instrument weapon (Lute, Harp, Ect.) as both a melee and a ranged weapon. The rep must be appropriately constructed for the type of combat it will be used for. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialization&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialization:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion, Trooper or Warrior, 4th Character Level.&#039;&#039; This power increases the characters Base Weapon Damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialist&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialist:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Advanced Production skill in the specialization being chosen&#039;&#039;. A character can only have one specialization. Once a character is specialized they gain the following bonuses with the related skills. First they receive 10 additional Production Points for the chosen skill at check-in, and then each one has an additional bonus as follows. (Any &amp;quot;free&amp;quot; additions have no effect on the Market Value of an item for the purposes of selling via the Merchant skill)  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Brewmaster&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Brewmaster:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Potions the number of Common Components needed is reduced by 1 (minimum 1) for the first 40 items each game.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Apothecary&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Apothecary:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Chemistry items you can use expired Chemistry tags as Common Herbs.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Metalsmith&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Metalsmith:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Smithing recipes, those items get one free Temper.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Arcane Sculptor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Arcane Sculptor:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Damage/Healing Runes, the value is increased by 5 points at no added cost.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Inventor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Inventor:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Engineering recipes, those items get one free Master’s Workings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Devotion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: High-Elf.&#039;&#039; Once each reset the character can cast any spell from the Spirit or Elemental Path of Magic that is 5th level of lower, as “Natural &amp;lt;Effect&amp;gt;”.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 1&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 1:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spell Pool 2.&#039;&#039; This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 2&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 2:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Spell Pool 3 and Spell Focus 1.&#039;&#039; This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus 1 power. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprouts:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039; Fungus never stops growing, a Myconid is similar. You produce a number of herbs equal to 75 Component Points form the [[Harvesting]] page. Eye for Quality does not apply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stalwart Guard&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Stalwart Guard:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Born to Serve.&#039;&#039; This power focuses the Dwarven training during battle; the key to winning is never giving up the ground you have. This power allows the character to enter a stance, where they must plant their right foot, and the effect will last for 5 minutes or one Encounter, until the players’ foot moves from the spot, or becomes Helpless. In this stance the character becomes Immune to Fear and gains Damage Cap 5. This can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Strong Arm&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Strong Arm:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion or Trooper.&#039;&#039; This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the Massive Modifier, treating all such attacks that strike their shield as normal weapon swings. Additionally, while wielding a shield, they can use Deflect and Parry with their shield, as well as on attacks with the Massive Modifier. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Subtlety&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Subtlety:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Rogue or Ranger and 4th Character Level.&#039;&#039; This power gives the character+2 additional Precision damage. This functions just as the Precision skill, but applies to both hands.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swamp Thing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Swamp Thing:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Half-Troll.&#039;&#039; This power allows the character to breath underwater as well as in the air. In addition, the character gains the power Terrain Adaptation: Water.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Take it like a Champ:&#039;&#039;&#039; &#039;&#039;Prerequisite: Survival x2, Champion.&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used by burning a use of the Survival skill.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Talented Assistant&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Talented Assistant:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; You have spent years working odd jobs in and around craftsmen and while you might have never taken the time to learn the trades, you have a skill at helping others get work done. You can aid a player who is crafting in a workshop and cut down their creation time by 1 minute per rank of the item being crafted.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Taproot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Taproot:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Ent.&#039;&#039; Ents can remove negative effects on themselves by rooting into the ground. Rooting down takes 1 minute of concentration and standing in a ‘tree position’, arms raised toward the sky. Once rooted negative effects are considered to be removed per the Dispel effect. There are some effects this power may not work on. This power can be used so long as the character can freely move and is conscious.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Adaptation&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Terrain Adaptation:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Knowledge (Planes) Rank 3.&#039;&#039; This power allows a character to become attuned with a certain Terrain Type that is associated with one of the Inner Elements (Fire, Stone, Water, or Wind). This allows the character to ignore many of the normal penalties that the Terrain would inflict on them.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;The Trees Are Angry&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;The Trees Are Angry:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One with the Land.&#039;&#039; If a target desecrates a tree in the presence of the Ent, the Ent may choose to take a Berserk effect against the person doing the damage to the forest and gain +4 Temporary Strength or +50 Spell Pool 1n their attacks against that person for 5 minutes or one Encounter.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touch of the Wind&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touch of the Wind*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High-Elf.&#039;&#039; High elves have always been known for their exceptional grace. Mix that with dwelling in the peaks of mountains that are said to be touched by the planar power of Wind itself, and you unlock a powerful gift. This power allows a character to automatically succeed on a physical challenge; this can be used once each reset. Additionally, when falling, the character is granted an effect similar to a Featherfall with the exception that they suffer half their max Body Points in damage but are never reduced below 1.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touched by the Shadow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touched By The Shadow&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;b&amp;gt;*:&amp;lt;/b&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; Being so adapted to the shadows, you have learned how to use them to your advantage. This power allows the character to wrap themselves in shadows, and by spending 1 minute concentrating the character will be Dispelled of all negative effects upon their character. This can be used three times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Toughen&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Toughen*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&#039;&#039;&#039;T&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;rapper:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Hunter’s Call and Snare.&#039;&#039; This Power improves the Hunter’s Call and Snare skills. For Snare, the Phys-Rep color will be changed to red; the trap becomes undetectable by most means and will change the effect to Natural Web. For Hunter’s Call, the uses of the skill can be used at NPC Camp to gather Foodstuffs (up to 10 Common Foodstuffs, or 2 Uncommon Foodstuffs).  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trollsblood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Trollsblood:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Half-Troll and Regeneration x 5.&#039;&#039; This power allows the character to return from the grip of death. At any time during the character’s normal 4-minuteDeath Count, they can make a 3 counted action to Revive (the call is “Revive 3, Revive 2, Revive 1”). This power can be used by expending 3 Regenerations. Being burned or receiving a killing blow with the Fire flavor will prevent the character from using this power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tumble&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tumble:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Athletics.&#039;&#039; This power reflects the character’s advanced training in how to take a fall. The character takes half damage from falls less than 100 feet, and they can jump an additional 10 feet during Feats of Strength. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Tunnel Fighter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tunnel Fighter:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf or Deep Dwarf.&#039;&#039; While fighting underground you know how to take advantage of the terrain, you gain a +1 Permanent Weapon Damage and gain Terrain Adaptation: Stone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Undying Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Undying Fury:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to push past the confines of their normal limits. When an attack would normally render the character Helpless they can Resist that attack. This can be used once during each use of Primal Fury.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power gives the character proficiency and the ability to use a single weapon of their choice, which their class does not already grant them. (Weapon Proficiency does not provide for guns.)   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Wild Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wild Magic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: (Caller Only).&#039;&#039; This power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke &#039;Wild Magic&#039; for a beneficial effect in accordance with your needs at the time. This can be something as lowly as a purify for a downed ally, a wolf pack flee for you and your friends, a Tree Walk to get you somewhere, or any other spontaneous effect. However, much like the Paladin spell [[Paladin#Miracle|Miracle]], it is not entirely up to you what the effect is and you must discuss with the marshal on hand to come to an agreement on the final effect if it is anything beyond a standard spell levels 1-9 castable by any class. In the case of duplication of a standard spell the verbal for this effect  it &amp;quot;Magic [spell name] wild magic&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Wrath of Nature&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wrath of Nature:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 Base Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039; The caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:&lt;br /&gt;
&lt;br /&gt;
15 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 1&lt;br /&gt;
&lt;br /&gt;
Flee x 2&lt;br /&gt;
&lt;br /&gt;
½ Damage from physical attacks&lt;br /&gt;
&lt;br /&gt;
Immune to Wind &amp;amp; Lightning damage&lt;br /&gt;
&lt;br /&gt;
+50 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Gain one bonus spells costing up to 5 mana  &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;HEROIC POWERS&amp;lt;/u&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
=== Beginning at 20th level character can now choose from the Heroic Powers list. While they will continue to grow in levels the character can still choose powers for the core book as well as from this list. Powers notated with an asterisk (*) can be taken multiple times. ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&amp;lt;caption&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Power&amp;lt;/th&amp;gt; &amp;lt;th&amp;gt;Prerequisite&amp;lt;/th&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Magical Training&lt;br /&gt;
|Power: Magical Training&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Strike*&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Armored to the teeth&lt;br /&gt;
|Power - &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Backlash&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Blood Oath&lt;br /&gt;
|Power - &#039;&#039;Family Weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Body Guard&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|Power - &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cast Iron&lt;br /&gt;
|Background - &#039;&#039;Nomad&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bathe in Poison&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|-&lt;br /&gt;
|Cat Like Reflexes&lt;br /&gt;
|&#039;&#039;Felis&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cataclysm&lt;br /&gt;
|Mage, Warlock&lt;br /&gt;
|-&lt;br /&gt;
|Chakra Focus&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Combat Challenge&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Combo Move&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Dedication&lt;br /&gt;
|Scholar&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity Armor*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Skin*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Dual Spirit&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting, Greater&lt;br /&gt;
|Caller, Enhanced Shifting&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Totems&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Emulation&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Kintsugi Barrier&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|-&lt;br /&gt;
|Escape Plan&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Exotic Ammo*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Feedback Loop &lt;br /&gt;
|Spell Pool 4&lt;br /&gt;
|-&lt;br /&gt;
|Focus Zen*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Full-Blooded&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|-&lt;br /&gt;
|Greater Specialization&lt;br /&gt;
|Specialization&lt;br /&gt;
|-&lt;br /&gt;
|Hardened Training &lt;br /&gt;
|Soldier Background &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Heroic Toughness* &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Holy Nova*&lt;br /&gt;
|Path of Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Hype Man&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;m on a Boat&lt;br /&gt;
|Sailor&lt;br /&gt;
|-&lt;br /&gt;
|Improved Parry&lt;br /&gt;
|Parry, KA Warfare Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|Jam Device*&lt;br /&gt;
|Power - Gnomish Talent&lt;br /&gt;
|-&lt;br /&gt;
|Linguist&lt;br /&gt;
|5 different read and write skills&lt;br /&gt;
|-&lt;br /&gt;
|Mana Tap&lt;br /&gt;
|Elemental School of Magic&lt;br /&gt;
|-&lt;br /&gt;
|Mark up&lt;br /&gt;
|Merchant rank 10&lt;br /&gt;
|-&lt;br /&gt;
|Master Merchant&lt;br /&gt;
|Merchant Background&lt;br /&gt;
|-&lt;br /&gt;
|Master of Creation&lt;br /&gt;
|Create [[Wondrous Item]], KA Magic Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Creation&lt;br /&gt;
|Artisan&lt;br /&gt;
|-&lt;br /&gt;
|Momentum&lt;br /&gt;
|Warrior&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Embrace &lt;br /&gt;
|Caller&lt;br /&gt;
|-&lt;br /&gt;
|One Voice&lt;br /&gt;
|Entmoot&lt;br /&gt;
|-&lt;br /&gt;
|Paralytic Spores&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|-&lt;br /&gt;
|Posse&lt;br /&gt;
|Outlaw&lt;br /&gt;
|-&lt;br /&gt;
|Practiced Crafter&lt;br /&gt;
|Craftsman&lt;br /&gt;
|-&lt;br /&gt;
|Purge the Shadows&lt;br /&gt;
|School of spirit, KA Cycle Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Shot*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Regrowth&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|-&lt;br /&gt;
|Renown&lt;br /&gt;
|Aristocrat&lt;br /&gt;
|-&lt;br /&gt;
|Reverberate&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Adept&lt;br /&gt;
|Ritualism&lt;br /&gt;
|-&lt;br /&gt;
|Scout&lt;br /&gt;
|Woodsman Background&lt;br /&gt;
|-&lt;br /&gt;
|Strengthen Bloodline&lt;br /&gt;
|5 Species Resists&lt;br /&gt;
|-&lt;br /&gt;
|Subsonic&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Tolerance&lt;br /&gt;
|Terrain Mastery or Survival x5&lt;br /&gt;
|-&lt;br /&gt;
|Triage&lt;br /&gt;
|Medic Background&lt;br /&gt;
|-&lt;br /&gt;
|Triple Jointed&lt;br /&gt;
|Power - Limber Form&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed Combat&lt;br /&gt;
|Brawl&lt;br /&gt;
|-&lt;br /&gt;
|Unleash Elements&lt;br /&gt;
|KA Magic/Warfare Rank 3 &amp;amp; KA Planes 3&lt;br /&gt;
|-&lt;br /&gt;
|Unyeilding&lt;br /&gt;
|Must have successfully resurrected 3 times&lt;br /&gt;
|-&lt;br /&gt;
|Warp Magic&lt;br /&gt;
|Deep Elf, Power - Improved Species, Resist Magic&lt;br /&gt;
|-&lt;br /&gt;
|War Cry&lt;br /&gt;
|Trooper&lt;br /&gt;
|-&lt;br /&gt;
|Whirlwind&lt;br /&gt;
|Power - Overwhelming Power&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form, Greater&lt;br /&gt;
|Power - Wisp Form&lt;br /&gt;
|-&lt;br /&gt;
|Wyld Soul&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Years of Mastery&lt;br /&gt;
|High-Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zealous Dedication&lt;br /&gt;
|Single Attunement &amp;amp; 100+ Favor&lt;br /&gt;
|-&lt;br /&gt;
|Flutter Harder!&lt;br /&gt;
|Pixie, Flit &amp;amp; Flutter&lt;br /&gt;
|-&lt;br /&gt;
|Harder to Spot&lt;br /&gt;
|Pixie, Corner of Your Eye&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Magical Training:&#039;&#039;&#039; &#039;&#039;Prerequisites: Magical Training.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This power further extended the characters understanding on magic and allows them to use &#039;&#039;Scrolls&#039;&#039; from a second &#039;&#039;School&#039;&#039; of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Strike:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This Power allows the character to deliver an attack with a more powerful version of their &#039;&#039;Channel&#039;&#039; skill. They may use the&#039;&#039;Arcane&#039;&#039;Delivery Type instead of the &#039;&#039;Magic&#039;&#039; Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of &#039;&#039;Channels.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armored to the Teeth:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Armor Proficiency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s armor value. The character gains an additional 10 points of armor that go over their class maximum and are readjusted with their normal armor. &#039;&#039;Temporary Armor&#039;&#039; effects do not stack with this Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bathe in Poison:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backlash:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spellblade, Aura Emulation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By manipulating your power, you can cause your &#039;&#039;Barrier&#039;&#039; to lash out instead of providing protection. To use this, you must activate your &#039;&#039;Barrier&#039;&#039; skill and on the first hit that strikes you can use the effect “&#039;&#039;Magic Aura&amp;lt;Flavor&amp;gt;”.&#039;&#039;This functions as per the &#039;&#039;Aura Emulation&#039;&#039; skill. This removes the &#039;&#039;Barrier&#039;&#039; from you and does not protect from any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Oath:&#039;&#039;&#039; &#039;&#039;Prerequisite: Family Weapon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When wielding their family weapon, they can invoke ancient powers. Once activated the character gains the Flavor Carrier &#039;&#039;Ward&#039;&#039;. This Power can be used once each reset, and lasts for 5 minutes or one Encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bodyguard:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base &#039;&#039;Body Points&#039;&#039; less than half of the user’s base &#039;&#039;Body Points&#039;&#039;. While the Power is active, the recipient will gain &#039;&#039;Reduced: Half&#039;&#039; from all physical attacks; additionally the user can use the &#039;&#039;Deflect&#039;&#039;, &#039;&#039;Parry&#039;&#039;, and &#039;&#039;Weapon Ward&#039;&#039; Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cast Iron:&#039;&#039;&#039; &#039;&#039;Prerequisite: Nomad.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Years of surviving in the wilds have hardened the character’s fortitude, making them &#039;&#039;Immune&#039;&#039; to the effect of &#039;&#039;Rot&#039;&#039;, though this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may be part of the attack. Additionally, their &#039;&#039;Resist Rot&#039;&#039; can be used to &#039;&#039;Resist&#039;&#039; the following effects: &#039;&#039;Plague&#039;&#039;, &#039;&#039;Vampiric, and Wounding.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cataclysm:&#039;&#039;&#039; &#039;&#039;Prerequisite: Evoker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to unleash the true power of the elements on their foes. Twice each reset the character can inflict &#039;&#039;Vulnerability&#039;&#039; on their foes in combat. To use this Power, the character must announce, “All enemies &#039;&#039;Voice Vulnerability &amp;lt;Flavor&amp;gt;”,&#039;&#039; where &amp;lt;Flavor&amp;gt; is one of those from their &#039;&#039;Spell Pool.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat-Like Reflexes:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Felis.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This Power allows the character to automatically succeed on physical challenges, which are based on dexterity or grace; meaning this does not help lifting a heavy object. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per Encounter the character can challenge a foe causing the target to use any and all means to attack the challenger to the best of their ability, forsaking other individual targets along the way. This effect will only work on sentient targets, and will last for 5 minutes or one Encounter, otherwise ending when either challenger or the challenged are rendered Helpless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combo Move:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dedication:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Scholar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the Scholar to expend fewer resources when generating effects with their &#039;&#039;Knowledge Points&#039;&#039;. This reduces the cost of the abilities for their favored &#039;&#039;Knowledge (Area)&#039;&#039; skills by 1 point, to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dexterity Armor*:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power grants the character Dexterity Armor. Each time this Power is taken, the character gains up to 20 points of Dexterity Armor, though they are still limited by their Class and Powers for maximum armor they can benefit from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Skin:&#039;&#039;&#039; &#039;&#039;Prerequisite: Monk.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Through dedication to the arts you have pushed your body to the edges of control, able to shrug off small amounts of magic. This Power automatically &#039;&#039;Resists&#039;&#039; the next three spells or effects with the &#039;&#039;Magic&#039;&#039; Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Spirit:&#039;&#039;&#039; &#039;&#039;Prerequisite: Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Emulation:&#039;&#039;&#039; &#039;&#039;Prerequisite: Aura Emulation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to change the Delivery Type of the &#039;&#039;Aura Emulation&#039;&#039; skill from “Magic Aura” to “Elemental Aura”. This can be used three times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escape Plan:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power augments the &#039;&#039;Conceal&#039;&#039; skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a &#039;&#039;Prison,&#039;&#039; or &#039;&#039;Petrified.&#039;&#039; This also makes use of the skill a &#039;&#039;Passive&#039;&#039; ability&#039;&#039;.&#039;&#039; In addition to the normal effect of &#039;&#039;Conceal,&#039;&#039; if the character stays concealed for the full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove &#039;&#039;Derangements&#039;&#039;. Note: &#039;stay concealed for the full ten seconds&#039; means the character cannot transition into Hide via his Conceal skill if they want to use the negative status effect removal feature of this power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic Ammo:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Going in for the kill is not always about just a good shot but knowing your foes weaknesses. This Power allows the character to create an &#039;&#039;Exotic Quiver,&#039;&#039; this is a 10 counted action and lasts for the Encounter or until all 10 charges are used. The effect of the ammo is as follows: +3 &#039;&#039;Temporary Damage&#039;&#039; and a Flavor Carrier (Fire/Stone/Water/Wind/Iron/Magic), and each charge is one shot, hit or miss. This Power can be used three times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feedback Loop:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spell Pool 4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their &#039;&#039;Spell Pool&#039;&#039; on a 10 counted action, instead of concentrating for the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flutter Harder!:&#039;&#039;&#039; &#039;&#039;Prerequisite: Flit &amp;amp; Flutter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The uses of Flee that a Pixie has gained through purchases of Flit and Flutter may now be used even when the Pixie is under a Binding effect, excluding Prison. May not be used to flee into combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Zen*&#039;&#039;&#039; Prerequisite: &#039;&#039;Monk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “&#039;&#039;Arcane Break Enchantments&#039;&#039;”, and can be used once each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Blooded&#039;&#039;&#039; Prerequisites: &#039;&#039;Half-Troll&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character gains &#039;&#039;Slow Regeneration;&#039;&#039; allowing them to spend 30 minutes of resting and taking no combative actions, at the end of which they are healed to their maximum &#039;&#039;Body Points&#039;&#039;, cured of all &#039;&#039;Toxins&#039;&#039;, and &#039;&#039;Regenerate&#039;&#039; all missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Specialization&#039;&#039;&#039; Prerequisites: &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardened Training:&#039;&#039;&#039; &#039;&#039;Prerequisite: Soldier Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years of service and training have honed your prowess to the point that you can push yourself beyond your own ability. This Power grants the character either 2 Energy, 4 Mana, or 10 &#039;&#039;Spell Pool&#039;&#039;. The character must already possess at least the same amount base of the source they choose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harder to Spot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Corner of Your Eye.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A pixie may now turn invisible when they use their once per day Conceal from the prerequisite skill. This will last up to 1 hour or module and must be physically represented with a green headband. This effect ends instantly if the Character interacts with any in game object or attacks any target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic Toughness*:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power permanently increases the characters &#039;&#039;Body Points&#039;&#039; by 10.In addition, this increases the effects of &#039;&#039;Recovery&#039;&#039; by an additional 3 points. This power can be taken multiple times with stacking effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Nova:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spirit school of magic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “&#039;&#039;All allies Voice 25 Healing Font&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hype Man:&#039;&#039;&#039; &#039;&#039;Prerequisite: Bard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A good Bard can put on a stellar performance, but a great Bard can help put others over the top. This is exemplified by being their &#039;Hype Man&#039;. To do so the Bard will call &amp;quot;Allies Voice Delivery&amp;quot; which will allow all allies to deliver their next Energy or Mana driven skill via voice delivery. This may be used once per reset. Even Lil&#039; John can get repetitive, the magic is in the moderation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I’m on a Boat:&#039;&#039;&#039; &#039;&#039;Prerequisite: Sailor Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years on the Sea has given you the skill, knowhow, and contacts. You possess a small vessel. This ship is large enough to carry 10 people but can be sailed with as few as 2. Additionally, the character gains &#039;&#039;Underwater Combat&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Parry:&#039;&#039;&#039; &#039;&#039;Prerequisite: Parry, Knowledge(Warfare)Rank 2.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Through extensive training and study, the character has learned to defend themselves from a larger array of attacks. This Power allows the character to use &#039;&#039;Deflect, Parry, and Riposte&#039;&#039; against weapon delivered attacks regardless of Vector, however, they can only do this for attacks that target only themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jam Device:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gnomish Talent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to overload a mechanical device causing it to fail and become dormant for 5 minutes. In the case of a trap it will not trigger, in the case of a lock it becomes undone. If used against a construct it will bring the creation to a halt for up to 1 minute. This Power can be used twice each reset, and is delivered as “&amp;lt;Target&amp;gt; Voice Jam Device.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linguist:&#039;&#039;&#039; &#039;&#039;Prerequisites: 5 different Read and Write skills.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By studying a wide range of languages, you have learned to pick out nuances in the written text, with time of course. The character can study written text for a language they do not have and figure out what is written; Common languages take 15 minutes, and Rare languages take 60 minutes. At the end of the time, the character can read the text, as well after studying a text the character could write in the same language.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana Tap:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Evoker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to fully utilize power stored into &#039;&#039;Mana Gems&#039;&#039;. While normally such items store &#039;&#039;Mana,&#039;&#039; a character with this Power can refresh their &#039;&#039;Spell Pool&#039;&#039; by expending 7 of that mana from the gem. Additionally, this power reduces the &#039;&#039;Knowledge Point&#039;&#039; cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markup:&#039;&#039;&#039; &#039;&#039;Prerequisite: Merchant Rank 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When selling, you may increase the value of one Merchant action by 10% each Reset. (Note: This might change to once an event but we don&#039;t know until we see it in action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Merchant:&#039;&#039;&#039; &#039;&#039;Prerequisite: Merchant Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In their non-adventuring time, the character spends an inordinate amount of time working the market, and as such, they receive 4 silver for each level of the &#039;&#039;Merchant&#039;&#039; skill they possess at Check-In each game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Creation:&#039;&#039;&#039; &#039;&#039;Prerequisite: Create Wondrous Item, Knowledge (Magic)Rank 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years of forging items has honed your skill, leaving you almost unmatched. You have found short cuts and ways to get the most out of every effort, and this comes with several benefits. First, the character can use a &#039;&#039;Wondrous Item&#039;&#039; recipe twice before it is destroyed, after the first use it will be noted on the scroll that it can only be used by that person (for everyone else it is just a blank sheet of paper). Second, when researching, they can make two rolls and choose which recipe they receive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Shifting, Greater:&#039;&#039;&#039; &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power doubles the stats of the shifter including the Enhanced Shifting strength bonus. Additionally, the Caller may use a single two-handed claw or a long and medium claw instead of paired medium claws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Totems:&#039;&#039;&#039; &#039;&#039;Prerequisite: Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your totems gain the following effect options:&lt;br /&gt;
&lt;br /&gt;
* Aerial Totem: You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* Aquatic Totem: You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter&lt;br /&gt;
* Earthen Totem: +10 Body and Recovery 5&lt;br /&gt;
* Fire Totem: Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Shifting:&#039;&#039;&#039;  &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Greater Enhanced Shifting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the caller to use a single Caller spell delivered as &#039;Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of &#039;Natural 30 lightning&#039; delivered via packet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Momentum:&#039;&#039;&#039; &#039;&#039;Prerequisite: Warrior.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An object in motion stays in motion and you are no different, making every bit of force count. You reduce the &#039;&#039;Permanent Strength&#039;&#039; required to &#039;&#039;Break Free from Binding&#039;&#039; by 2 points, though this does not lower the damage taken for doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature’s Embrace:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains &#039;&#039;Fast Healing 5&#039;&#039;, and additionally can &#039;&#039;Auto-Stabilize&#039;&#039; themselves twice each reset, setting them to 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Voice:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Ent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to use &#039;&#039;Entmoot&#039;&#039; on their own, needing no other Ents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Posse:&#039;&#039;&#039; &#039;&#039;Prerequisite: Outlaw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have friends in all kinds of places, and among those you have a few that would have your back in fight. These allies can be called in to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your posse create a distraction allowing you to skip an Encounter or two of a Module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practiced Crafter:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Craftsman Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power reduces the character’s creation time by an additional minute, to a minimum on 1 minute per item level for basic items, and 5 minutes for advanced items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Shot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power may be used when the character has successfully made a ranged weapon attack upon a target, and the target defended against it in ANY fashion. The character may then call &amp;quot;Double Attack&amp;quot;, forcing the target to defend again or suffer the effect of the attack. This can be used twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renown:&#039;&#039;&#039; &#039;&#039;Prerequisite: Aristocrat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have spent years as an adventurer making a name for yourself through your exploits; and because of the circles you come from, your deeds have not been overlooked. When this Power is taken, a noble of the kingdom will extend their gratitude. Your character is considered to be a minor noble, Tier 1 granting you the title of Esquire, additionally you gain 2 Favor with an Order if you are a member, if not an Order will accept you on the spot and boost you to 4 Favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reverberate:&#039;&#039;&#039; &#039;&#039;Prerequisite: Bard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the Bard to unleash a mighty chord that lingers in the air long after they have finished their song. Twice each reset, they can gain the benefits of &#039;&#039;Encore&#039;&#039; without needing to continue the performance. Once activated, the performance will last for 5 minutes or one Encounter, allowing the Bard to take other actions and still announce the effect every 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Adept:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ritualism.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power lowers the cost of rituals that the character has memorized, lowering the Fuel cost by up to 5 and the Named Component costby 1, minimum 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; &#039;&#039;Prerequisite: Woodsman.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While in a natural setting your skill at getting around are almost unmatched. Even if the character does not have any ranks of &#039;&#039;Track&#039;&#039; they are still allowed to make a tracking &#039;&#039;Contested Roll&#039;&#039; as though they had 1 level, if they have at least 1 level of &#039;&#039;Tracking&#039;&#039; they receive +3 Bonus when &#039;&#039;Tracking&#039;&#039; or +5 Negative when counter tracking. Additionally, the character can ask questions about the tracks without having to make the normal &#039;&#039;Contested Roll&#039;&#039;, and will always have a chance to roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengthen Bloodline:&#039;&#039;&#039; &#039;&#039;Prerequisite: 5 Species Resists.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By strengthening one’s inner resolve, one can learn to channel away harmful effects. With this Power, when a character uses a Species &#039;&#039;Resist&#039;&#039; to negate an effect, they become &#039;&#039;Immune&#039;&#039; to further effects of the same type generated by the same attacker. While the effect is negated, any damage that might be attached to the attack is not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subsonic:&#039;&#039;&#039; &#039;&#039;Prerequisites: Bard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character’s mastery over sound has reached a point where they can manipulate it around them, allowing the character to play a subsonic chord. This is used by announcing &#039;&#039;“Everyone in the sound of my Voice Suppress Verbal”,&#039;&#039; this prevents all those effected from speaking or using any skill or ability that requires them to be able to speak. This effect lasts for 5 minutes or one Encounter, or until the character stops maintaining concentration on the performance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tolerance:&#039;&#039;&#039; &#039;&#039;Prerequisite: Terrain Adaptation or Survival x 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s resolve when it comes to being overwhelmed by the elements. This both lowers the &#039;&#039;Fatigue&#039;&#039; severity by a tier in all situations, and allows the character to hold their breath for up to 10 minutes(5 minutes in combat).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triage:&#039;&#039;&#039; &#039;&#039;Prerequisite: Medic Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power gives the character two benefits: First, when using the &#039;&#039;First-Aid&#039;&#039; skill,it can be performed in a 10 counted action instead of its usual time; second, the range of the &#039;&#039;Diagnose&#039;&#039; skill is changed to Line of Sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triple Joined:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rok’Shen, Limber Form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s flexibility, making them hard to hold down in one place. The character becomes &#039;&#039;Immune&#039;&#039; to all &#039;&#039;Pin&#039;&#039; effects, and additionally, the duration of &#039;&#039;Bind&#039;&#039; and &#039;&#039;Web&#039;&#039; effects is reduced to 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat:&#039;&#039;&#039; &#039;&#039;Prerequisite: Brawl.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows a character trained in the &#039;&#039;Brawl&#039;&#039; skill to use medium length reps, as well they can use Special Attacks with &#039;&#039;Brawl&#039;&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unleash Elements:&#039;&#039;&#039; &#039;&#039;Prerequisite: Knowledge (Magic)/(Warfare) Rank 3, Knowledge (Planes)Rank 3.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to unleash and mold the power locked inside of some Named Components. To use the power, the target must spend one-minute concentrating and touching the weapons for that time. At the end the character destroys the component and up to 5 weapons gain the assigned Flavor Carrier for 5minutes or one Encounter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Named Component&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Flavor Carrier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Fire&lt;br /&gt;
|Fire&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Water&lt;br /&gt;
|Water&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Wind&lt;br /&gt;
|Wind&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Stone&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Shadow&lt;br /&gt;
|Shadow&lt;br /&gt;
|-&lt;br /&gt;
|Phoenix  Talon&lt;br /&gt;
|Silver&lt;br /&gt;
|-&lt;br /&gt;
|Shattered  Star&lt;br /&gt;
|Iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unyielding:&#039;&#039;&#039; &#039;&#039;Prerequisite: Must have successfully resurrected 3 times.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power reflects the character resolve to live, having already returned from the brink on more than one occasion. When a character pulls a fails on a resurrection &#039;&#039;Contested Roll&#039;&#039;, they can instantly make a second draw if they choose. This Power can only be used once each reset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry:&#039;&#039;&#039; &#039;&#039;Prerequisite: Trooper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Magic:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Deep-Elf or Deep-Dwarf, Improved Species, Resist Magic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the character uses their &#039;&#039;Resist Magic&#039;&#039;, they absorb some of the power; gaining 2 Energy or 20 &#039;&#039;Spell Pool&#039;&#039;. These must be used in the next 5 minutes or Encounter, or they are considered expended and lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind:&#039;&#039;&#039; &#039;&#039;Prerequisite: Overwhelming Power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character’s overwhelming strength and skill with Great Weapons allows them to attack all their nearby foes at once. This Power allows the character to use the &#039;&#039;Burst&#039;&#039; Modifier twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form, Greater:&#039;&#039;&#039; &#039;&#039;Prerequisite: Wisp Form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Changes the Wisp form statistics to the following:&lt;br /&gt;
&lt;br /&gt;
25 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 2&lt;br /&gt;
&lt;br /&gt;
Flee x 3&lt;br /&gt;
&lt;br /&gt;
½ Damage from all attacks&lt;br /&gt;
&lt;br /&gt;
Non-corporeal&lt;br /&gt;
&lt;br /&gt;
Can &#039;&#039;Flee&#039;&#039; into a combat they have left in the last 5 mins.&lt;br /&gt;
&lt;br /&gt;
+75 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Can change Spell Pool flavor to Venom&lt;br /&gt;
&lt;br /&gt;
Gain 2 bonus spells costing up to 7 mana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyld Heart:&#039;&#039;&#039;  Prerequisite: &#039;&#039;Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power binds the character’s body with the might of nature. When the character uses &#039;&#039;Primal Fury&#039;&#039;, they gain &#039;&#039;Damage Cap 5&#039;&#039; for the duration of the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Years of Mastery:&#039;&#039;&#039; Prerequisite: &#039;&#039;High-Elf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to pick a &#039;&#039;Knowledge (Area)&#039;&#039; skill that they have no ranks in, and gain 3 ranks instantly; in the case of &#039;&#039;Rare Knowledge (Area)&#039;&#039; skills, the character must still meet the normal prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zealous Dedication:&#039;&#039;&#039; &#039;&#039;Prerequisite: Must have a single attunement and 100 favor.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Your strict dedication to your beliefs has suffused you with additional power drawn rom your core tenants. All of your Per Day abilities granted form your attunement may now be used 1 additional time per day. Any Spell Pool&#039; made available to you is now increased by an extra 50%. Other Roleplay or specific attunements may have further effects related to this power.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=770</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=770"/>
		<updated>2024-05-21T16:21:18Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rogues are a diverse bunch.  Some are slippery cat burglars, some are experts in poison manufacture and delivery, some are muggers with just enough smarts to attack from behind.  More than any other class, Rogue provides a great deal of room for a great many concepts.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor:&#039;&#039;&#039;&#039;&#039;  Rogues are trained in light armor use and tend to find heavier armor interferes with their stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&#039;&#039;  Rogues are skilled in short and medium melee weapons.  They are also allowed short bows and thrown weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Poison Use&#039;&#039;:&#039;&#039;&#039;  This skill allows the character to apply Blade Poisons, without need of the Chemistry skill, to a weapon so that they can be used later. Normally up to 1 Blade Poison can be stored on Short Weapons/Thrown/Ammo, 2 on Medium/Long Weapons. Tricksters can stack 1 additional Blade Poison on their weapons. In the case of Vorpal the weapon gains the effect of the Blade Poison for all attacks leading up to a successfully landed attack; for all other Blade Poisons it is consumed on the next swing hit or miss. This skill takes a 10 counted action to safely apply each poison to the weapon. If placed on Ranged weapons the effect is only good for a single attack hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Catlike Grace&#039;&#039;:&#039;&#039;&#039;  Grace and finesse are a way of life and as such ample training has paid off. The character can perform movement and dexterity related Feats of Strength/physical challenges as though they had an additional +2 Base Strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Dual Wield&#039;&#039;:&#039;&#039;&#039;  Rogues can use a short or medium weapon in each hand, without special training or skill point cost.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Rogue Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; color: black;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisite Skills&lt;br /&gt;
!Skill Point Cost &lt;br /&gt;
!Energy Cost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|xxxxxxxxxxxxxxxxxxxxxxxxxx&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +2&lt;br /&gt;
| -&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +4&lt;br /&gt;
|Precision +2&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +6&lt;br /&gt;
|Precision +4&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +8&lt;br /&gt;
|Precision +6&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +10&lt;br /&gt;
|Precision +8&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +12&lt;br /&gt;
|Precision +10&lt;br /&gt;
|20&lt;br /&gt;
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|-&lt;br /&gt;
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|&#039;&#039;&#039;Fuel&#039;&#039;&#039;&lt;br /&gt;
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|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (1-40)&lt;br /&gt;
| -&lt;br /&gt;
|1 per&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Offense&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
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|&#039;&#039;Tier 1&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Garrote&lt;br /&gt;
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|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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|Feint&lt;br /&gt;
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|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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|Mob Scene&lt;br /&gt;
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|2&lt;br /&gt;
|1&lt;br /&gt;
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|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|Sneak Attack&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
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|Cheap Shot&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
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|Crippling Attack&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
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|&#039;&#039;Tier 3&#039;&#039;&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Ambush&lt;br /&gt;
|Tier 2 Offense&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blind&lt;br /&gt;
|Tier 2 Offense&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
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|&#039;&#039;Tier 4&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Assassinate&lt;br /&gt;
|Tier 3 Offense&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blade Shower&lt;br /&gt;
|Tier 3 Offense&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Defense/Utility&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
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|&#039;&#039;Tier 1&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|Avoid Trap&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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|Move Silent&lt;br /&gt;
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|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
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|Roll&lt;br /&gt;
|Tier 1 Defense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
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|&#039;&#039;Tier 3&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|Escape&lt;br /&gt;
|Tier 2 Defense&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
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|&#039;&#039;Tier 4&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|Conceal&lt;br /&gt;
|Tier 2 Defense&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
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|Dodge&lt;br /&gt;
|Tier 3 Defense&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
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|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|Hide&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
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|Disable Device&lt;br /&gt;
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|2&lt;br /&gt;
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|Estimate Value&lt;br /&gt;
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|&#039;&#039;&#039;Dailies&#039;&#039;&#039;&lt;br /&gt;
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|Agiility&lt;br /&gt;
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|6&lt;br /&gt;
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|Disguise&lt;br /&gt;
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|4&lt;br /&gt;
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|Stash&lt;br /&gt;
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|Envenom&lt;br /&gt;
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|Quickness&lt;br /&gt;
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|2&lt;br /&gt;
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|Shroud of Night&lt;br /&gt;
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|8&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=763</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=763"/>
		<updated>2024-05-21T13:51:09Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Warlock =&lt;br /&gt;
[[Warlock#mw-head|Jump to navigation]]&lt;br /&gt;
&lt;br /&gt;
[[Warlock#searchInput|Jump to search]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;(Editor&#039;s Note: Warlock is in its infancy. What follows are placeholder values for skills and costs. This is posted as a place for Rules to iron out the details and turn a concept into a functioning character class. We are well aware of the issues presented by and facing the class and it may turn out to be unworkable for any number of reasons. Until this notice is taken down, please consider the state of the class before lighting fuses.)&#039;&#039;&#039;[edit | edit source] ===&lt;br /&gt;
Warlocks are the small fraction of those individuals who for a number of reasons Howled into the void in a time of need. These are the &amp;quot;fortunate&amp;quot; souls who received a response. Warlocks function as casters focusing predominantly on de-buffing and generally make life difficult for their foes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Warlocks are casters but are limited and as such have additional training in armor and can wear up to Medium armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Warlocks are proficient with Short, Medium, and Long Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Pool:&#039;&#039;&#039; Warlocks May purchase Spell pool and cast out of it per the regular rules governing spell pool. They cast this pool as Shadow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other worldly Knowledge:&#039;&#039;&#039; Warlocks tie to their power from other and older sources they enjoy a discount to KA skills (reflected in their class chart). Warlocks will always count as having an instructor for Rare Knowledge areas with plot approval.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Worldly Pact:&#039;&#039;&#039; As a step to unlocking their power, warlocks make a pact with the beyond to tap into the other worldly power and master the forces of the shadows. Once a player has chosen their pact it is their path for life. In addition to the below the character receives focused training in a Rare Knowledge Area. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Ban”:&#039;&#039;&#039; these are conditions of their pact and as such MUST be adhered to, several are clean cut game mechanics others are slightly vaguer RP directives. In either case if these are violated one of two things will happen if it is a status i.e. unarmed/armored then you will lose all Warlock skills and abilities tied to your pact until the condition is corrected, if it is a prohibited act that is committed then the same penalty applies until the Warlock has meditated to atone and reestablish their connection to their source. The OOG mechanic for meditation is they must reset. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Gur’adon&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Warfare&lt;br /&gt;
** Increases Base weapon damage by 1 when wielding a single 1 handed weapon&lt;br /&gt;
** Ban: Must never be unarmed, will always have a their weapon either on them or in their immediate proximity (6 feet max). Also will never kill a sentient opponent who was beneath/greatly weaker than themselves as there is no honor in it, It would be better to allow them to continue to improve until they do pose a challenge and then defeat them.  &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Rastronor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Planes&lt;br /&gt;
** Reduces the Mana cost of a few of their spells (Terror, Terror Mask, Death Wail), by 1 Mana.&lt;br /&gt;
** Ban: May not generate &#039;&#039;Light&#039;&#039; effects and abhors direct or bright light in any form, will always stand/walk in shadows/shade if available if not will be angry the entire time.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Brellmalan&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Magic&lt;br /&gt;
** They gain an additional 20 Pool each reset.&lt;br /&gt;
** Ban: May never be unarmored, if caused to be unarmored by an opponent will immediately take any action necessary to become armored again unless doing so would cause their death. Many devotees of Brellmalan will carry back up armor just for this eventuality. Additionally May never personally take a foe as a prisoner nor allow a defeated foe to live.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Vrolgor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Astronomy&lt;br /&gt;
** Reduces the count to enter &#039;&#039;Hide&#039;&#039; from the normal 5 count to a 3 counted action, and reduces the cost of &#039;&#039;Move Silent&#039;&#039; by 2SP.&lt;br /&gt;
** Ban: May not generate or cause to be generated a &#039;&#039;life&#039;&#039; effect (spell, or potion) may utilize mundane means to stabilize/heal allies&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Name&lt;br /&gt;
|Prerequisite Skill&lt;br /&gt;
|SP cost&lt;br /&gt;
|-&lt;br /&gt;
|Mana (1-30)&lt;br /&gt;
|None&lt;br /&gt;
|1/2 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ley Magic Points&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Mana (31-60)&lt;br /&gt;
|30 Mana&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Portal Manipulation&lt;br /&gt;
|&lt;br /&gt;
|8?&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Hasten Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
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|Forked Spell&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool III&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
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|Penetrating spell&lt;br /&gt;
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|2&lt;br /&gt;
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|&lt;br /&gt;
|Arcane spell&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 1&lt;br /&gt;
|1 Mana&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
|Warlock Spell Lvl. 2&lt;br /&gt;
|2 Mana&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Ritualism &lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 3&lt;br /&gt;
|3 Mana&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Cancel magic&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 4&lt;br /&gt;
|4 Mana&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (Common)&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 5&lt;br /&gt;
|5 Mana&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (Rare)&lt;br /&gt;
|See Skill Desription&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 6&lt;br /&gt;
|6 Mana&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Dampen (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 7&lt;br /&gt;
|7 Mana&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|Shadow Familiar (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 8&lt;br /&gt;
|8 Mana&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|Imbody the Shadow (Mastery)&lt;br /&gt;
|May have only 1 per 2 lvls.&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 9&lt;br /&gt;
|9 Mana&lt;br /&gt;
|1&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
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|&lt;br /&gt;
|Dark Pact&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Move Silent&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Darkness&#039; Ally&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Blitz&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Smoke Screen&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Conceal&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-12)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (13-24)&lt;br /&gt;
|12 Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;CLASS SKILL DESCRIPTIONS:&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to cast a spell in its rawest form. When used, the character substitutes the normal spell casting incant with “Arcane ” for a single spell; or if used with Spell Pool points, it changes the Delivery Type for the current Pool. Example: Instead of the incant “I force the will to Charm You”, the call would become “Arcane Charm”. This skill costs 3 Ley Points.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz-&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 Temporary Weapon Damage, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cancel Magic-&#039;&#039;&#039; This skill allows the character to end the duration of any spell that they encounter. The time it takes to cancel the spell depends on the spells duration: if the spell’s duration is in minutes, it takes 1 minute of concentration; if the spell’s duration is in hours, it takes 10 minutes of concentration; and if the spell’s duration is in days, or is a lasting effect, it takes 1 hour of concentration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conceal-&#039;&#039;&#039; A character using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dampen (Mastery):&#039;&#039;&#039; By weaving the power of the shadows around yourself you dampen hostile magic that might strike you. The next 2 offensive spells, with an effect other than numerical damage, that hits you deals 5 Body Damage to you instead of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Pact-&#039;&#039;&#039; Your study of the beyond has opened your mind to its understanding and allows you to access further knowledge and power. Each Pact furthers your connection to the voices from beyond.&lt;br /&gt;
&lt;br /&gt;
* Pact of the Blade- Furthering your pact you receive the Boon of a One Handed Bladed weapon of your choosing. The blade gains the property &#039;&#039;Unshatterable,&#039;&#039; and gains the benefits of the &#039;&#039;Spirit linked&#039;&#039; ritual and cannot be the target of &#039;&#039;rituals&#039;&#039; or have other modifications. This weapon is sacred to your pact and you will not allow others to use it willingly. &lt;br /&gt;
* Pact of Iron- Your pact combined with rigorous exposure to the power that comes from beyond has riddled you with a bit of “Iron” in the blood. Once each reset you can tap into this and gain Damage Cap 5 for an Encounter.  &lt;br /&gt;
* Pact of the Eye- You are granted the awareness of a “Third Eye” gifted with a bit of protection as the shadows watch over you. You gain “Danger Sense” once each reset and one use of “true sight”  each reset which allows you to see something for what it really is whether it has been magically or mundanely altered or obfuscated. (disguise, illusory form)&lt;br /&gt;
* Pact of Knowledge- The strengthening of your pact opens new pathways to magic. You receive the Boon of a magical Tome containing magic foreign to your own study. The Tome holds 3 spells from the Mage General spell list, 2 spells up to 3rd level and 1 spell up to 6th level. Once the spells are chosen they are locked in and become part of your known Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkness&#039; Ally:&#039;&#039;&#039; This is a persistent effect that renders the Warlock immune to Blindness and Darkness effects and at plots discretion may be given additional description in dark settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forked Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to split their spell, so it can hit more targets. When using this skill, the player adds “Forked “to the end of their normal spell incant, and then can throw “Magic ” twice in succession, and only expend the requisite mana once. This skill costs 2 Ley Points to use.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hasten Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to cast spells faster than normal, using the Magic Delivery Type. When used, the character substitutes the normal spell incant with “Magic ”, or if used with Spell Pool, it changes the Delivery Type for the current pool. Example: the spell incant “I force the will to Charm You” would instead become “Magic Charm”. This skill costs 1 Ley Point to use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imbody the Shadow (Mastery)-&#039;&#039;&#039; This ability turns the recipient into a shadow, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for &#039;&#039;Circle, Dispel, light, Implosion, Wall of Force&#039;&#039;, and &#039;&#039;Wizard Lock&#039;&#039;, as well &#039;&#039;Voice&#039;&#039; and &#039;&#039;Arcane Delivery&#039;&#039; Types. While in this form they may move normally but only in shade or shadows and they cannot speak, they also cannot use any skills (except shadow meld), abilities, or items. Additionally, to maintain this form, the character must maintain concentration. This is done in the form of a hand gesture. To maintain this form, the character must keep their thumbs and fore fingers in an inverted triangle over their chest. This skill is usable once per reset per purchase and may be ended by the user, a &#039;&#039;dispel,&#039;&#039; or any light effect.  &amp;lt;s&amp;gt;Once per reset allows the Warlock to become noncorporal for one encounter or five minutes whichever is longer. The Warlock will still be susceptible to magic attacks and any Physical weapon attack with a magic carrier. Only usable in less than direct light and can be dispelled or ended by a light effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge Area (Common/Rare)-&#039;&#039;&#039; This skill allows the character to purchase any of the &amp;quot;Known&amp;quot; Knowledge Areas without the need of an instructor up to five ranks each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Silent-&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetrating Magic (Ley Magic)-&#039;&#039;&#039; This skill allows a character to add the “Body” Modifier to the next two uses of Spell Pool. This does NOT affect the rest of your current pool. This skill costs 1 Ley Point to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Portal Manipulation-&#039;&#039;&#039; Casters have a close connection to the Ley and by extension they have a knack for tapping into and working with the same energy present in its transitive powers to move around the planes. This skill allows the character to interact with and alter existing openings in the Ley.&lt;br /&gt;
&lt;br /&gt;
* 1 Ley point- Decode source- allows the character to better understand an opening through the Ley, learning its origination point as well as its time open&lt;br /&gt;
* 2 Ley Points- Hop- allows the character to mimic a weak form of the Wayfarer ability, Open Passage; however it can only be performed at a Portal Stone&lt;br /&gt;
* 4 Ley Points- Slide- allows the character to transport to the closest Portal Stone they are aware of quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritualism-&#039;&#039;&#039; This skill allows the character to access hidden power within the depths of their knowledge. A character with this skill can use Ritual Scrolls to cast rituals, so long as they have at least four ranks of the appropriate Knowledge (Area). You must have this skill to take part in a ritual as a secondary caster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Familiar (Mastery)-&#039;&#039;&#039; Warlocks may have a Familiar that functions differently than most Familiars. The Familiar is always with the Warlock but may only be usable in shadowy light or darker. When in conditions that do not meet the Shadowy or darker requirement it familiar is concealed on the Warlocks person. When in a usable environment the Familiar gives the Warlock one use of Danger sense per reset, and at Plots discretion the Familiar may be used on modules to complete simple tasks within a range of sixty feet from the Warlock while remaining in shadowy or darker conditions (i.e. push a button, leave or retrieve a small item that weighs less than a pound). The Familiar is a creature of pure shadow and as such has no physical body and only requires contiguous shadow to move through. You may complete two actions with your familiar per reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Meld-&#039;&#039;&#039; Allows the Warlock use of the Hide Skill only in Anything less than direct light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke screen-&#039;&#039;&#039; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the character must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;SPELL LIST&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks cast exclusively Shadow magic &amp;lt;s&amp;gt;with the incantation &amp;quot;I call upon the shadow to &amp;lt;Benefit&amp;gt;&amp;quot; (B) or &amp;quot;I call upon the shadow to curse you with &amp;lt;Detriment&amp;gt;&amp;quot; (D)&amp;lt;/s&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness-&#039;&#039;&#039;This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pin&lt;br /&gt;
Fumble&lt;br /&gt;
&lt;br /&gt;
Terror&lt;br /&gt;
&lt;br /&gt;
Blade&lt;br /&gt;
|&#039;&#039;&#039;Pin-&#039;&#039;&#039;This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so, at the end of the count they will suffer 4 points of Body damage.&lt;br /&gt;
&#039;&#039;&#039;Fumble-&#039;&#039;&#039; This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror-&#039;&#039;&#039; This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 60 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog-&#039;&#039;&#039; This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb-&#039;&#039;&#039; This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon.  &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Awaken&lt;br /&gt;
Shun&lt;br /&gt;
&lt;br /&gt;
Venom&lt;br /&gt;
|&#039;&#039;&#039;Awaken-&#039;&#039;&#039; This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&lt;br /&gt;
&#039;&#039;&#039;Shun-&#039;&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom-&#039;&#039;&#039; This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to Dead. This is a Metabolic effect.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Silence&lt;br /&gt;
Terror Mask&lt;br /&gt;
&lt;br /&gt;
Night&lt;br /&gt;
|&#039;&#039;&#039;Silence-&#039;&#039;&#039; This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Terror Mask-&#039;&#039;&#039; This spell allows the caster to protect themselves from attack by granting them three uses of &amp;quot;Magic Terror Aura&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night-&#039;&#039;&#039; This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Charm&lt;br /&gt;
Fear&lt;br /&gt;
&lt;br /&gt;
Remove Curse&lt;br /&gt;
|&#039;&#039;&#039;Charm-&#039;&#039;&#039; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Fear-&#039;&#039;&#039; This spell has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Curse-&#039;&#039;&#039; This spell removes all metabolic and mental effects from the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Circle&lt;br /&gt;
Summon Weapon&lt;br /&gt;
&lt;br /&gt;
Stun&lt;br /&gt;
&lt;br /&gt;
Watchful Eye&lt;br /&gt;
|&#039;&#039;&#039;Circle-&#039;&#039;&#039; This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&lt;br /&gt;
&#039;&#039;&#039;Summon Weapon-&#039;&#039;&#039; This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun-&#039;&#039;&#039; This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watchful Eye-&#039;&#039;&#039; This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dispel&lt;br /&gt;
Devastate&lt;br /&gt;
&lt;br /&gt;
Command&lt;br /&gt;
&lt;br /&gt;
Mind Guard&lt;br /&gt;
|&#039;&#039;&#039;Dispel-&#039;&#039;&#039; This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This spell causes the target to take double damage from all attacks that have a numerical value in their call. This effect lasts for one hour. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the River spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command-&#039;&#039;&#039; This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Guard-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Wail&lt;br /&gt;
Shadow Step&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Death Wail-&#039;&#039;&#039;&#039;&#039; This spell draws upon the terrors that lie within the hearts of all who live, manifesting in visions perceivable only by the recipient. The Spell is called as &amp;quot;all enemies in the sound of my voice magic Fear&amp;quot; and imparts a magical Fear effect to each affected creature.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shadow Step-&#039;&#039;&#039;&#039;&#039; This spell draws upon the casters strong ties to shadows to transport themselves from one shadow to another. This effect may only target the caster and allows the caster to enter a shadow and emerge from another one within range. Upon successfully completing the incant while within a shadow the caster will place their hand or weapon on top of their head and may walk up to twenty steps to any other shadow and immediately re enter the game.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;POWERS&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heighten Pact (prerequisite &#039;&#039;Dark Pact):&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This power will strengthen one of your Pacts further granting enchanted powers. As well you can purchase a second Pact.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blade&#039;&#039;&#039;- Your weapon from your Boon gains the following additional properties: +1 Base Damage, and Shadow Flavor Carrier&lt;br /&gt;
* &#039;&#039;&#039;Iron&#039;&#039;&#039;-By sacrificing One (1) body point to “bleed” on your weapons you can now swing the Iron carrier for one encounter.&lt;br /&gt;
* &#039;&#039;&#039;Eye&#039;&#039;&#039;- you gain the ability to enter a trance with 60 seconds of concentration to summon an ethereal eye to observe any thing of which you have some amount of first hand knowledge that is on the same plane/prime as you currently are on. The more knowledge the better the “connection” as well as the greater chance the eye goes unnoticed. This ability follows the same rules as ritual casting as far as notification to plot and the need for the presence of a marshal. Also while in this meditative state you are completely unaware you your surroundings and count as “helpless” additionally it is known among Warlocks that this state should never be maintained for more than an hour for fear of “great peril” to the warlock. There are also several ways to guard against this ability. &lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;- Your Tome expands and gains additional Spells, 1 Mage/Caller spell up to 5th level, 1 Mage General Spell up to 9th level. As well as 2 Ley Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darken Aura- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You infuse your spirit with shadows allowing it to act as a buffer against magic. You gain the ability &#039;&#039;Resist Magic&#039;&#039; which can be used Twice each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Messenger:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are able to infuse your shadow with more ability and mobility. Your shadow can now travel up to a mile from you to complete simple tasks and even spy, returning with information. The caveat to this is the shadow must return within an hour or it expires without relaying any information. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Separate Shadow- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have reached a point where you are able to fully separate your shadow from yourself, it now functions more like a familiar. You can now use the normal ability of the &#039;&#039;Shadow Familiar&#039;&#039; mastery without expending a use. If you have the &#039;&#039;Shadow Messenger Power&#039;&#039; your shadow lasts up to 2 hours and it can follow an individual hiding as their own shadow.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Trooper&amp;diff=755</id>
		<title>Trooper</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Trooper&amp;diff=755"/>
		<updated>2024-05-21T03:53:00Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Trooper&#039;&#039;&#039;[edit | edit source] ==&lt;br /&gt;
Champions fight to defend those around them. Warriors fight with their great weapons as the unchallenged masters of massive damage. Troopers are the rank and file of the class. While they do not excel in any one area, they span multitudes. Moreover, their prowess in combat is matched only by the depth of their tenacity. They have logged the hours to burn the muscle memory of their techniques into their minds and those techniques have become ingrained in who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Troopers can wear up to Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Troopers are skilled with all weapons as well as small and medium shields. Troopers additionally gain the Florentine power for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039; Troopers use Energy to fuel their techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Jack of all Trades&#039;&#039;:&#039;&#039;&#039; These fighters have broadened their ability to learn more techniques than either currently available subclass and through this vast expanse of knowledge have gained an increased muscle memory. Troopers start with 2 free energy at 1st level and gain an additional 2 free energy at 20th level. This 4 energy can go over the cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;s&amp;gt;FOR NOW ALL Trooper COSTS ARE IN THE MIDDLE NOTHING GOO OR &#039;BAD&#039;&amp;lt;/s&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trooper: Skills&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Combat Techniques&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Execute&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Focus +1&#039;&#039;&lt;br /&gt;
|Weapon ward&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Focus +2&#039;&#039;&lt;br /&gt;
|Silent strike&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +4&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +3&#039;&#039;&lt;br /&gt;
|Disarm&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +5&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +4&#039;&#039;&lt;br /&gt;
|Parry&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +6&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +5&#039;&#039;&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Warfare)&lt;br /&gt;
|3&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|Vitality&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Underwater Combat&lt;br /&gt;
|5&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1 per&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2 per&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 33-48&lt;br /&gt;
|3 per&lt;br /&gt;
|Brutal Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trooper: Advanced Skill&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Die Hard&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Recovery&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Stare Down&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Patch Job&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Muscle Memory (Dbl Atck)&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Trooper Skills&#039;&#039;&#039;[edit | edit source] ==&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz -&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 &#039;&#039;Temporary Weapon Damage&#039;&#039;, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull Rush -&#039;&#039;&#039; This skill allows the character to change the battlefield by charging headlong into the fray.  When used it will affect up to 10 target enemies in the next Encounter. This skill will remove up to 1 defense from the targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clarity -&#039;&#039;&#039; This skill allows the character to briefly harden their minds and Resist the following effects: Charm, Command, Sleep, and Terror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brutal Strike -&#039;&#039;&#039; Through your years of training in combat general physiology was not overlooked. You deliver a staggering blow that causes the target to take 10 points of physical damage every time the expend any taggable skill/ability (this includes mana/energy, Daily or racial). It is delivered by landing a legal melee attack and announcing &amp;quot;Brutal Strike&amp;quot; and is one swing hit or miss. Brutal Strike takes effect when a skill is invoked, not when it is completed, and using $appropriateCure inflicts the damage before the cure removes the Brutal Strike. The effect has a duration of 5 minutes or one encounter which ever is longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the &#039;&#039;Massive&#039;&#039; carrier. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demoralize -&#039;&#039;&#039; This skill allows the character to weaken the foes that they are engaging in combat. This can only be used against targets that are within melee weapon reach and is delivered as &amp;quot;&amp;lt;Target&amp;gt; Voice Weakness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destructive Blow -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the &#039;&#039;Broken&#039;&#039; status. To use this skill, the player must declare aloud “Destroy&amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Die Hard -&#039;&#039;&#039; This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 &#039;&#039;Body Points&#039;&#039;. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative &#039;&#039;Body Points&#039;&#039; equal to their unadjusted maximum &#039;&#039;Body Points&#039;&#039;; at which time they will enter the &#039;&#039;Dying&#039;&#039; state but only have a 60 count &#039;&#039;Bleed Out&#039;&#039;. This effect will end if the user is healed above 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm -&#039;&#039;&#039; This skill causes a targeted hand held item to become unusable for five seconds. While the target does not need to drop the weapon they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack can either be a legal weapon strike or can hit the item to be effected. This skill can only be used with &#039;&#039;Brawl&#039;&#039; weapons&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disrupt&#039;&#039;&#039; - This powerful attack can help overcome the greatest of foes. This effect causes a targets &#039;&#039;Threshold&#039;&#039; to be reduced by 3 points, or &#039;&#039;Damage Cap&#039;&#039; to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Execute -&#039;&#039;&#039; This skill causes a target that is &#039;&#039;Helpless&#039;&#039; to become &#039;&#039;Dead&#039;&#039; and they begin their death count.  This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This strike causes the target to become weary and tired. If not negated it causes the target to only be able to walk and cannot benefit from &#039;&#039;&#039;&#039;&#039;&amp;quot;Flee&amp;quot;.&#039;&#039;&#039;&#039;&#039; This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
Expertise&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impunity -&#039;&#039;&#039; This skill allows the character to fend off all physical attacks for a brief time. When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the &#039;&#039;Parry&#039;&#039; skill are considered negated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intimidate -&#039;&#039;&#039; This skill allows the character to strike fear in their foes. This skill has two uses: First, this can be used against a target within melee weapon reach, and is delivered as &amp;quot;&amp;lt;Target&amp;gt; Voice Terror&amp;quot;. Second, this skill can be used against a Conscious and &#039;&#039;Helpless&#039;&#039; target to force them to answer a yes or no question, which must be answered truthfully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knockdown -&#039;&#039;&#039; This skill allows the character to strike a target, hampering them for 10 seconds, during which time they can use no &#039;&#039;Active Skills&#039;&#039; or &#039;&#039;Abilities&#039;&#039;, and cannot walk. Unlike normal weapon strikes, this skill works even if it strikes the targets Hand Held items or Costume. To use this skill, the character must announce, “Knockdown Massive!”. This skill can only be used with 2 handed melee weapons and is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Hand Block -&#039;&#039;&#039; This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overpower -&#039;&#039;&#039; This skill allows the character to deal almost unstoppable damage against his foes for a single encounter. When activated the characters next 4(four) weapon swings will deal double damage and gain the “Massive” Modifier. This skill can only be used with Great Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patch Job -&#039;&#039;&#039; This skill allows the character to make a quick recovery in combat by &#039;&#039;Repairing&#039;&#039; a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the &#039;&#039;Breached&#039;&#039; status, though future &#039;&#039;Breaches&#039;&#039; will affect the armor normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phalanx -&#039;&#039;&#039; This skill allows the character to raise another character’s armor value while they are wielding a shield. When used the character grants up to four targets, who are wielding a shield, 10 points of armor, these points go above the characters’ maximum and can be repaired with their normal armor points. These points will last for a single encounter or up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recovery -&#039;&#039;&#039; This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the &#039;&#039;Toughen&#039;&#039; power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repel Strike -&#039;&#039;&#039; This skill allows the character to force a target away from them. To use the skill, the character must announce “&#039;&#039;Repel Strike Massive&#039;&#039;&amp;quot; and unlike normal weapon strikes, this skill still works even if it strikes the targets hand held items or costume. The target of this strike will be affected as per the &#039;&#039;Repel&#039;&#039; spell, though this effect will be broken if the character becomes unconscious, bound, loses their weapon, or attacks the target. This skill can only be used with Great Weapons and is one swing, hit or miss. The character can have one target repelled at a time, plus one additional target for each +Strength they have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riposte -&#039;&#039;&#039; This skill allows a character to negate a melee weapon attack which strikes them, as per &#039;&#039;Parry&#039;&#039;. Additionally, the attack is sent back at the originator who takes full effect, they can then in turn defend against as normal. This skill can only be performed with Melee weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rugged -&#039;&#039;&#039; This skill allows the character to withstand assaults that would stagger a lesser hero. This skill can be used to reset the effects of a spell or “Magic” deliver effect; that is not Binding/Contain. When resisted the character will suffer 5 &#039;&#039;Body Points&#039;&#039; of damage and be &#039;&#039;Slowed&#039;&#039; for the encounter, instead suffering the effect resisted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: renders useless one weapon, small-sized shield, or other object which is no larger than a Small Shield, giving it the &#039;&#039;Broken&#039;&#039; status. If used against a suit of armor, it will breach the armor, reducing it to 0.  To use this skill, the player must declare aloud “Shatter &amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer 100 points of critical damage. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stare Down -&#039;&#039;&#039; This skill allows the character to strike fear in their foes. This can only be used against targets that are within melee weapon reach, and is delivered as &amp;quot;&amp;lt;Target&amp;gt;&#039;&#039;Voice Fear&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vitality -&#039;&#039;&#039; This skill allows the character to recover from wounds in the heat of combat. This skill takes a 30 second counted action to recover up to 10 points of body. Alternatively, this skill can be used immediately after incapacitating a foe in combat. If done in this way, it is instant and negates the counted action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
== Trooper Powers[edit | edit source] ==&lt;br /&gt;
&#039;&#039;&#039;Critical Strike -&#039;&#039;&#039;  When the character uses the &#039;&#039;Blitz or Overpower&#039;&#039; special attacks, they may add the &#039;&#039;Critical&#039;&#039; Modifier to the damage call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization -&#039;&#039;&#039;  This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Arm -&#039;&#039;&#039; This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the &#039;&#039;Massive modifier&#039;&#039;, treating all such attacks that strike their shield as normal weapon swings. Additionally, they can use &#039;&#039;Deflect&#039;&#039; and &#039;&#039;Parry&#039;&#039; with their shield alone without the need of a weapon.&lt;br /&gt;
&lt;br /&gt;
== Trooper Heroic Powers[edit | edit source] ==&lt;br /&gt;
&#039;&#039;&#039;Broaden Specialization -&#039;&#039;&#039; This power allows the character to apply their &#039;&#039;Specialization&#039;&#039; bonus to all weapons they are proficient with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry -&#039;&#039;&#039; This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Ranger&amp;diff=711</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Ranger&amp;diff=711"/>
		<updated>2024-05-17T18:39:13Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers are noted for tracking, hunting, and archery.  They&#039;re common in any natural environment that provides the basics for bows and arrows; desert and underground rangers carve their weapons out of treated bone, forest rangers use the wood their land provides, aquatic rangers have a variety of options.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  Rangers are trained in medium armor; heavy armor is noisy and no Ranger wants any more weight on his bow arm than he can avoid.  Rangers are allowed to acquire the various armor-affecting Power without penalty.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Weapons]]&#039;&#039;&#039;:  Rangers are trained by default in bows of every description, including crossbows.  They are also skilled in short and medium melee weapons.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big href=&amp;quot;Class Feature&amp;quot;&amp;gt;[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hunter&#039;s Mark:&#039;&#039;&#039;&#039;&#039;  Hunter&#039;s Mark does a number of things.  A Marked target is visible to the Marking Ranger until the Mark is removed; Marked targets may still hide or become invisible but this only stops other people from attacking.  The Marking Ranger can fire right through stealth, concealmeant, invisibility, or any other effect that serves to deny line of sight.  Also, Rangers may use this to Voice deliver one unmodified arrow at +10 damage or one modified arrow as nomal - this is called as &amp;quot;Hunter&#039;s Mark - &amp;lt;target&amp;gt; &amp;lt;damage/effect&amp;gt;&amp;quot;.  Hunter&#039;s Mark can be used twice per reset.  One extra use is acquired for free at 10th/20th/30th/40th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pursuit Predation:&#039;&#039;&#039;&#039;&#039;  Rangers can walk down virtually anything in nature.  Pursuit Predation allows a Ranger to follow a character who&#039;s used the Flee skill to disengage.  This doesn&#039;t interrupt the Flee or force the Flee&#039;r to stay engaged, but it does allow the Ranger to re-engage after 10 minutes of following time.    &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Prerequisite Skills&lt;br /&gt;
!Skill Point Cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| xxxxxxxxxxxxxxxxxxxxxxxxx&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +2&lt;br /&gt;
| -&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +4&lt;br /&gt;
|Precision +2&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +6&lt;br /&gt;
|Precision +4&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +8&lt;br /&gt;
|Precision +6&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +10&lt;br /&gt;
|Precision +8&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +12&lt;br /&gt;
|Precision +10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Fuel&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|-&lt;br /&gt;
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|Energy (1-40)&lt;br /&gt;
| -&lt;br /&gt;
|1 per&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Offense&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;Tier 1&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|[[Ranger#Pierce|Pierce]]&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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|[[Ranger#Disarm Shot|Disarm Shot]]&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Mob Scene|Mob Scene]]&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Trick Arrow T1|Trick Arrow T1]]&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
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|[[Ranger#Crippling Shot|Crippling Shot]]&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
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|[[Ranger#Expose Armor|Expose Armor]]&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
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|[[Ranger#Manticore Shot|Manticore Shot]]&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Pindown Shot|Pindown Shot]]&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Trick Arrow T2|Trick Arrow T2]]&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
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|&#039;&#039;Tier 3&#039;&#039; &lt;br /&gt;
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|[[Ranger#Paralyzing Shot|Paralyzing Shot]]&lt;br /&gt;
|Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|-3&lt;br /&gt;
|-&lt;br /&gt;
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| href=&amp;quot;Ranger#Trick Arrow T3&amp;quot; |Power Shot&lt;br /&gt;
|Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Trick Arrow T3|Trick Arrow T3]]&lt;br /&gt;
|Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
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|&#039;&#039;Tier 4&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|[[Ranger#Impale|Impale]]&lt;br /&gt;
|Tier 3 Offense&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Trick Arrow T4|Trick Arrow T4]]&lt;br /&gt;
|Tier 3 Offense&lt;br /&gt;
|6&lt;br /&gt;
|-4&lt;br /&gt;
|-&lt;br /&gt;
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|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
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| href=&amp;quot;Ranger#Bowyer/Fletcher&amp;quot; |Track&lt;br /&gt;
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|[[Effects#Terrain Adaptation|Terrain Adaptation]]&lt;br /&gt;
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|[[Effects#Hunter&#039;s Call|Hunter&#039;s Call]]&lt;br /&gt;
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== &#039;&#039;&#039;Ranger Skill Descriptions:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 1:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Pierce&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Pierce:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Pierce allows an arrow to take effect on a hit to a shield.  This is called as &amp;quot;Pierce&amp;quot; appended to another bow attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Disarm Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Disarm&#039;&#039;&#039; &amp;lt;b&amp;gt;Shot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  This effect causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack MUST hit the item to be affected.  For Rangers, it is packet-delivered and called as &amp;quot;Disarm Shot &amp;lt;item&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;Mob&#039;&#039;&#039; &amp;lt;b&amp;gt;Scene:&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt; This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Critical Modifier to their next single attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Trick Arrow T1&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Trick&#039;&#039;&#039; &#039;&#039;&#039;Arrow&#039;&#039;&#039; &amp;lt;b&amp;gt;T1:&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This allows a Ranger to launch a Trick Arrow created by Bowyer/Fletcher - see below for specifics.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 2:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crippling Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Crippling&#039;&#039;&#039; &amp;lt;b&amp;gt;Shot:&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This attack is delivered with the call &amp;quot;Crippling Shot” and delivered by packet (like any other arrow). This inflicts the [[Effects#Crippling Strike|Crippling Strike]] effect.  For ease of reference, this will cause the affected target to be unable to move faster than a walking pace for the remainder of the encounter, and prevents the target from using the [[Effects#Flee|Flee]] effect. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Expose Armor&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Expose&#039;&#039;&#039; &#039;&#039;&#039;Armor:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This skill will reduce the targets physical armor (does not affect spells or Natural Armor) to 0 points; though this does not Breach the armor. This attack is delivered as &amp;quot;Voice Expose Armor&amp;quot;. While not standard, this attack can be negated with the Weapon Ward skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Manticore Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Manticore&#039;&#039;&#039; &#039;&#039;&#039;Shot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the characters to unleash toxic ammo that weaken their foes. The characters next 3 ranged attacks become “Poison Weakness”. Each of these attacks is one shot hit or miss  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Pindown Shot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Pindown&amp;lt;/b&amp;gt; &#039;&#039;&#039;Shot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Pindown Shot sticks a target&#039;s right to the ground.  Pindown can be ripped from with no special strength and incurs no damage when it is ripped, but ripping free from Pindown Shot is a 30-counted action not influenced by enhanced Strength.  It can be escaped by the usual measures that end binding effects.  This is packet-delivered and called as &amp;quot;Pindown Shot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Trick Arrow T2&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Trick&amp;lt;/b&amp;gt; &#039;&#039;&#039;Arrow&#039;&#039;&#039; &#039;&#039;&#039;T2:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  As Trick Arrow T1, allowing for Tier 2 trick arrows from the Bowyer/Fletcher skill below.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 3:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;lt;/p&amp;gt;&amp;lt;blockquote /&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Paralyzing Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Paralyzing&#039;&#039;&#039; &#039;&#039;&#039;Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; The target of this effect becomes Paralyzed for the duration, 30 minutes by default. During the duration they are still aware of the world around them so long as they are also conscious, but cannot move, speak, or use active skills. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt; &#039;&#039;&#039;Shot:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Trick Arrow T3&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Trick Arrow&#039;&#039;&#039; &#039;&#039;&#039;T3:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; As Trick Arrow T1, allowing for Tier 3 trick arrows from the bowyer/fletcher skill below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 4:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Trick Arrow T4&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Trick&#039;&#039;&#039; &#039;&#039;&#039;Arrow&#039;&#039;&#039; &#039;&#039;&#039;T4:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;   As Trick Arrow T1, allowing for Tier 4 trick arrows from the bowyer/fletcher skill below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Impale&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Impale:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to add a powerful pull to their ranged attacks. When used the character increases their Base Weapon Damage by 2 points and can add the Critical Modifier to their next 10 packet attacks.  &lt;br /&gt;
&lt;br /&gt;
.&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 1:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Mobility:&#039;&#039;&#039;&#039;&#039;  This skill allows the character to resist slowing effects, Pin and Bind effects, and Binding Strike’s up to +4 Strength. Additionally, this skill can remove any of the above effects that are currently affecting the character, as well as allow escape from other non-magical bindings on their person.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Initative:&#039;&#039;&#039;&#039;&#039; This skill allows the character to make a quick escape from combat. When used, a minor hold occurs that only involves other players engaged with the character. The character may then move up to 10 steps away, after which normal game play will resume.&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;Tier 2&#039;&#039;:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Roll:&#039;&#039;&#039;&#039;&#039;  This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 3:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Escape:&#039;&#039;&#039; This special defense allows the character to escape from all forms of movement impairing and Binding effects currently affecting them, instantly ending their duration, though it does not work on Contain effects or Petrify. This skill can also be used on a target other than the character; the character must touch the target and maintain concentration for a 5 counted action.&amp;lt;/blockquote&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 4:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;Avoidance:&#039;&#039;&#039;&amp;lt;/i&amp;gt; This skill will negate all melee weapon delivered attacks against the character for 10 seconds, calling “No Effect” to such attacks while it is active. While active, the character may still attack with ranged weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Dodge:&#039;&#039;&#039;&#039;&#039; This skill allows the character to avoid a single packet or bullet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
=== Dailies: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Agility&#039;&#039;:&#039;&#039;&#039; This skill becomes active by announcing “Agility!” Once activated, it lasts for 5 minutes or 1 Encounter, whichever is longer. While this skill is in use, the character will take Reduced: Half Damage, rounded up, from all numerical damaging effects, such as weapon damage. This ability does not reduce effects, such as Nausea or Sleep, or any other effect that does not deal damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;High Inertia&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;High Inertia:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;&#039;  High Inertia arrows have a second weight in the shaft to deliver a second jolt of kinetic energy.  High Inertia arrows effectively hit twice; this is called as &amp;quot;Double Attack&amp;quot; in response to a legally-defended arrow attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hunter&#039;s Call&#039;&#039;:&#039;&#039;&#039;  This skill allows the character to summon an animal natural to the terrain that the character is currently in. This animal can be given a command action which it will perform to the best of its abilities for up to 1 hour. The creatures summoned by this skill are above average intelligence for their species, such that they can comprehend complex commands. This skill cannot be used in combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;i&amp;gt;Sap&amp;lt;/i&amp;gt;:&#039;&#039;&#039;  This effect incapacitates a target, denying them the ability to take action and making them unaware of their surroundings. While under this effect they are not &#039;&#039;Helpless&#039;&#039;. Any damage or violent movement will end this effect, otherwise they will remain in this state for up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;i&amp;gt;Smoke Screen&amp;lt;/i&amp;gt;:&#039;&#039;&#039;  This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the user must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;i&amp;gt;Snare&amp;lt;/i&amp;gt;:&#039;&#039;&#039; This effect causes the target to become unable to move, suffering the effect of a &#039;&#039;Natural Pin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickness:&#039;&#039;&#039;&amp;lt;/i&amp;gt;  This skill allows the character to reduce a counted action by a degree of time. This cannot be stacked with itself for multiple reductions. This skill is considered a Passive Temporary Reduction.&lt;br /&gt;
&lt;br /&gt;
*Over 60 seconds is reduced by 50%,&lt;br /&gt;
*60 count becomes a 30 count,&lt;br /&gt;
*30 count becomes a 3 count,&lt;br /&gt;
*3 count becomes a 1 count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Warning Signs&#039;&#039;:&#039;&#039;&#039;  The signs are everywhere if you are looking for them. You can pick out tracks quick enough to notice a bad situation before you walk into, allowing you to find another route. This allows your party of up to 10 players to move past the encounter without engaging. This skill only works so long as there is another way to proceed.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hide&#039;&#039;:&#039;&#039;&#039;  This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Move Silent&#039;&#039;:&#039;&#039;&#039;  This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Track&#039;&#039;:&#039;&#039;&#039;  This skill allows the character to detect and follow the marks a target&#039;s passage leaves on the environment it passes through, or to conceal the user&#039;s trail from others. It can also be used to gain information about the target creature, or creatures being tracked. To track, you must have a Marshal to perform a Contested Roll. Unless tracking conditions change drastically, only Contested Roll pick should ever be needed to determine success or failure. Once you have failed a Contested Roll you are considered to have lost the trail and may not try again. At the time you wish to Track, you may choose to first make what is called an“Observation”, where the character spends 5 minutes studying the area. This Contested Roll, if successful, will allow you to learn information about the target being tracked, though if you fail this pick you cannot make a normal Track Contested Roll. The advantage of the “Observation” is that you do not incur as many of the normal negatives since they do not yet apply. This skill has a  general max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls.  Rangers may take Track up to 30 Ranks - they are the premiers trackers in the worlds and their reflects this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Terrain Adaptation&#039;&#039;:&#039;&#039;&#039; This power allows a character to become attuned with a certain Terrain Type that is associated with one of the Inner Elements (Fire, Stone, Water, or Wind). This allows the character to ignore many of the normal penalties that the Terrain would inflict on them.  Terrain Adaption is passive and always-on in the appropriate environment.  It can also be purchased for various environments found on Prime planes, where it serves to passively counter difficult terrain and terrain hazards (drowning, dehydration, atmospheric pressure, etc).  Terrain Adaptation on a Prime prevents passive effects but not active ones; if you&#039;re trying to inch along a cliff in the mountains but have to avoid gusts of wind and falling rocks, Terrain Adaptation (Mountain) does not help.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span id=&amp;quot;Bowyer/Fletcher&amp;quot;&amp;gt;&#039;&#039;&#039;Bowyer/Fletcher:&#039;&#039;&#039;&amp;lt;/span&amp;gt;: ===&lt;br /&gt;
Any competent engineer can stitch together a perfectly serviceable bow.  Rangers are trained in creating very specific effects with assorted combinations of materials, in a greatly abbreviated span of time.  Rangers with this skill are considered to have an assortment of arrows prepared during downtime, and they may select any of these at time of use.  Trick arrows are limited by Energy consumption rather than the usual crafting limits (components and time). &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elemental Shot:&#039;&#039;&#039;&#039;&#039;  Changes the Flavor of an arrow to any of the four classical elements, or to lightning. Shadow and Spirit are beyond the purview of basic arrow physics but not untenable and do occur in places - you&#039;ll just have to ask those sources for their schematics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dipped:&#039;&#039; Dipped arrows sacrifice slicing damage for toxin delivery.  The base Dipped arrow is called as &amp;quot;Poison Exhaustion&amp;quot; and delivers the Exhaustion effect.  There are lots of variations on the theme across the worlds.  Not coincidentally, there is a great deal of overlap between arrows dips and Chemistry effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tuning Fork&#039;&#039;: This is a small fork attached to the head of the arrow, tuned to resonate against the victim&#039;s vocal chords and prevent their use.  This is called as &amp;quot;Physical Silence Shot&amp;quot;.&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Explosive Shot&#039;&#039;:&#039;&#039;&#039; Adds the &amp;quot;critical&amp;quot; tag to one shot..&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Beacon&#039;&#039;:&#039;&#039;&#039; Beacon causes no damage. Characters affected by Beacon can be tracked without a roll by the Ranger than inflicted the Beacon. In the case of defenses that cause Tracking to fail without a test, Beacon allows for a normal contest. Beacon is good for 100 miles per Ranger level and lasts no longer than 48 hours without reinforcement. You may submit two BGA&#039;s to keep your Beacon alive into the next event. Beacons are not trustworthy across planar borders - they may or may not continue to function at all or may provide misleading information.  Beacon is delivered as &amp;quot;Physical Beacon Shot&amp;quot;.  It can be removed by anyone with Bowyer/Fletcher of any level in five minutes of concentration, or any Advanced Engineer in sixty minutes.&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;Level 3&#039;&#039;&#039;:&amp;lt;/u&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Pinpoint&#039;&#039;:&#039;&#039;&#039;  Pinpoint shot is a smaller arrowhead, designed to fit in between plates or through chain links.  Pinpoint arrows inflict Body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;Level 4&#039;&#039;&#039;:&amp;lt;/u&amp;gt; &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Magnetic Shot&#039;&#039;:&#039;&#039;&#039;  Magnetic arrowheads attract other arrowheads; after landing a Magnetic Arrow, a Ranger can voice deliver further arrows to the victim.  Voice-delivered arrows can involve Offense skills but can&#039;t involve any other trick arrows. Magnetic Shot is called as &amp;quot;Physical Magnetic Shot&amp;quot;; further arrows delivered to the target are called as Voice &amp;lt;whatever&amp;gt;.  (&#039;&#039;I&#039;m on the fence about individualizing this; magnets don&#039;t care very much about who shot them and it feels themey for one archer to connect a magnetic shot so five archers can all start calling voice effects, but I worry about the field playability of this.  For now,  you can only Voice deliver targets you yourself have tagged with Magnetic but that may change in response to field conditions.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Stun Shot&#039;&#039;:&#039;&#039;&#039;  These are blunted arrows not intended to pierce or kill.  Stun Shots are called as &amp;quot;Physical Stun Shot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cloaking Shot&#039;&#039;:&#039;&#039;&#039;  A character hit with this shot instantly becomes Hidden, for a brief time. This skill is packet delivered (or self-delivered without a packet) as &amp;quot;Physical Conceal.” Once activated, the affected character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=710</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=710"/>
		<updated>2024-05-17T18:35:24Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Paladins at their core are defenders of right.  These are the people driven or called to stand firm against the forces of evil. Right is a big topic and definitions vary, but commitment does not.   &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  Paladins are trained in the heaviest armor their temples or societies can manufacture.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Weapons]]&#039;&#039;&#039;:  Paladins are trained by default in long weapons, medium weapons, small shields, and medium shields.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big href=&amp;quot;Class Feature&amp;quot;&amp;gt;[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Conviction:&#039;&#039;&#039; &#039;&#039; This is a measure of how well and how consistently your Paladin adheres to her oath.  It costs no SP, and caps at Rank 10 (for now).  A Paladin’s base weapon Focus is equal to one-third of her Conviction Rank (rounded down).  Conviction also influences her base mana pool, in a somewhat less linear fashion.  Extra weapon Focus is available at 20sp each.  Extra mana is available at one SP each.&lt;br /&gt;
&lt;br /&gt;
Conviction typically accumulates at two points per event.    Further noteworthy acts can accumulate as many as four in one event, but the curve steepens for the third and fourth points and cannot be counted on.  Conviction Rank is equal to one-fifth of earned Conviction, rounded down.  (Conviction’s also trivially easy to lose. If it ever reaches zero, a Plot event ensues.)  For the benefit of people who prefer the visualization:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wikitable,style=&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Conviction Total&lt;br /&gt;
!Conviction Rank&lt;br /&gt;
! Base Main Hand Melee Damage&lt;br /&gt;
!Base Mana Pool&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |1-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |6-10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |11-15&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |16-20&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |21-25&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |35&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |26-30&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |6&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |35&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |31-35&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |7&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |36-40&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |8&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |41-45&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |9&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |45&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |46-50&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; href=&amp;quot;Class Feature&amp;quot; |10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |50&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;p&amp;gt;For the rare-but-inevitable cases of Paladin characters starting above 1st level, they&#039;ll be afforded a measure of Conviction to start.  The specifics will vary on a number of factors but if you retire a high-level character and apply the build to a new Paladin, you shouldn&#039;t worry about starting with 10 mana and base weapon damage.  For the initial cases, new Paladins coming in as replacements for characters lost to reset, they&#039;ll start at 25 Conviction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Oathsworn:&#039;&#039;&#039; &#039;&#039; This is the both the source of and the counterweight to Conviction.  A Paladin has to have a Code.  There’s a good bit of latitude here for individual Paladin characters.  Some examples are provided below, but that list is not exhaustive.  Paladins occur in any culture that survives long enough to support them, and a Desert Elf Paladin warding off the winds and sands will have a different Code than a Paladin on the front lines of a war against evil. &amp;lt;u&amp;gt;&#039;&#039;&#039;The details of Codes and their development are listed below.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills]]:&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Martial&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Focus + 1&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Focus +2&lt;br /&gt;
|Focus +1&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Focus +3&lt;br /&gt;
|Focus + 2&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Energy (1-16)&lt;br /&gt;
|None&lt;br /&gt;
|1 per&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Energy (17-24)&lt;br /&gt;
|16 Energy&lt;br /&gt;
|2 per&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Weapon Ward&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Parry&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Riposte&lt;br /&gt;
|Parry&lt;br /&gt;
|5&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Disarm Strike&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Maim Strike&lt;br /&gt;
|Disarm Strike&lt;br /&gt;
|4&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Stun Strike&lt;br /&gt;
|Maim Strike&lt;br /&gt;
|6&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Slay Strike&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|8&lt;br /&gt;
|5 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Mana (1-20)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-1st level Paladin Spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|1 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-2nd level Paladin spell&lt;br /&gt;
|1st level Paladin spell&lt;br /&gt;
|1*&lt;br /&gt;
|2 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-3rd level Paladin spell&lt;br /&gt;
|2nd level Paladin spell&lt;br /&gt;
|1*&lt;br /&gt;
|3 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-4th level Paladin spell&lt;br /&gt;
|3rd level Paladin spell&lt;br /&gt;
|1*&lt;br /&gt;
|4 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-5th level Paladin spell&lt;br /&gt;
|4th level Paladin spell&lt;br /&gt;
|1*&lt;br /&gt;
| 5 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Healing Pool I&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Healing Pool II&lt;br /&gt;
|Healing Pool I&lt;br /&gt;
|5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Chain Spell&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-Diagnose&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-First Aid&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
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|&lt;br /&gt;
| href=&amp;quot;Spells&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants.  Many are melee modifications and simply modify a weapon call.  Any spell that&#039;s not is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).&lt;br /&gt;
&lt;br /&gt;
Spellcasting classes can learn spells in one of two ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event.&amp;lt;/li&amp;gt;&lt;br /&gt;
#If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;1st Level:&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;&#039;&#039;Ligh&#039;&#039;t:&amp;lt;/b&amp;gt; Allows for the use of a muted flashlight or glowstick for up to 12 hours.&lt;br /&gt;
*&amp;lt;i&amp;gt;&#039;&#039;&#039;Stalwart:&#039;&#039;&#039;&amp;lt;/i&amp;gt; Immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating.  This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.  Stalwart can also heal 5 body, in the rare cases where it&#039;s needed to do, but it&#039;s almost always better to use Heal Pool for body damage.&lt;br /&gt;
*&amp;lt;i&amp;gt;&#039;&#039;&#039;Shining Blade:&#039;&#039;&#039;&amp;lt;/i&amp;gt; Swings silver or magic for one strike&lt;br /&gt;
*&amp;lt;i&amp;gt;&#039;&#039;&#039;Cure Weakness:&#039;&#039;&#039;&amp;lt;/i&amp;gt; Ends the duration of all Weakness effects currently active on the target.&lt;br /&gt;
*&amp;lt;i&amp;gt;&#039;&#039;&#039;Smite&#039;&#039;&#039;&amp;lt;/i&amp;gt;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells.  Smite is not called; the damage is simply added to the weapon damage call.&lt;br /&gt;
*&amp;lt;i&amp;gt;&#039;&#039;&#039;Rest In Peace:&#039;&#039;&#039;&amp;lt;/i&amp;gt; immediately destroys one willing target.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead.  Rest in Peace is weapon delivered.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;2nd Level:&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;&#039;&#039;&#039;Impenetrable:&#039;&#039;&#039;&amp;lt;/i&amp;gt; prevents one attack from going to body, damage is applied normally to armor, instead.&lt;br /&gt;
*&amp;lt;i&amp;gt;&#039;&#039;&#039;Bodyguard:&#039;&#039;&#039;&amp;lt;/i&amp;gt; diverts all damage (but not effects) from a friendly target in melee range to the Paladin casting this spell.  Once cast, that damage is not optional - whatever hits your ward hits you instead, not matter how much you would rather it didn’t.  Bodyguard continues transferring damage into bleed-out and like most effects, ceases when the death count begins.  Bodyguard is cast by weapon strike and called simply as &amp;quot;Bodyguard&amp;quot; - the weapon strike is required both to limit range and notify your protected that you&#039;re taking the damage and he/she is not.&lt;br /&gt;
*&amp;lt;i&amp;gt;&#039;&#039;&#039;Resolve:&#039;&#039;&#039;&amp;lt;/i&amp;gt; adds +2 strength for one encounter or five minutes, self-only&lt;br /&gt;
*&#039;&#039;&amp;lt;b&amp;gt;Cure Disease:&amp;lt;/b&amp;gt;&#039;&#039; Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered, determined by the Paladin at the time of casting.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;3rd Level:&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&#039;&#039;&#039;&#039;&#039;Divine Fear:&#039;&#039;&#039;&#039;&#039; this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot; and I will slap the shit out of the first plot guy that puts Resist Divine on anything shadow-based.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;&#039;&#039;Strength of Will:&#039;&#039;&#039;&#039;&#039; renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Immovable:&#039;&#039;&#039;&amp;lt;/i&amp;gt; an Immovable Paladin is immune to any effect other than his own free will that would cause to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Block:&#039;&#039;&#039;&amp;lt;/i&amp;gt; Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
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==== &amp;lt;u&amp;gt;4th Level:&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Cure Metabolic:&#039;&#039;&#039;&#039;&#039; Cure Metabolic immediately ends the duration of all Metabolic effects on the target.&lt;br /&gt;
*&amp;lt;i&amp;gt;&#039;&#039;&#039;Sacrifice:&#039;&#039;&#039;&amp;lt;/i&amp;gt; Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obivous visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines.  Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her.  Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note:  Plot will never reduce your Conviction for refusing to cast this spell.  It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence.  Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;&#039;&#039;Bane:&#039;&#039;&#039;&#039;&#039; doubles a Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;5th Level:&amp;lt;/u&amp;gt; ====&lt;br /&gt;
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&amp;lt;li&amp;gt;&#039;&#039;&#039;&#039;&#039;Miracle:&#039;&#039;&#039;&#039;&#039; Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle, but it is otherwise deliberately left undefined.  Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable.  There is no mechanics-enforced prohibition against multiple castings of this spell.  Some caution is still advisable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;&#039;&#039;Cleanse:&#039;&#039;&#039;&#039;&#039; immediately ends the duration of all negative effects on a friendly target.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;&#039;&#039;Life:&#039;&#039;&#039;&#039;&#039; Life interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills|Skill]] Descriptions:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;&#039;&#039;Focus + X&#039;&#039;:&#039;&#039;&#039;  This is directly added to a Paladin’s base weapon damage with any weapon in which the Paladin is trained.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;i&amp;gt;&#039;&#039;&#039;Mana&#039;&#039;&#039;&amp;lt;/i&amp;gt;:  Mana is the fuel by which spells are generated.  Purchased mana stacks on top of mana earned by Conviction.  Spells cost an amount of mana equal to their level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&#039;&#039;Paladin Spells&#039;&#039;:&amp;lt;/b&amp;gt;  These are the tools of a Paladin’s magical trade.  They are purchased once and usable with mana from that point forward.&lt;br /&gt;
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&amp;lt;i&amp;gt;&#039;&#039;&#039;Energy:&#039;&#039;&#039;&amp;lt;/i&amp;gt;  This is the fuel that powers a Paladin’s martial skills.   Paladins may purchase up to 24 Energy.  Unlike their Warrior cousins, this is their limit - Paladins count on their magic and Conviction in a way Warriors do not, and consequently do not drive or direct Energy as well as Warriors do.&lt;br /&gt;
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&amp;lt;i&amp;gt;&#039;&#039;&#039;Weapon Ward:&#039;&#039;&#039; &amp;lt;/i&amp;gt; Weapon Ward counters any effect that would render a Paladin’s weapon or shield useless, including Shatter, Disarm, and Destroy.  &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.   &lt;br /&gt;
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&amp;lt;p&amp;gt;&#039;&#039;&#039;&#039;&#039;Riposte:&#039;&#039;&#039;&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Paladin’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&#039;&#039;&#039;&#039;&#039;Disarm Strike:&#039;&#039;&#039; &#039;&#039; Disarm Strike is delivered via melee weapon and causes the Disarm effect on a successful hit.  Disarm Strike, as an exception to the usual melee hit rules, does take effect on a successful strike directly to the target item. (&#039;&#039;I know, I know, I’m just worn out explaining this to literally everyone that purchases this skill and opening it up saves my aspirin budget.&#039;&#039;)&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&#039;&#039;&#039;&#039;&#039;Maim Strike:&#039;&#039;&#039;&#039;&#039;  Maim Strike inflicts the Maim Limb effect on a successful melee hit.  Limbs can be specified, but if they are not, the choice of afflicted limb goes to the defender.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Slay Strike&#039;&#039;:&#039;&#039;&#039;  Slay Strike inflicts Slay on a successful melee hit.  This is identical in effect to other Slays, but bear in mind that Fighters aren&#039;t being judged for their body counts and Paladins are.  Slay Strike is here to remove unrepentant evil (however you define that); slobbering it all over everything like ketchup on fries has... consequences.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Stun Strike&#039;&#039;:&#039;&#039;&#039;  Stun Strike inflicts the Stun effect on a successful melee hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;b&amp;gt;Healing Pool I/II:&amp;lt;/b&amp;gt;&#039;&#039;  A Healing Pool is a small volume of raw mana a Paladin can use to seal up wounds.  Each level of Healing Pool awards 25 points of healing; this is packet- or weapon-delivered in increments of 5 as &amp;quot;I summon X healing&amp;quot;.  Paladins may heal themselves without an in-game incant or a free hand, announced as &amp;quot;Divine Heal X&amp;quot;, also in increments of 5, up to 25.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin Powers:&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Desperate Rush&#039;&#039;:&#039;&#039;&#039;  This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset.  This can be learned multiple times, handy for slow learners and the defensively challenged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Righteous Chorus&#039;&#039;:&#039;&#039;&#039;  Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet.  It can deliver Life, and if this is not also &#039;&#039;Desperate Rush&#039;&#039;ed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target.  Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five.  Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Only When Called:&#039;&#039;&#039;&#039;&#039;  This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied.  For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&lt;br /&gt;
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== &#039;&#039;&#039;Codes:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Code is nothing more or less than a statement of what a given Paladin holds as &amp;quot;right&amp;quot;.   Codes in place are &#039;&#039;absolute&#039;&#039;.  There are no exceptions for expediency, or the greater good, or external pressure.  A Paladin does not waver from Right simply because Right isn&#039;t popular or profitable.  This is, both literally and symbolically, the core of their power.  &lt;br /&gt;
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That said, Right and Wrong can be very big concepts.  It&#039;s good for people to learn, to grow, and to allow wisdom to influence Right.  Rigid adherence to unchanging laws, even in the face of revelatory learning, in not a good in itself.  Too much of this can easily lead to real evil being perpetrated in the name of good.  To reflect that, new Paladins are only required to uphold one central Tenet - this is the base from which all other conclusions are drawn.  As they interact with the world and grow, they add more tenets to help them define Right from Wrong in a more specific sense.  A Paladin adds a new Tenet to her Code at every other Conviction Rank, to a minimum of four.&amp;lt;blockquote href=&amp;quot;Deep Elf&amp;quot;&amp;gt;Since that abstraction can be a little tough to wrangle, consider two Paladins that both start with &amp;quot;help the needy&amp;quot; as their initial Tenet.  One, after spending some time at soup kitchens and shelters, decides that it&#039;s also good to attack this problem at it source, and adds Tenets to lobby for change, to improve conditions, and to avoid the actions they believe to result in more needy people.  The other, having spent her nights fending off bandits and other predators, adds Tenets to prosecute victimizers so they can&#039;t inflict further harm on people that were already troubled - &amp;quot;zero tolerance for bullies&amp;quot;, maybe.  The goal is the same - alleviating need - but the approach is very different.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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Similarly, things that seemed absolute at the outset of a Paladin&#039;s career may seem less so after some time in the worlds.  If your Paladin grew up in a human town constantly subjected to Elven Raiders, you might have started with &amp;quot;suffer not the Elf to live&amp;quot; as your core tenet.  Fast forward five years, when you&#039;ve actually met some Elves and realized that it&#039;s almost always wrong to generalize like this; you can (and should) expand your thinking.  Revising your Code is possible, even your core tenet if it&#039;s proven less than what you imagined, but it comes at a cost.  Beliefs become harder to release the longer they&#039;re held.  Changing your Code costs ten percent of your accumulated Conviction; this makes it cheap to do early and progressively more painful as your beliefs mature and solidify. &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	These are some examples from various places, intended here as fuel for thought. Again, this is not exhaustive and we’ll work with you on whatever weirdo corner case your Paladin might need.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;big href=&amp;quot;Summerfall&amp;quot;&amp;gt;&#039;&#039;&#039;[[Priya]]’s Samurai&#039;&#039;&#039;&#039;&#039;:&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;  This is the oath sworn by the few [[Deep Elf]] Paladins remaining in [[Anteris]] and sworn by all the ghosts back when they were alive.  &lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Not One More&#039;&#039;:&#039;&#039;&#039;  The safety of Deep Elves is the highest duty.  Everything else is secondary to this consideration.&lt;br /&gt;
*&#039;&#039;Blade of the Empress&#039;&#039; - The Empress’s word is law.  Her commands are carried out without hesitation and only so many questions as are required to understand her will.  &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;No Fear:&#039;&#039;&#039;&#039;&#039; Samurai do what is right regardless of the opposition.  If a Lord of [[Acheron]] moves to harm a [[Deep Elf]], that Lord will be attacked with all that a Samurai can muster.  No elf is above failure.  No failure must ever come from cowardice.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Bladesworn:&#039;&#039;&#039;&#039;&#039; Samurai fight in the open, honestly.  Samurai do not poison their enemies’ food or drink, do not strike from stealth, and do not strike from behind.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Amends&#039;&#039;&#039;&#039;&#039;:&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Contrition&#039;&#039;&#039;&#039;&#039; - Where the creeds contradicts itself (slaying an enemy with a bow in order to save a Deep Elf’s life, or refusing an order from the Empress that will bring harm to a Deep Elf), a Samurai must act guided by his own conscience and then spend at least one hour in meditation repenting for his crime.  This meditation must occur as soon as feasible without incurring further breaches of the creed.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;u href=&amp;quot;Zilicus&amp;quot;&amp;gt;&#039;&#039;&#039;Knights of [[Summerfall]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039; &#039;&#039; This was the Code sworn by [[human]] knights of [[Anteris]] before their near-extermination. &lt;br /&gt;
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	&#039;&#039;&#039;&amp;lt;i&amp;gt;Protect the Innocen&amp;lt;/i&amp;gt;t:&#039;&#039;&#039; “Innocent” is always a complicated concept but protection is not:  A Knight must put herself between harm and people she regards as innocent.  (Many postwar Knights toss the word ‘human’ in there at the end of this but the original form of the creed swore Knights to protect any innocent person regardless of race.)&lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Help the Helpless:&#039;&#039;&#039;&#039;&#039; Knights assist the defenseless in any way that the defenseless need, to the limits of their own abilities.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Eyes Wide Open:&#039;&#039;&#039;&#039;&#039; a Knight does not turn a blind eye to corruption, injustice, or cruelty…&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Above It:&#039;&#039;&#039;&#039;&#039; …nor she does accept these things in herself.  The ends do not justify the means.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Amends:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Balance the Scales&#039;&#039;:&#039;&#039;&#039;  Knights of Summerfall that break the Code are generally required to make amends in whatever way brings their conscience back into harmony with the Code.  Apologies, damages paid, services owed, debts taken on, there are many forms of this.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Whiteblades&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;:  Typical of Codes sworn by [[Acheron]]’s [[Biomancers]].  Presented here as a less typical form of Paladin.&lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Hold the Line:&#039;&#039;&#039;&#039;&#039; No evil steps foot into [[Home]].&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Against the Night:&#039;&#039;&#039;&#039;&#039; Suffer not the minions of Death.  (This is currently in some flux, with the recent overtures from [[Zilicus]] and some odd corner-cases introduced by interaction with the Prime.  Until a decision is made, act as your conscience guides you.)&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;No Matter the Cost:&#039;&#039;&#039;&#039;&#039; Once a stand is taken, it is carried out to the end. (‘stand’ is interpreted broadly.  By intent, a Whiteblade defends any position he stakes out, whether it&#039;s on a battlefield or a court martial.  “To the end” is deliberate to disambiguate from ‘to the death’ - [[Biomancers|Biomancer]] Command frequently plays all kinds of funny games with feints and diversions.  Paladins may be expected to break ranks and flee and that’s okay, as long as ‘break ranks and flee’ was the plan going in or an acceptable branch of the decision tree.)&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Even to Thyself:&#039;&#039;&#039;&#039;&#039;   Do not become the monster you fight.  (Back Home, Whiteblades are scheduled time with therapists trained in seeing the warning signs of a Paladin in psychological danger of giving in to the darkness.  Usually monthly, sometimes weekly in periods of abnormally high stress.)  &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Amends:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Whiteblades rarely find themselves in contradictory situations.  The Code is clear and their environment has clearly drawn lines.  Consequently, lapses are immediately regarded as failures in character and referred for psychological evaluation.  This is not as much fun as it seems.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Mage&amp;diff=709</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Mage&amp;diff=709"/>
		<updated>2024-05-17T18:34:20Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
Mages are people who make their living with the study and use of magic.  Magic is a difficult, demanding mistress and achieving great skill with the mystic arts precludes great skill in other demanding disciplines.  Student Mages are not encouraged to waste their time with trivia like &#039;armor&#039; or crudities like &#039;weapons&#039;.  For a mage, magic is weapon, armor, shield, and comfort.  Even small branches out into other areas of study frequently relate back to magic.  Mages can excel at creating potions and runes without sacrificing a great deal of their magic.  Mages tend to analytical minds and this makes them fine engineers, if they can be persuaded to sacrifice a bit more of their raw capability.&lt;br /&gt;
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&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Moving under stress in armor is a trained, physical activity and not something Mages are taught.  Mages may wear Costume Armor without spending precious resources to learn better.&lt;br /&gt;
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&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Mages are skilled in the use of magic implements:  Daggers, Staves, and Wands.  &lt;br /&gt;
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&#039;&#039;&#039;Mana:&#039;&#039;&#039; Mages may purchase mana &amp;lt;s&amp;gt;without limit&amp;lt;/s&amp;gt; up to 120 because of haters, although their efficiency suffers a bit past the efficient limit of 100.  This more than anything is what distinguishes a Mage from a dabbler.&lt;br /&gt;
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&amp;lt;p&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Second Breath&#039;&#039;:&#039;&#039;&#039;  A Mage may reset his spell pool without cost, count, or announcement once per reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Overcast&#039;&#039;:&#039;&#039;&#039;  A Mage up against the wall may burn one base Body point to immediately generate 10 Mana, to the limit of his base Body points.  A Mage that does this cannot use their magic for ten minutes per Body spent, and Mages cannot Overcast more than their base Body in any given reset.  This damage cannot be healed with magic, although they may heal it with chemical or natural remedies.  Overcast is a weapon of last resort; Mages loathe being severed from their magic, but when things are bad enough, Overcast provides one last hope.&lt;br /&gt;
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== Mage Skills ==&lt;br /&gt;
&#039;&#039;A note about Spells:  The SP cost listed for spells below applies if your Mage wants to teach him/herself a spell without a scroll.  If you have a scroll available, you can read that into memory and avoid the SP cost entirely; the SP cost is available as a means to ensure that your Mage can acquire spells even a given scroll is elusive, or overpriced, or just sold by someone you can&#039;t get along with.&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
!&lt;br /&gt;
!2nd level spell&lt;br /&gt;
!1st School, 1st level spell&lt;br /&gt;
!1*&lt;br /&gt;
|-2 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!3rd level spell&lt;br /&gt;
!1st School, 2nd level spell&lt;br /&gt;
!1*&lt;br /&gt;
|-3 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!4th level spell&lt;br /&gt;
!1st School, 3rd level spell&lt;br /&gt;
!1*&lt;br /&gt;
|-4 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!5th level spell&lt;br /&gt;
!1st School, 4th level spell&lt;br /&gt;
!1*&lt;br /&gt;
|-5 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!6th level spell&lt;br /&gt;
!1st School, 5th level spell&lt;br /&gt;
!1*&lt;br /&gt;
|-6 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!7th level spell&lt;br /&gt;
!1st School, 6th level spell&lt;br /&gt;
!1*&lt;br /&gt;
|-7 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!8th level spell&lt;br /&gt;
!1st School, 7th level spell&lt;br /&gt;
!1*&lt;br /&gt;
|-8 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!9th level spell&lt;br /&gt;
!1st School, 8th level spell&lt;br /&gt;
!1*&lt;br /&gt;
|-9 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 1&lt;br /&gt;
!None&lt;br /&gt;
!0&lt;br /&gt;
|-See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 2&lt;br /&gt;
!Spell Pool 2&lt;br /&gt;
!5&lt;br /&gt;
|-See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 3&lt;br /&gt;
!Spell Pool 2&lt;br /&gt;
!10&lt;br /&gt;
|-See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 4&lt;br /&gt;
!Spell Pool 3&lt;br /&gt;
!15&lt;br /&gt;
|-See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 5&lt;br /&gt;
!Spell Pool 4&lt;br /&gt;
!15&lt;br /&gt;
|-See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 6&lt;br /&gt;
!Spell Pool 5&lt;br /&gt;
!15&lt;br /&gt;
|-See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
&#039;&#039;&#039;Metamagic&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Ley Point 1-20&lt;br /&gt;
!1 Mana&lt;br /&gt;
!2&lt;br /&gt;
|-Fuel&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Hasten Spell&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
|-1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Natural Spell&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
|-2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Penetrating Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
|-2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Arcane Spell&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
|-3 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Revitalize&lt;br /&gt;
!-&lt;br /&gt;
!5&lt;br /&gt;
|-See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Elemental Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
|-2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mana Shield&lt;br /&gt;
!-&lt;br /&gt;
!10&lt;br /&gt;
|-5 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Siphon Mana&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
|-1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Aura Emulation&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
|-2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Storm&lt;br /&gt;
!-&lt;br /&gt;
!5&lt;br /&gt;
|-3 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!Miscellaneous&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Cancel Magic&lt;br /&gt;
!-&lt;br /&gt;
!6&lt;br /&gt;
|-None&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Chain Spell 1-5&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
|-None&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Diagnose&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
|-None&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!First Aid&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
|-None&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mirror Image&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
|-Daily&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Portal Manipulation 1-5&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
|-Varies&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mage Skill Descriptions: ==&lt;br /&gt;
&lt;br /&gt;
=== Magic Skills: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Mana&amp;lt;/b&amp;gt;:  Mana is the fuel by which spells are generated.  Spells are leveled 1-9 and every spell costs an amount of mana equal to its level to cast.  Mages pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point unto infinity.   Collectively, a Mage&#039;s available mana is referred to as a pool, despite the confusing overlap with the unrelated &amp;quot;spell pool&amp;quot; used for linear magic delivery.  Mages on every world refer to things like the &amp;quot;depth&amp;quot; of their mana pools.  It&#039;s an odd idiosyncrasy of the cosmos.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Schools&amp;lt;/b&amp;gt;:  Schools are variously referrred to as Paths or Disciplines or Flavors at various places on various worlds.  Whatever the name, a School is just a grouping of spells related to each other in some way.  Learning a School allows your mage to acquire and cast spells from that School.  Far and away the most common Schools are Evocation and Spirit; these are the first two taught at every accredited magic school and every Mage can learn the workings of those Schools without significant trouble.  Other Schools do exist; Shadow is known (and feared) across the worlds.  Others tend to be so narrow in purpose that they&#039;re not useful outside of their niches, or so carefully guarded that learning them is a massive, epic task.   Nature may or may not be a School of magic.  Scholars have debated this as far back as anyone can remember; the use of mana and the general similarity in the casting process argues that Nature is a School.  The fact that no Mage yet has managed to learn to it argues that&#039;s a magic-like philosophy and so different from &amp;quot;normal&amp;quot; mana manipulation that it&#039;s not actually a School so much as it is a perspective, one incompatible with Magery.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Spell 1-9&amp;lt;/b&amp;gt;:  Broadly speaking, Mages may learn spells in one of two ways.  The easiest is simply transcribing a written formula into memory, and Mages prefer this where the option is available.  In order to do this, all your Mage needs is a scroll of the relevant spell and enough time to read it and learn it.  Spells learned in this way cost no Skill Points, further endearing it to the Mages of the worlds.  Where this isn&#039;t possible (some places have outright banned Evocation magic from the lower classes, for example), it&#039;s possible to gut it out and teach yourself the spell.  Doing this has no monetary cost, but it does incur a cost in skill points instead.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Spell Pool&amp;lt;/b&amp;gt;:  Mages can step out of the way of their own spellcasting process and instead elect to just push unshaped mana.  Doing this is faster and less stressful than formal spellcasting.  One point of spell pool generates 1 point of healing or elemental damage, to a limit of 20 points at a time.  This is cast as &amp;quot;I summon X &amp;lt;healing | damage type&amp;gt;&amp;quot; and packet delivered.  Every rank of Spell Pool adds 25 points of usable pool.  Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level spell Evocation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;(&#039;&#039;A note about Spell Pool:&#039;&#039;  &#039;&#039;No character can have Spell Pool and Mana totalling &amp;gt; 200 points.  You can have 100 Pool and 100 Mana, or 50 Pool and 150 Mana, or any other combination that does not exceed 200.  Since it&#039;s likely that your Mage will start well under this cap and grow out of it, your Mage is free to unlearn Spell Pool at the cost of one BGA to make room for more Mana.  Spell Pool is here for low-level Mages, so they can participate in the game after their woefully small mana pools have run dry, and as an option for Mages that are more interested in sustained output than variety of effects.&#039;&#039;)&amp;lt;/s&amp;gt;  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Metamagic, as the name implies, is magic that affects magic.  Metamagic effects modify spells in some way, or modify some other aspect of magic in some way spells cannot.  Metamagic is fueled by Ley Points, and there are as many arguments about what Ley actually is as there are people making them.   Mages purchase Ley Points directly, at 2 SP each, and a Mage cannot buy more than 20 total.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Hasten Spell:&amp;lt;/b&amp;gt;  A Hastened Spell is delivered without a formal incant; this is called as &amp;quot;Magic &amp;lt;Spell Effect&amp;gt;&amp;quot;.  Hastened Spells bypass a number of usual spellcasting restrictions; they do not require incants and hence may be delivered while Silenced or otherwise deprived of speech.  Hastened Spells may also be cast while confined.  Hastening a spell costs 1 Ley Point.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Natural Spell:&amp;lt;/b&amp;gt;  A Natural Spell is the closest Mages have gotten to Nature magic.  Shaping a spell in this way eliminates the incant as Hasten Does, but is called as &amp;quot;Natural &amp;lt;Flavor&amp;gt; Effect&amp;gt;&amp;quot; and thereafter obeys the rules of the Natural delivery vector.  Full details are available under Effect Delivery but briefly, Natural effects are stopped by shields, resisted with Resist Natural instead of Resist Magic, and affected by whatever nonsense &#039;magic&#039; Callers use.  Natural effects tend to be easier to stop than Magical effects, but some creatures are painfully resistant to magic and easily victimized by Natural effects.  The existence of the Fae alone guaranteed that some Mage was going to develop this.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Penetrating Spell&amp;lt;/b&amp;gt;:  Penetrating Spell shapes mana such that it punches right through armor; Penetrating Spells are cast as normal but have the call &amp;quot;body&amp;quot; appended to the incant.  Unlike most metamagic, Penetrating Spell can be applied to Spell Pool.  The cost must be paid separately for every application of Spell Pool and this can get expensive, but against heavily-armored targets with frail physiques it can also be lifesaving.  Healing Pool can be delivered this way despite normally being desirable and normally affecting Body to start with; this is the means by which Mages attack undead and other life-hating monsters.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Arcane Spell&amp;lt;/b&amp;gt;:  An Arcane spell functions much like a Natural spell, delivering an effect without incant or motion.  Arcane Spell is called as &amp;quot;Arcane &amp;lt;Flavor&amp;gt; &amp;lt;Effect&amp;gt;&amp;quot;, where Flavor can be any usual Elemental Flavor for Evocation effects and Spirit for Spirit Effects.  Arcane is comparatively rare in the worlds and defenses to it are much less common than Resist Magic.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Elemental Spell&amp;lt;/b&amp;gt;:  Elemental Spell is a similar modification to a spell, called as &amp;quot;Elemental &amp;lt;Flavor&amp;gt; &amp;lt;Effect&amp;gt;&amp;quot; .  Elemental Attacks are very powerful against opposing-element targets and some creatures that are vulnerable to certain elements.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Revitalize&amp;lt;/b&amp;gt;:  Revitalize breaks down Ley Points into raw mana, which can then be channeled to cast spells as usual.  Revitalize costs one Ley Point to create 5 mana, and can only be used over the course of a given event to replenish a volume of mana equal to your base mana pool.  This means, under normal circumstances, that you can generate no more than 100 extra points of mana per event, at the cost of losing your use of Ley Skills for that event.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Mana Shield&amp;lt;/b&amp;gt;:  Mana Shield wraps your mana around you in a shell, hopefully one that wards off enough damage for someone else to come and save you.  &amp;lt;s&amp;gt;This is called as &amp;quot;Mana Shield&amp;quot; and as soon as that call is made, incoming damage is applied to your Mana pool instead of your armor or body.  Damage to a Mana shield is considered Body damage for the purposes of carriers and other &amp;quot;must do body&amp;quot; effects.  If you have damage reduction in some flavor, it does not apply to a Mana Shield.  You may continue to cast spells with an active Mana Shield, if you can track a resource being depleted from two sources, but you might consider talking to a Fighter about the wisdom of burning your protection while someone is trying to kill you.&amp;lt;/s&amp;gt;  Mana Shield is cast before entering combat and translates mana points directly into armor points.  Mana Shields cannot be reset or refitted like real armor can.  While your Mana Shield is active, your mana pool is reduced by the amount spent for armor - if you spend 50 out of your 100 mana on a Mana Shield, your mana pool stops at 50 until the armor is depleted or the effect is dismissed (&#039;&#039;this is intended to prevent loops from forming - I spend 100 mana on Mana Shield, drink some potions to get back up to 100, then dump another hundred on mana shield, drain some buddies to get back up to 100 again, and stroll out on to the field with four full fighter&#039;s worth of armor and 100 mana to throw&#039;&#039;).  (&amp;lt;i&amp;gt;Also, I am aware that this differs in mechanics from the more familiar mana shields of video game fame.  I am not necessarily opposed to a more traditional function, but I need to see what the real impact of high-armor mages is, and then I&#039;ll start dipping toes in the water to see how realistically people can track one pool for incoming damage and outgoing fuel at the same time.)&amp;lt;/i&amp;gt;   &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Siphon Mana&#039;&#039;&#039;:  This allows your Mage to drain Mana from a &#039;&#039;&#039;&#039;&#039;willing&#039;&#039;&#039;&#039;&#039; donor into your own Mana pool.  This costs one Ley Point per transfer and may transfer only enough mana to return your pool to full.  &amp;lt;i&amp;gt;(Editor&#039;s Note:  I have been and been up against enough bad guys to understand how fluid the definition of &amp;quot;willing&amp;quot; gets.  When I say &#039;willing&#039; here, I mean &#039;would do absent any pressure outside one&#039;s one will&#039;, not &#039;more willing to give mana than have a couple teeth drilled through&#039; or &#039;more willing to give mana than watch the orphanage burn down&#039;.)&amp;lt;/i&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Aura Emulation&#039;&#039;&#039;:  As practiced by Mages, this allows for mana to reflexively retaliate against a melee strike.  This is called as &amp;quot;20 &amp;lt;Flavor&amp;gt; Aura&amp;quot; in response to being struck.  Aura Emulation allows for any of the four usual elemental flavors and Spirit.  Other Auras are known to exist but those are not readily available and learning them can be a chore.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Mage Skills: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Chain Spell&amp;lt;/b&amp;gt;:  Chain spells delivers one beneficial spell to one extra target per level of Chain Spell.  A Mage with 5 levels of Chain Spell can cast Magic Shield (for example) on a total of six targets.  The spell is cast normally for the first target; successive targets are called as &amp;quot;Chain Spell &amp;lt;Effect Name&amp;gt;&amp;quot;.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Cancel Magic&amp;lt;/b&amp;gt;:  This skill allows the character to end the duration of any spell that they encounter. The time it takes to cancel the spell depends on the spells duration: if the spell’s duration is in minutes, it takes 1 minute of concentration; if the spell’s duration is in hours, it takes 10 minutes of concentration; and if the spell’s duration is in days, or is a lasting effect, it takes 1 hour of concentration. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Diagnose&amp;lt;/b&amp;gt;:   This skill will allow the character to determine the condition of the creature, by asking the following questions: “Are you- (Dying, Dead, Conscious, Unconscious, Venomed, Diseased, Stunned, Sleeping, How much body are you down)?” The character may also be able to receive other information at the marshal’s discretion. You must be within arm’s reach of the target though you do not have to touch them&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;[[Skills|First Aid]]&#039;&#039;&#039;:  This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Portal Manipulation&amp;lt;/b&amp;gt;:  Portal Manipulation is the means by which Mages use portals to move between worlds.  The cost for a given manipulation depends on the portal in question and the desired result of manipulating it.  Portal Manipulation generally requires a marshal present to adjudicate the outcome.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Level One&#039;&#039;:  This skill alerts the Mage to the presence of portals within his usual sensory range - it does not highlight portals behind closed doors, underground, or around corners.  Using this in Nexus is usually a waste of time (it&#039;s like Detect Air) but it can be extremely helpful far from home.&lt;br /&gt;
*&#039;&#039;Level Two&#039;&#039;:  Opens a portal for which the Mage has/does/knows the gate key.  Also allows for closing that portal.  This takes ten minutes of work, or can be rushed at a cost of one mana per minute.&lt;br /&gt;
*&#039;&#039;Level Three&#039;&#039;:  Allows a Mage to use planar shortcuts to travel between places on the same plane.  This acts as a Hasten Travel effect, but only between places for which a planar shortcut exists (see your marshal).&lt;br /&gt;
*&#039;&#039;Level Four&#039;&#039;:  Allows for minor adjustment of a portal&#039;s exit location.  This is the means by which Nexus Mages open portals directly onto their couches after a hard adventure.  A Mage can alter the facing of the exit and the location by up to one hundred yards for free, and may extend out to two hundred yards at a cost of one mana per ten yards of adjustment.&lt;br /&gt;
* &#039;&#039;Level Five&#039;&#039;:  Allows a mage to change the exit plane of a portal long enough for his party to pass through it.  This has no mana cost, but isn&#039;t guaranteed; no portal can be adjusted to exit into Acheron (for example) and some portals are connected in distances or ways that exclude links to certain other places.  Importantly, Nexus can &#039;&#039;always&#039;&#039; be used as an exit node; no matter where you are, if you can find any portal going anywhere, you can always get home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=757</id>
		<title>Guardian</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=757"/>
		<updated>2024-05-17T18:32:41Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Guardian&#039;&#039;&#039; ==&lt;br /&gt;
Guardians are the primal warriors of the natural world. They form strong bonds with the beasts of the wild and channel their prowess as a weapon. Often seen as nature’s defender due to their bond. Often their strong bond to the natural world calls them to its martial champion, though this is not always carried out with good action. Just as a hurricane gives little care for what it will destroy in its wake, a guardian can channel the skills into acts of destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Guardians can wear up to Medium Armor at character creation and tend to wear armors that are less manufactured.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Guardians are skilled with the following weapons: Short Weapon, Medium Weapon, Great Weapon, Spear, and Thrown. Additionally, they gain the &#039;&#039;Florentine Power&#039;&#039; free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heart of the Wild&#039;&#039;:&#039;&#039;&#039; While wielding either Two Weapons or a Great Weapon they can use their &#039;&#039;Defensive Special Attack&#039;&#039; skills as &#039;&#039;Passive&#039;&#039; skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Adaptive:&#039;&#039;&#039;&#039;&#039; While they do not weave the magic’s of nature the character can train themselves to understand its denizens. This skill allows the character to speak with natural animals, though it must be done in simple short statements and questions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Primal Fury:&#039;&#039;&#039;&#039;&#039; This skill allows the character to unleash the power of the primal world they protect granting them heightened combat prowess for a short time. When active, the character gains the following temporary benefits: +10 &#039;&#039;Body Points&#039;&#039;, +2&#039;&#039;Permanent Weapon Damage&#039;&#039;, &#039;&#039;Immunity&#039;&#039; to &#039;&#039;Charm, Shun, Sleep,&#039;&#039; and &#039;&#039;Terror&#039;&#039;. This skill lasts for 5 minutes or one Encounter. This skill can be used as a defense against &#039;&#039;Berserk&#039;&#039;, and will negate the attack and active this skill. This skill can be used once each reset at 1st level and once again for each 8 character levels, (IE. 1st, 8th, 16th, and so on.) &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Guardian: Basic Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Technique&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Deflect&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Focus +1&#039;&#039;&lt;br /&gt;
|Move Silent&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Focus +2&#039;&#039;&lt;br /&gt;
|Shatter Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Exhaustion Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +2&#039;&#039;&lt;br /&gt;
|Parry&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +6&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +4&#039;&#039;&lt;br /&gt;
|Roll&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hide&lt;br /&gt;
|6&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |&lt;br /&gt;
|Entangling Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Survival&lt;br /&gt;
|3&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nature)&lt;br /&gt;
|3&lt;br /&gt;
|Riposte&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|1 per&lt;br /&gt;
|Escape&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (17-32)&lt;br /&gt;
|2 per&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (33-36)&lt;br /&gt;
|3 per&lt;br /&gt;
|Ambush&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grasping Earth&lt;br /&gt;
|5&lt;br /&gt;
|Conceal&lt;br /&gt;
|7 SP&lt;br /&gt;
|-4 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|Dodge&lt;br /&gt;
|7 SP&lt;br /&gt;
|-4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|7 SP&lt;br /&gt;
|-4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Cyclone&lt;br /&gt;
|7 sp&lt;br /&gt;
|-4 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Guardian: Advanced Skill&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|- colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Totem&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Aquatic Totem&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Earthen Totem&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Fire Totem&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;New&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Nature’s Ire&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Guardian Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Focus -&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision -&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hide&#039;&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival -&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge (Nature) -&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy -&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasping Earth -&#039;&#039;&#039; This skill allows the character to call upon the forces of nature to aid them in combat. When used, the player announces, “All enemies in the sound of my voice &#039;&#039;Difficult Terrain&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerial Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aerial creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
&lt;br /&gt;
* An auto success to any movement based physical challenge&lt;br /&gt;
* Character gains 3 uses, hit or miss, of “Natural Venom Strike” with their melee weapons&lt;br /&gt;
* +2 &#039;&#039;Permanent Strength&#039;&#039; and allows the character to &#039;&#039;Break&#039;&#039; from &#039;&#039;Pin&#039;&#039; and &#039;&#039;Bind&#039;&#039;. This skill lasts for up to 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
&lt;br /&gt;
*Gains &#039;&#039;Underwater Combat&#039;&#039; and &#039;&#039;Breathe Liquid&#039;&#039; with no restriction&lt;br /&gt;
*Character gains 6 uses of the “&#039;&#039;Massive&#039;&#039;” Flavor Carrier,&lt;br /&gt;
*Character gains 10 &#039;&#039;Natural Armor&#039;&#039; that stack above class maximum&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthen Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time: &lt;br /&gt;
&lt;br /&gt;
*During a hold the player can move up to 20 steps&lt;br /&gt;
*Character gains 3 uses of “&#039;&#039;Binding Strike-Slay&#039;&#039;” (6 Count) with their melee weapons&lt;br /&gt;
* 5 &#039;&#039;Permanent Body Points&#039;&#039; and &#039;&#039;Endure&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of a fire creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:  &lt;br /&gt;
&lt;br /&gt;
*Immunity to &#039;&#039;Blind&#039;&#039; and can attack &#039;&#039;Hidden&#039;&#039; and &#039;&#039;Concealed&#039;&#039; targets&lt;br /&gt;
*Character gains 3 uses of &amp;quot;Elemental 30 Fire&amp;quot; delivered via packet attack&lt;br /&gt;
*Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;s Ire -&#039;&#039;&#039; This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss. [Exhaustion is as per the standard effects list]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entangle Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Entangle Strike” and landing a legal weapon blow; this is one swing, hit or miss. [Exhaustion is as per the standard effects list]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambush -&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyclone -&#039;&#039;&#039; This skill allows the character to wrap their body in fierce winds that shield him from certain attacks. When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Bard&amp;diff=758</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Bard&amp;diff=758"/>
		<updated>2024-05-17T18:31:46Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.&lt;br /&gt;
&lt;br /&gt;
Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bard’s lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Due to the difficulty heavy armors can imposing on singing and playing most instruments; Bards can only wear up to Light Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Bards are skilled with the following weapons: Short Weapon, Medium Weapon, Bow, Thrown, and gain the &#039;&#039;Florentine&#039;&#039; Power for free. Furthermore, they can use instrument based/shaped weapons of the previously mentioned sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energys:&#039;&#039;&#039; Bards utilize Energy to fuel their techniques and are limited to a max of 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Note:&#039;&#039;&#039; The first 2 &#039;&#039;Knowledge (Area)&#039;&#039; skills the characters purchases are considered Basic Class skills, and do not require an instructor. These can not be &#039;&#039;Rare Knowledge (Area)&#039;&#039;’s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hidden Lore&#039;&#039;:&#039;&#039;&#039; As a master of the road, the character has learned much about the world; in every town they travel to, they pick up a little more. This allows the character to summon up some small bit of information from a Knowledge (Area) without need of having that skill, and the information that can be garnered is equivalent to rank 4 in that Knowledge (Area). This skill can be used once each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Perform:&#039;&#039;&#039;&#039;&#039; This gives the character the ability to affect more targets by giving an extended performance. For reasons dealing with combat safety, in combat this skill can be a 30 counted action, so as not to damage actual instruments. While performing the character must maintain concentration and interruption or stopping before the time is reached will prevent the skill from having affect and will waste the energy for the skill. When this skill is used the player must announce it before the skill to be affected, IE &#039;&#039;Perform Song of Healing&#039;&#039;. At the end of the performance the character will announce, in a tone no louder than the noise generated by the performance, “All Allies Voice &amp;lt;Effect&amp;gt;”, paying the &#039;&#039;Energy&#039;&#039; cost only once but still affecting many targets. If this skill is used with &#039;&#039;Dirges,&#039;&#039; then the attack becomes delivered as &amp;lt;i&amp;gt;“&amp;lt;Target&amp;gt; Voice &amp;lt;Effect&amp;gt;”,&amp;lt;/i&amp;gt; this will only affect a single target but greatly improves the range at which it can be used. This skill can be used 3 times each reset, and an additional time for each 5 character levels (5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 15, etc.). Using this skill in conjunction with a performance art outside of combat; instrument, singing, prose, etc; will waive the times per day usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Bard: Basic Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Techniques&#039;&#039;&#039;&lt;br /&gt;
|SP Cost&lt;br /&gt;
|-Use Cost&lt;br /&gt;
|-&lt;br /&gt;
|Precision  +2&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Mobility&lt;br /&gt;
|2&lt;br /&gt;
|-1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Precision  +4&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +2&#039;&#039;&lt;br /&gt;
|Silence  Strike&lt;br /&gt;
|2&lt;br /&gt;
|-1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Precision  +6&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +4&#039;&#039;&lt;br /&gt;
|Song  of Healing&lt;br /&gt;
|2&lt;br /&gt;
|-1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|Charm  Strike&lt;br /&gt;
|3&lt;br /&gt;
|-2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|Roll&lt;br /&gt;
|3&lt;br /&gt;
|-2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
|Song  of Purity&lt;br /&gt;
|3&lt;br /&gt;
|-2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-15&lt;br /&gt;
| 1 per&lt;br /&gt;
|&lt;br /&gt;
|Dirge  of Command&lt;br /&gt;
|6&lt;br /&gt;
|-3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 16-30&lt;br /&gt;
| 2 per&lt;br /&gt;
|&lt;br /&gt;
|Escape&lt;br /&gt;
|6&lt;br /&gt;
|-3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|Sleep  Strike&lt;br /&gt;
|6&lt;br /&gt;
|-3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Dodge&lt;br /&gt;
|7&lt;br /&gt;
|-4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Song  of Resistance&lt;br /&gt;
|7&lt;br /&gt;
|-4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Bard: Advanced Skill&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Techniques&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Encore&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|Song  of Guidance&lt;br /&gt;
|2&lt;br /&gt;
|-1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Stash&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|Dirge  of Harm&lt;br /&gt;
|3&lt;br /&gt;
|-2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Dirge  of Wipe Mind&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|Song  of Inspiration&lt;br /&gt;
|6&lt;br /&gt;
|-3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Song  of Mental Focus&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|Dirge  of Slow&lt;br /&gt;
|7&lt;br /&gt;
|-4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Allegro!&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|War  Cry&lt;br /&gt;
|7&lt;br /&gt;
|-4 Energy &lt;br /&gt;
|-&lt;br /&gt;
|Strike  a Chord&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|Song of Fluidity&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bard Skills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Pool&#039;&#039;&#039;: Sometimes the right song or verse can transport you to a place in a magical way. Sometimes you ain&#039;t got the time for that and instead elect to just push unshaped emotion and wail! Doing this is faster and less stressful than what is done by formal spellcasters. One point of spell pool generates 1 point of healing or wind specific elemental damage, to a limit of 10 points at a time. This is cast as &amp;quot;I summon X &amp;lt;healing | wind&amp;gt;&amp;quot; and packet delivered. Every rank of Spell Pool (I &amp;amp; II) adds 25 points of usable pool. Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level spell Evocation.  In the unique case of Bards, they have access to both healing and damage pools and can cast form their pool either way as they see fit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allegro!:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects nearby allies by speeding them up. With a call of &#039;Hasten Magic Burst&#039; the Bard allows all their allies withing melee distance to cast their next spell via Magic Delivery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dirge of Command:&#039;&#039;&#039; This skill allows the character to strike a chord of dissonance against their foe. This attack is delivered as “&amp;lt;&#039;&#039;Target&amp;gt; Voice Command&#039;&#039;” against a target in line of sight and will cause the target to be affected by &#039;&#039;Command&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dirge of Demoralize:&#039;&#039;&#039; This skill allows the character to strike a chord of dissonance against their foe. This attack is delivered as “&amp;lt;&#039;&#039;Target&amp;gt; Voice [[Effects|Weakness]]&#039;&#039;” against a target in line of sight and will cause the target to take the &#039;&#039;[[Effects|Weakness]]&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dirge of Harm:&#039;&#039;&#039; This skill allows the character to strike a chord of dissonance against their foe. This attack is delivered as “&amp;lt;&#039;&#039;Target&amp;gt; Voice 10 Body&#039;&#039;” against a target in line of sight and will cause the target to take 10 points of Body damage to living creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dirge of Mind Wipe:&#039;&#039;&#039; This skill allows the character to remove part of a targets recent memory, acting as a &#039;&#039;[[Effects|Forget]] (1 Hour)&#039;&#039;. This skill takes 5 minutes of performance, and if the target is conscious they can choose to ignore the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dirge of Slow:&#039;&#039;&#039; This skill allows the character to strike a chord of dissonance against their foe. This attack is delivered as “&amp;lt;&#039;&#039;Target&amp;gt; Voice Slow&#039;&#039;” against a target in melee weapon range and will cause the target to be affected by &#039;&#039;Slow&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encore:&#039;&#039;&#039; This skill is used at the end of a use of Perform, the character can continue the performance so long as they maintain concentration. Each 60 count the &#039;&#039;Song/Dirge&#039;&#039; will repeat and the character can announce the effect again. This will allow the performance to continue for as long as the character maintains &#039;&#039;[[Effects|Concentration]]&#039;&#039; up to a maximum of 15 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Guidance:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects up to 3 targets, within melee weapon range, excluding the performer. The targets will gain 1 Temporary Common Knowledge Point; or grant the target +1 Bonus on their next &#039;&#039;Contested Roll&#039;&#039;. This effect lasts for the next Hour or Module, or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Healing:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects nearby targets with &amp;quot;I summon 5 Healing [[Effects|Burst]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Inspiration:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects nearby targets, with &amp;quot;[[Effects|Inspiration]] Burst&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Mental Focus:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects up to 3 targets, within melee weapon range, excluding the performer. This allows the character to reduce a targets next counted action, which must be used within the next 5 minutes. The time for the counted action is reduced by 50%, additionally the target gains the benefits of the &#039;&#039;Improved Concentration&#039;&#039; power during the action. This cannot be stacked with itself or other &#039;&#039;Temporary Reduction&#039;&#039; effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Resistance:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects nearby allies, excluding the performer, with            &amp;quot;[[Effects|Barrier]] Burst&amp;quot;. This effect last for an &#039;&#039;Encounter&#039;&#039; or up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Purity:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects nearby allies, excluding the performer with &amp;quot;&#039;&#039;[[Effects|Purify]]&#039;&#039; Burst&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stash:&#039;&#039;&#039; This skill allows the character to hide an object, which may contain other items, for up to 3 hours. The object to be hidden can be no larger than 1 cu.ft. in total area. When this skill is used the character must place a “Stash” tag on the item and write the time the skill was used on the back of the tag. While similar to &#039;&#039;Secret Box&#039;&#039; this item can be found though not easily. To notice that there is a stash a character must have at least rank 10 in the &#039;&#039;Track&#039;&#039; skill, and even then, must make a &#039;&#039;Contested Roll&#039;&#039; that is considered to have 10 levels of counter tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strike a Chord:&#039;&#039;&#039; Music soothes the savage beast and does not stop there. With a short performance you cause certain target types to drift into an entranced state, this allows your party of up to 10 players to move past the encounter without engaging. This skill only works when dealing with creatures that are not Im&#039;&#039;mune to Mental Effects.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry:&#039;&#039;&#039; The standard [[Effects|War Cry]] effect&lt;br /&gt;
&lt;br /&gt;
== Bard Powers ==&lt;br /&gt;
&#039;&#039;&#039;Amp:&#039;&#039;&#039; When wielding an instrument weapon the base damage of the weapon is increased by 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Chord:&#039;&#039;&#039; When wielding an instrument weapon the Bard may change their call for beneficial songs from &#039;Burst&#039; to &#039;All allies&#039; or for Dirges instead of &#039;Target&#039; they may call &#039;all enemies&#039;. This may be used twice per reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sling Arrow:&#039;&#039;&#039; This power all the character to use a stringed instrument weapon (Lute, Harp, etc.) as both a melee and a ranged weapon. The rep must be appropriately constructed for the type of combat it will be used for. Bards may use 1/2 their Precision damage as an increase to their range damage.&lt;br /&gt;
&lt;br /&gt;
== Bard Heroic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Reverberate:&#039;&#039;&#039; This Power allows the Bard to unleash a mighty chord that lingers in the air long after they have finished their song. Twice each reset, they can gain the benefits of &#039;&#039;Encore&#039;&#039; without needing to continue the performance. Once activated, the performance will last for 5 minutes or one Encounter, allowing the Bard to take other actions and still announce the effect every 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hype Man:&#039;&#039;&#039; A good Bard can put on a stellar performance but a great Bard can help put others over the top. This is exemplified by being their &#039;Hype Man&#039;. To do so the Bard will call &amp;quot;Allies Voice Delivery&amp;quot; which will allow all allies to deliver their next Energy or Mana driven skill via voice delivery. This may be used once per reset. Even Lil&#039; John can get repetitive, the magic is in the moderation.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=708</id>
		<title>Gunslinger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=708"/>
		<updated>2024-05-17T18:10:40Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gunslingers are, as the name implies, firearms experts.  The slow advance of firearm technology out of Secord and Summerfall has grown a few schools of shooting. Some naturally gifted individuals pass their craft on from master to apprentice.  Both manufacturers are generally willing to sell their older model weapons to trusted folks (although you’re not getting a coilgun out of Secord or a Spellshot out of Summerfall) and that exposure is slowly advancing the art of sharpshooting.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in light armor.  Heavy armor complicates reloading and doesn’t leave enough space for ammo junkies to carry reams of magazines.  They&#039;re explicitly forbidden from using shields; Gunslingers more than most people are acutely aware of the limitations and drawbacks of carrying a plank around on your arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in every variation of firearm, including new ones as they’re developed.  They’re also trained in short/medium melee weapons as holdouts or last resorts when (not if) the ammo runs out.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Grit:&#039;&#039;&#039;&#039;&#039; Gunslinger effects are driven by Grit, as opposed to Mana or Energy.  Grit is mechanically identical to Energy but disambiguated here to avoid things like Energy Gems from falling into Gunslinger’s hands and turning a six-shot pistol into a railgun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Class Feature&#039;&#039;:&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hard to Kill:&#039;&#039;&#039;&#039;&#039;  Gunslingers that can’t take a hit don’t last long.  Gunslingers treat any Kill or Slay effect delivered by voice, bullet, or packet as a Stun effect instead.  If you want to kill a Gunslinger, use a knife. Or an axe. Dealer’s choice.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill Point Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +1&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +2&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +3&lt;br /&gt;
|Accuracy +2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +4&lt;br /&gt;
|Accuracy +3&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +5&lt;br /&gt;
|Accuracy +4&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +6&lt;br /&gt;
|Accuracy +5&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Grit (1-40)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Trickshot|Trickshot]]&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Rapid Fire|Rapid Fire]]&lt;br /&gt;
|Trickshot&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Disabling Shot|Disabling Shot]]&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Fan The Hammer|Fan The Hammer]]&lt;br /&gt;
|Disabling Shot&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Cheap Shot&lt;br /&gt;
|Disabling Shot&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Piercing Shot|Piercing Shot]]&lt;br /&gt;
|Accuracy + 1&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Called Shot|Called Shot]]&lt;br /&gt;
|Piercing Shot&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Bull&#039;s Eye|Bull&#039;s Eye]]&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Killshot|Killshot]]&lt;br /&gt;
|Bull&#039;s Eye&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defensive Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Roll|Roll]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Initiative|Initiative]]&lt;br /&gt;
|Roll&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Countershot|Countershot]]&lt;br /&gt;
|Initiative&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Tough|Tough]]&lt;br /&gt;
|Countershot&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psych Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Warning Shot|Warning Shot]]&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Safeties Off|Safeties Off]]&lt;br /&gt;
|Warning Shot&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#High Noon|High Noon]]&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Cold Blood|Cold  Blood]]&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Crosstrained|Crosstrained]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Field Strip|Field Strip]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Holdout|Holdout]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Lucky|Lucky]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Quickdraw|Quickdraw]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Rapid Reload|Rapid Reload]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Ricochet|Ricochet]]&lt;br /&gt;
|Tier 1 Pistol or Rifle&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Gunsmithing|Gunsmithing]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skill Descriptions&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Accuracy&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Accuracy:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This is what shooters use to increase firearm damage.  Precision gets you a tight group and that’s great for competitions.  Accuracy puts you close to center; that’s better if you’re fighting for your life.  A tight group ten feet to the right of the ogre bearing down on you is not particularly helpful&lt;br /&gt;
&lt;br /&gt;
Accuracy applies to no weapons outside of firearms.  It also carries a limitation Focus and Precision do not - no combination of Accuracy and  base weapon damage ever exceeds 10.  Gunslingers can surpass this limit momentarily at the cost of Grit but cannot sustain 11+ damage by any mechanism or combination thereof.  &lt;br /&gt;
&lt;br /&gt;
This also means that no gunslinger will ever swing more melee damage than the weapon they use.  That is correct and intentional.  Gunslingers are called primarily for their love of the technology and skill involved.  They are not the types to use guns as a surprise.  If they can shoot, they will shoot.  It’s only if they can’t that they grudgingly go to melee.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Trickshot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Trickshot&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This costs one energy and absolutely guarantees that a bullet will land exactly where the shooter intends, so long as the intended destination is not an animate target.  Trickshots can cut nooses, push buttons across the room, drop chandeliers, and all sorts of other things, but have no direct combat effect.  (&#039;&#039;We realize there’s some gray area here - shooting a pouch off an enemy’s belt, shooting through shoelaces to interrupt footing, etc.  For the gray areas, if the marshal rules the shot out of scope, it doesn’t work but also doesn’t cost you any energy.&#039;&#039;)  Trickshot functions to the theoretical range of the weapon rep (This is around 40ish feet (indoors at a decent angle) for standard-issue Nerf Elite-style blasters.  I presume shooters carrying superior tech will know the range better than I do.).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Rapid Fire&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Rapid Fire allows you to drop the x-to-hit call/flavor from your weapon call entirely, reducing it in its purest form to just a number.  This accelerates your firing speed, but does come with a downside - your target is free to interpret your number as whatever flavor he likes, which functionally means that any target that reduces or eliminates &#039;&#039;any&#039;&#039; flavor of damage does the same thing to your Rapid Fire.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Disabling Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Disabling Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Disabling Shot ruins connective tissue, acting as (and called as) &amp;quot;Physical Maim &amp;lt;Limb&amp;gt;&amp;quot;.  Disabling Shot can in principle be used to ruin inorganic things - a Gunslinger can certainly shoot out the lights or ruin a golem’s leg - but non-Maim uses are probably better handled with Trickshots.  Disabling Shot can be used as (an expensive) Disarm if that seems advisable; this is called as &amp;quot;Physical Disarm&amp;quot; if used in this way.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Fan the Hammer&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Fan the Hammer:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Fan the Hammer deals your usual weapon damage to six targets at very nearly the same time.  It’s called as “Voice Physical &amp;lt;number&amp;gt;” and hits up to six targets for one application.  You can Fan the Hammer with other shots, but must pay the Grit cost for every individual bullet and this can get very pricey very quickly.  Fan the Hammer empties your clip.  If your phys rep is still loaded, this instead incurs a five-count reload action. This reload count does not reset your DPM timer.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rifles&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Piercing Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Piercing Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This puts a bullet right through a shield, inflicting its usual damage if it hits a shield wielded by someone with the relevant Shield skill.  Piercing Shot appends &amp;quot;Pierce&amp;quot; to your verbal.  This explicitly stacks with other Rifle shots.  The Grit cost is paid additively and collectively, all at once.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; A Called Shot delivers up to double the shooter’s usual damage, &#039;&#039;after&#039;&#039; modifiers are figured in.  This allows a Gunslinger to violate the Accuracy cap.  Generally speaking, this’ll deliver 20 points.  (&#039;&#039;We are aware that it’s possible (if wildly inefficient) to push way past the 10-point cap and just leave that damage dormant until Called Shot shows up and does some ridiculous damage call for a fairly cheap cost in Grit.  I’ll be mildly disappointed if no one ever gets to 50.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Bull’s Eye&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Bull’s Eye:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Bull’s Eye alters one shot to Voice Delivery, adding Critical or Body carriers (decided at time of use). This skill requires line of sight (LoS) to the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Killshot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Killshot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Self-explanatory.  Killshot inflicts 100 points of critical damage and immediately sets its target into death count if that 100 reduces its targets body to -1.  This is called as &amp;quot;Physical Slay&amp;quot; and in its raw form is blocked by shields.  If you need it to stick, we recommend adding Bull&#039;s Eye or Piercing Shot to it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Defensive&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Roll&#039;&#039;:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down).  Roll also removes the Effect of a defended attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Initiative&#039;&#039;:&#039;&#039;&#039;  Initiative causes a small pause in melee, enough time for the Gunslinger to step back ten feet from a melee opponent. The opponent may not pursue until the retreat is completed.  Wherever possible, avoid Holds for this - simply call Initiative and back off.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Countershot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Countershot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Countershot is called as a defense to any damaging packet- or bullet-delivered attack. Countershot is called as “Evade”.  Obviously, if you’re shooting arrows out of the air, you’ll need a gun in your hand to do it.  This is very likely on modules and somewhat less likely sitting in a bar having a drink.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Tough&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Tough:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Tough is how the Gunslingers of old lived to become old Gunslingers.  Tough blunts an ass-whuppin; this is called as &amp;quot;Resist Physical&amp;quot;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Psych Skills&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Warning Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Warning Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Warning Shot is exactly what the name says; it&#039;s a warning against further aggression.  This is bullet-delivered as &amp;quot;Physical Fear Pierce&amp;quot; - shields are great at stopping bullets but not great at stopping panic.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Safeties Off&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Safeties Off:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Every world that has Gunslingers knows exactly what it means when one unsnaps his holster or clicks the safety off his weapon.  Normal people try to de-escalate rather than face the hail of lead.  Safeties Off is called as &amp;quot;Peaceful Aura&amp;quot;; if hostilities erupt anyway, the user can add the &amp;quot;Surprise&amp;quot; tag to his first attack of the ensuing encounter free of charge.  This is purchased as a per-reset skill - there&#039;s only so far you can push a threat before you have to carry it out or fold.  (&#039;&#039;We are aware of how this interacts with Fan the Hammer and that combination may or may not work into the future; as much as I love the idea of a hard-to-stop volley as a response to escalation, I worry about hard-to-defend mass attacks.  The most likely power reduction is surprise on the first target and only the first target, but I&#039;d like to see how it plays before making that call&#039;&#039;.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;High Noon&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;High Noon:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  High Noon calls out an enemy shooter for a duel; this generates Taunt but can only be used on enemies with packets or guns in their hands at the time it&#039;s called.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Cold Blood&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Cold Blood:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Gunslingers have a lot of words for cowardice and hate being called any of them.  Cold Blood is a reflexive defense to fear effects, regardless of vector or delivery.  Cold Blood can also be used as a roleplay effect without being consumed, in any situation where you may care to present yourself as an amoral gun platform.  This is purchased on a per-reset basis, like most Resist skills.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Crosstrained&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Crosstrained:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Crosstrained allows a Gunslinger to use a Rifle skill with a Pistol or vice-versa.  The Grit cost is additive.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Field Strip&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Field Strip:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Field Strip allows a Gunslinger to restore a broken/damaged/destroyed firearm to full working order.  This can be done in ten minutes for free, or rushed to Instant for 1 Grit.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Holdout&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Holdout:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Holdout produces a weapon when you were not otherwise armed. Holdout puts a gun in your hand if there’s any chance at all you could have had one hidden somewhere.  Holdout’s not perfect - if you’re arrested in a town familiar with your flavor of crime you’ll be thoroughly searched before you get tossed in a cell - but for meetings, “diplomatic” events, and similar places that ban weapons but don’t do a thorough search to confirm, it’s priceless.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Lucky&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Good shooters will tell you it&#039;s all skill.  Ace Gunslingers will tell you what they do is half luck and they&#039;ll only last til their luck runs out.  Lucky alters outcomes in your favor; if you need a jack to finish your straight, Lucky gets you one.  It can alter any randomizer by up to 10% in whatever direction works best for you - plus to tracking, minus to being tracked, etc.  Lucky &#039;&#039;can&#039;&#039; apply to resurrection, if you had one available when you dropped, but be aware that resurrection, life, and death are not the random events they appear and some organizations will want a word with you if you do this.   Death is not the worst thing that can happen to you.  Lucky is available once per reset per purchase.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Quickdraw&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickdraw:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Quickdraw overrides the “must have weapon in hand” restriction on Gunslinger skills.  You still need a weapon on your person but you can Quickdraw a Countershot if you get caught out in a bar.  Quickdraw also allows for Trickshots without weapons in hand.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Rapid Reload&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Rapid Reload:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Rapid Reload allows you to violate the rate of fire limit.  For the minute following the activation of Rapid Reload, you may fire 75 darts instead of the usual 50.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Ricochet&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Ricochet:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.  Ricochet can only be used with ranged weapons.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Gunsmithing&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Gunsmithing:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Gunsmithing is the same thing as Engineering, except it only builds guns and ammo.  (&#039;&#039;We are aware that firearms are technically explosives and that gunpowder can just as well arm a grenade, and we suggest that you pay full cost for Engineering if you’d like to get into explosive force, detonation radius, fragmentation velocity and composition, and timing fuses&#039;&#039;.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gunslinger Powers ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Lead Rain&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Lead Rain:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled.  This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;.  Lead Rain is usable once per reset.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Speedload&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Speedload:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Speedload immediately resets your darts-per-minute timer, allowing you to dump 100 darts back to back.  Speedload can be used twice per reset. (&#039;&#039;For now, this does work with the Rapid Reload skill, but there are a lot of ways this can just get completely out of hand and Speedload interactions will be closely monitored for balance adjustments.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Right Between The Eyes&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Right Between The Eyes:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense.  This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=679</id>
		<title>Guardian</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=679"/>
		<updated>2024-05-15T22:10:12Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Guardian&#039;&#039;&#039; ==&lt;br /&gt;
Guardians are the primal warriors of the natural world. They form strong bonds with the beasts of the wild and channel their prowess as a weapon. Often seen as nature’s defender due to their bond. Often their strong bond to the natural world calls them to its martial champion, though this is not always carried out with good action. Just as a hurricane gives little care for what it will destroy in its wake, a guardian can channel the skills into acts of destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Guardians can wear up to Medium Armor at character creation and tend to wear armors that are less manufactured.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Guardians are skilled with the following weapons: Short Weapon, Medium Weapon, Great Weapon, Spear, and Thrown. Additionally, they gain the &#039;&#039;Florentine Power&#039;&#039; free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heart of the Wild&#039;&#039;:&#039;&#039;&#039; While wielding either Two Weapons or a Great Weapon they can use their &#039;&#039;Defensive Special Attack&#039;&#039; skills as &#039;&#039;Passive&#039;&#039; skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Adaptive:&#039;&#039;&#039;&#039;&#039; While they do not weave the magic’s of nature the character can train themselves to understand its denizens. This skill allows the character to speak with natural animals, though it must be done in simple short statements and questions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Primal Fury:&#039;&#039;&#039;&#039;&#039; This skill allows the character to unleash the power of the primal world they protect granting them heightened combat prowess for a short time. When active, the character gains the following temporary benefits: +10 &#039;&#039;Body Points&#039;&#039;, +2&#039;&#039;Permanent Weapon Damage&#039;&#039;, &#039;&#039;Immunity&#039;&#039; to &#039;&#039;Charm, Shun, Sleep,&#039;&#039; and &#039;&#039;Terror&#039;&#039;. This skill lasts for 5 minutes or one Encounter. This skill can be used as a defense against &#039;&#039;Berserk&#039;&#039;, and will negate the attack and active this skill. This skill can be used once each reset at 1st level and once again for each 8 character levels, (IE. 1st, 8th, 16th, and so on.) &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Guardian: Basic Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Technique&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Deflect&lt;br /&gt;
|&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Focus +1&#039;&#039;&lt;br /&gt;
|Move Silent&lt;br /&gt;
|&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Focus +2&#039;&#039;&lt;br /&gt;
|Shatter Strike&lt;br /&gt;
|&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Exhaustion Strike&lt;br /&gt;
|&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Precision +2&#039;&#039;&lt;br /&gt;
|Parry&lt;br /&gt;
|&#039;&#039;3 SP&#039;&#039;&lt;br /&gt;
|&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +6&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Precision +4&#039;&#039;&lt;br /&gt;
|Roll&lt;br /&gt;
|&#039;&#039;3 SP&#039;&#039;&lt;br /&gt;
|&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hide&lt;br /&gt;
|6&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; |&lt;br /&gt;
|Entangling Strike&lt;br /&gt;
|&#039;&#039;3 SP&#039;&#039;&lt;br /&gt;
|&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Survival&lt;br /&gt;
|3&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|&#039;&#039;3 SP&#039;&#039;&lt;br /&gt;
|&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nature)&lt;br /&gt;
|3&lt;br /&gt;
|Riposte&lt;br /&gt;
|&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|1&lt;br /&gt;
|Escape&lt;br /&gt;
|&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (17-32)&lt;br /&gt;
|2&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (33-36)&lt;br /&gt;
|3&lt;br /&gt;
|Ambush&lt;br /&gt;
|&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grasping Earth&lt;br /&gt;
|5&lt;br /&gt;
|Conceal&lt;br /&gt;
|7 SP&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|Dodge&lt;br /&gt;
|7 SP&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|7 SP&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Cyclone&lt;br /&gt;
|7 sp&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Guardian: Advanced Skill&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Totem&lt;br /&gt;
|6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Aquatic Totem&lt;br /&gt;
|6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Earthen Totem&lt;br /&gt;
|6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Fire Totem&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;New&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Nature’s Ire&lt;br /&gt;
|8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Guardian Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Focus -&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision -&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hide&#039;&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival -&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge (Nature) -&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy -&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasping Earth -&#039;&#039;&#039; This skill allows the character to call upon the forces of nature to aid them in combat. When used, the player announces, “All enemies in the sound of my voice &#039;&#039;Difficult Terrain&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerial Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aerial creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
&lt;br /&gt;
* An auto success to any movement based physical challenge&lt;br /&gt;
* Character gains 3 uses, hit or miss, of “Natural Venom Strike” with their melee weapons&lt;br /&gt;
* +2 &#039;&#039;Permanent Strength&#039;&#039; and allows the character to &#039;&#039;Break&#039;&#039; from &#039;&#039;Pin&#039;&#039; and &#039;&#039;Bind&#039;&#039;. This skill lasts for up to 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
&lt;br /&gt;
* Gains &#039;&#039;Underwater Combat&#039;&#039; and &#039;&#039;Breathe Liquid&#039;&#039; with no restriction&lt;br /&gt;
* Character gains 6 uses of the “&#039;&#039;Massive&#039;&#039;” Flavor Carrier, &lt;br /&gt;
* Character gains 10 &#039;&#039;Natural Armor&#039;&#039; that stack above class maximum &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthen Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time: &lt;br /&gt;
&lt;br /&gt;
* During a hold the player can move up to 20 steps&lt;br /&gt;
* Character gains 3 uses of “&#039;&#039;Binding Strike-Slay&#039;&#039;” (6 Count) with their melee weapons&lt;br /&gt;
* 5 &#039;&#039;Permanent Body Points&#039;&#039; and &#039;&#039;Endure&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of a fire creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:  &lt;br /&gt;
&lt;br /&gt;
* Immunity to &#039;&#039;Blind&#039;&#039; and can attack &#039;&#039;Hidden&#039;&#039; and &#039;&#039;Concealed&#039;&#039; targets &lt;br /&gt;
* Character gains 3 uses of &amp;quot;Elemental 30 Fire&amp;quot; delivered via packet attack&lt;br /&gt;
* Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;s Ire -&#039;&#039;&#039; This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss. [Exhaustion is as per the standard effects list]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entangle Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Entangle Strike” and landing a legal weapon blow; this is one swing, hit or miss. [Exhaustion is as per the standard effects list]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambush -&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyclone -&#039;&#039;&#039; This skill allows the character to wrap their body in fierce winds that shield him from certain attacks. When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=684</id>
		<title>Champion</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=684"/>
		<updated>2024-05-15T22:09:12Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Champion&#039;&#039;&#039; ==&lt;br /&gt;
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weapon craft to hone their bodies in battle and prove their mettle in the forge of war. You are a protector. One who sees their worth in service to others and their defense of those around them. Many Knights, Samurai, and bodyguards call this class theirs. Champions excel at combat but specifically shutting down opposing aggressors. Weapon based attacks and defenses against all onslaughts are their bread and butter. Champions are the classic frontline warrior, clad in heavy armor and shields. They are skilled in almost all forms of melee combat and can learn the peak of defensive abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Champions can wear up to Battle Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Champions are skilled with the following weapons: Small Shield, Medium Shield, Short Weapon, Medium Weapon, Long Weapon, and Spear. They are the only Fighter archetype that can learn the use of a Large shield without the use of a power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039; Champions use Energy to fuel their techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defend&#039;&#039;:&#039;&#039;&#039; This skill allows the character to protect others from harm by getting in the way of the attack. To use this skill, the character must be within weapon reach of a target, have a weapon or shield in hand, and call “Defend”. When used, this skill will redirect a single attack to the character using the skill, which may then be negated normally with defenses. If the attack had a numeric value, the damage will be reduced by half. This skill can be used once each &#039;&#039;Encounter initially and twice per encounter at 20th level and above.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armored Core:&#039;&#039;&#039;&#039;&#039; While wielding a shield the character gains additional armor points. These points go above the character maximum and are refit with their normal armor. As long as they are wielding a shield they gain 10 additional points of armor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Champion: Basic Skills&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Combat Techniques&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Deflect&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|Focus +1&lt;br /&gt;
|Clarity&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|Focus +2&lt;br /&gt;
|Exhaustion Strike&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +4&lt;br /&gt;
|20&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|Parry&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Knockdown&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield&lt;br /&gt;
|7&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|Vitality&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Warfare)&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;Aura Blade&#039;&#039;&lt;br /&gt;
|&#039;&#039;6&#039;&#039;&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Underwater Combat&lt;br /&gt;
|5&lt;br /&gt;
|Riposte&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1&lt;br /&gt;
|Rugged&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2&lt;br /&gt;
|Impunity&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 33-48&lt;br /&gt;
|3&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Champion: Advanced Skill&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;7&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Shield Wall&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Die Hard&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Phalanx&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Patch Job&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Take Cover&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;1x resist ranged&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Champion Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz -&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 &#039;&#039;Temporary Weapon Damage&#039;&#039;, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull Rush -&#039;&#039;&#039; This skill allows the character to change the battlefield by charging headlong into the fray.  When used it will affect up to 10 target enemies in the next Encounter. This skill will remove up to 1 defense from the targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clarity -&#039;&#039;&#039; This skill allows the character to briefly harden their minds and Resist the following effects: Charm, Command, Sleep, and Terror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brutal Strike -&#039;&#039;&#039; Through your years of training in combat general physiology was not overlooked. You deliver a staggering blow that causes the target to take 10 points of physical damage every time the expend any taggable skill/ability (this includes mana/energy, Daily or racial). It is delivered by landing a legal melee attack and announcing &amp;quot;Brutal Strike&amp;quot; and is one swing hit or miss. Brutal Strike takes effect when a skill is invoked, not when it is completed, and using $appropriateCure inflicts the damage before the cure removes the Brutal Strike. The effect has a duration of 5 minutes or one encounter which ever is longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the &#039;&#039;Massive&#039;&#039; carrier. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demoralize -&#039;&#039;&#039; This skill allows the character to weaken the foes that they are engaging in combat. This can only be used against targets that are within melee weapon reach and is delivered as &amp;quot;&amp;lt;Target&amp;gt; Voice Weakness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destructive Blow -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the &#039;&#039;Broken&#039;&#039; status. To use this skill, the player must declare aloud “Destroy&amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Die Hard -&#039;&#039;&#039; This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 &#039;&#039;Body Points&#039;&#039;. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative &#039;&#039;Body Points&#039;&#039; equal to their unadjusted maximum &#039;&#039;Body Points&#039;&#039;; at which time they will enter the &#039;&#039;Dying&#039;&#039; state but only have a 60 count &#039;&#039;Bleed Out&#039;&#039;. This effect will end if the user is healed above 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm -&#039;&#039;&#039; This skill causes a targeted hand held item to become unusable for five seconds. While the target does not need to drop the weapon they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack can either be a legal weapon strike or can hit the item to be effected. This skill can only be used with &#039;&#039;Brawl&#039;&#039; weapons&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disrupt&#039;&#039;&#039; - This powerful attack can help overcome the greatest of foes. This effect causes a targets &#039;&#039;Threshold&#039;&#039; to be reduced by 3 points, or &#039;&#039;Damage Cap&#039;&#039; to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Execute -&#039;&#039;&#039; This skill causes a target that is &#039;&#039;Helpless&#039;&#039; to become &#039;&#039;Dead&#039;&#039; and they begin their death count.  This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This strike causes the target to become weary and tired. If not negated it causes the target to only be able to walk and cannot benefit from &#039;&#039;&#039;&#039;&#039;&amp;quot;Flee&amp;quot;.&#039;&#039;&#039;&#039;&#039; This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
Expertise&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impunity -&#039;&#039;&#039; This skill allows the character to fend off all physical attacks for a brief time. When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the &#039;&#039;Parry&#039;&#039; skill are considered negated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intimidate -&#039;&#039;&#039; This skill allows the character to strike fear in their foes. This skill has two uses: First, this can be used against a target within melee weapon reach, and is delivered as &amp;quot;&amp;lt;Target&amp;gt; Voice Terror&amp;quot;. Second, this skill can be used against a Conscious and &#039;&#039;Helpless&#039;&#039; target to force them to answer a yes or no question, which must be answered truthfully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knockdown -&#039;&#039;&#039; This skill allows the character to strike a target, hampering them for 10 seconds, during which time they can use no &#039;&#039;Active Skills&#039;&#039; or &#039;&#039;Abilities&#039;&#039;, and cannot walk. Unlike normal weapon strikes, this skill works even if it strikes the targets Hand Held items or Costume. To use this skill, the character must announce, “Knockdown Massive!”. This skill can only be used with 2 handed melee weapons and is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Hand Block -&#039;&#039;&#039; This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overpower -&#039;&#039;&#039; This skill allows the character to deal almost unstoppable damage against his foes for a single encounter. When activated the characters next 4(four) weapon swings will deal double damage and gain the “Massive” Modifier. This skill can only be used with Great Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Patch Job&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Patch Job:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; This skill allows the character to make a quick recovery in combat by &#039;&#039;Repairing&#039;&#039; a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the &#039;&#039;Breached&#039;&#039; status, though future &#039;&#039;Breaches&#039;&#039; will affect the armor normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phalanx -&#039;&#039;&#039; This skill allows the character to raise another character’s armor value while they are wielding a shield. When used the character grants up to four targets, who are wielding a shield, 10 points of armor, these points go above the characters’ maximum and can be repaired with their normal armor points. These points will last for a single encounter or up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recovery -&#039;&#039;&#039; This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the &#039;&#039;Toughen&#039;&#039; power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repel Strike -&#039;&#039;&#039; This skill allows the character to force a target away from them. To use the skill, the character must announce “&#039;&#039;Repel Strike Massive&#039;&#039;&amp;quot; and unlike normal weapon strikes, this skill still works even if it strikes the targets hand held items or costume. The target of this strike will be affected as per the &#039;&#039;Repel&#039;&#039; spell, though this effect will be broken if the character becomes unconscious, bound, loses their weapon, or attacks the target. This skill can only be used with Great Weapons and is one swing, hit or miss. The character can have one target repelled at a time, plus one additional target for each +Strength they have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riposte -&#039;&#039;&#039; This skill allows a character to negate a melee weapon attack which strikes them, as per &#039;&#039;Parry&#039;&#039;. Additionally, the attack is sent back at the originator who takes full effect, they can then in turn defend against as normal. This skill can only be performed with Melee weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rugged -&#039;&#039;&#039; This skill allows the character to withstand assaults that would stagger a lesser hero. This skill can be used to reset the effects of a spell or “Magic” deliver effect; that is not Binding/Contain. When resisted the character will suffer 5 &#039;&#039;Body Points&#039;&#039; of damage and be &#039;&#039;Slowed&#039;&#039; for the encounter, instead suffering the effect resisted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: renders useless one weapon, small-sized shield, or other object which is no larger than a Small Shield, giving it the &#039;&#039;Broken&#039;&#039; status. If used against a suit of armor, it will breach the armor, reducing it to 0.  To use this skill, the player must declare aloud “Shatter &amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Wall -&#039;&#039;&#039; This skill allows the character to take a defensive stance to shrug off damage. While the stance is active, the character will gain &#039;&#039;Damage Cap&#039;&#039; 5, lasting for an &#039;&#039;Encounter&#039;&#039; or up to 5 minutes, or they become &#039;&#039;Helpless.&#039;&#039; Additionally, the character cannot use &#039;&#039;Offensive&#039;&#039; &#039;&#039;Special Attacks&#039;&#039; until this skill has ended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer 100 points of critical damage. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stare Down -&#039;&#039;&#039; This skill allows the character to strike fear in their foes. This can only be used against targets that are within melee weapon reach, and is delivered as &amp;quot;&amp;lt;Target&amp;gt;&#039;&#039;Voice Fear&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vitality -&#039;&#039;&#039; This skill allows the character to recover from wounds in the heat of combat. This skill takes a 30 second counted action to recover up to 10 points of body. Alternatively, this skill can be used immediately after incapacitating a foe in combat. If done in this way, it is instant and negates the counted action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
== Champion Powers ==&lt;br /&gt;
&#039;&#039;&#039;Bulwark -&#039;&#039;&#039;  This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield, Melee weapon attacks with the &#039;&#039;Poison&#039;&#039; and &#039;&#039;Elementa&#039;&#039; Delivery Types. In addition, they can block &#039;&#039;Vial&#039;&#039; and &#039;&#039;Bomb&#039;&#039; ranged attacks. The latter alteration only affects attacks blocked by the shield. If the packet strikes a weapon or any other portion of the character, they still suffer the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defender -&#039;&#039;&#039;  This power allows the character to use the &#039;&#039;Defend&#039;&#039; skill 1 additional times each &#039;&#039;Encounter&#039;&#039;. Additionally, it allows the character to use &#039;&#039;Weapon Ward&#039;&#039; to protect others so long as they are within weapons reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization -&#039;&#039;&#039; This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Arm -&#039;&#039;&#039;  This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the &#039;&#039;Massive modifier&#039;&#039;, treating all such attacks that strike their shield as normal weapon swings. Additionally, they can use &#039;&#039;Deflect&#039;&#039; and &#039;&#039;Parry&#039;&#039; with their shield alone without the need of a weapon.&lt;br /&gt;
&lt;br /&gt;
== Champion Heroic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Body Guard -&#039;&#039;&#039; This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base &#039;&#039;Body Points&#039;&#039; less than half of the user’s base &#039;&#039;Body Points&#039;&#039;. While the Power is active, the recipient will gain &#039;&#039;Reduced: Half&#039;&#039; from all physical attacks; additionally, the user can use the &#039;&#039;Deflect&#039;&#039;, &#039;&#039;Parry&#039;&#039;, and &#039;&#039;Weapon Ward&#039;&#039; Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge -&#039;&#039;&#039; Once per Encounter the character can challenge a foe causing the target to use any and all means to attack the challenger to the best of their ability, forsaking other individual targets along the way. This effect will only work on sentient targets, and will last for 5 minutes or one Encounter, otherwise ending when either challenger or the challenged are rendered Helpless.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Health,_Death,_and_Dying&amp;diff=678</id>
		<title>Health, Death, and Dying</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Health,_Death,_and_Dying&amp;diff=678"/>
		<updated>2024-05-15T19:46:45Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A characters health is a measure of a number of things.  Most directly, health is indicated by Body.  Characters do not suffer negative effects from Body loss until they receive an amount equal to their total.  When (not if) this unfortunate event occurs, the character falls Unconscious.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters become Unconscious at 0 Body.&amp;lt;/u&amp;gt;  Unconscious characters have no awareness of their surroundings.  They cannot move, cannot use Skills/Spells/Powers, and are Helpless. Unconscious characters wake after ten minutes, if they are not subjected to further disrespect. Since this is unusual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters reduced to negative Body are Dying.&amp;lt;/u&amp;gt;  Dying characters have all the same problems as Unconscious characters, but do not wake after ten minutes.  Instead, they begin bleeding out, a process that takes two minutes.  During those two minutes, any healing will save a Dying character.  Body cannot be reduced below -1.  Any further damage inflicted on a dying character is ignored.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;After two minutes of bleeding out, a character is Dead.&amp;lt;/u&amp;gt;  Dead characters have all the same problems as Dying characters, but cannot be saved by healing.  A Dead character will leave to Resurrect after four minutes of being Dead.  During those four minutes, a Life effect can save a Dead character, usually restoring the poor soul to one body, sometimes restoring them further.  Dead characters generally end the duration of any effects on them at the point where they transition from Dying to Dead.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Harvesting&amp;diff=677</id>
		<title>Harvesting</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Harvesting&amp;diff=677"/>
		<updated>2024-05-15T19:43:13Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Harvesting can be used either in the appropriate owned resource generating property. Mine, Farm, or Mill. Additionally, Harvesting may be used on Wild Nodes found throughout the game world. There is an additional Node that only exists as a Wild Node called &amp;quot;Hunting Grounds&amp;quot;. Hunting Grounds will utilize the tracking skill to generate specific meat components and foodstuffs. &lt;br /&gt;
&lt;br /&gt;
The cost of a Resource Node is 10 gold, though acquiring them may not be as simple as just buying them. A Node is good for 24uses, at which time the node is exhausted. On the chart below the Component Points is a pool that can divide up by the player, so they can harvest what they need. The cost for each component varies; Common cost 2 points, Uncommon cost 10 points, Rare cost 70 points, and Named cost 120 points. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Harvesting &lt;br /&gt;
skill Level&lt;br /&gt;
!Component&lt;br /&gt;
Points&lt;br /&gt;
!Type&lt;br /&gt;
Harvestable&lt;br /&gt;
|-&lt;br /&gt;
|Minor&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|-&lt;br /&gt;
|Standard&lt;br /&gt;
|120&lt;br /&gt;
|Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|220&lt;br /&gt;
|Rare&lt;br /&gt;
Named&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Node&lt;br /&gt;
Type&lt;br /&gt;
!Produces&lt;br /&gt;
!Rare Components&lt;br /&gt;
!Named Components&lt;br /&gt;
|-&lt;br /&gt;
|Farm&lt;br /&gt;
|Herbs &amp;amp;&lt;br /&gt;
Foodstuffs&lt;br /&gt;
|Sweetroot, Vileroot, Whiptail, Ashberry, Sage, Thyme, Echinacea, Motherwort, Red Clover, Wormwood;&lt;br /&gt;
Foodstuffs (Golden Onion, &lt;br /&gt;
Red Potatoes, Milk, Wheat, Dried Meat)&lt;br /&gt;
|Belladonna, Essence of Water,&lt;br /&gt;
Grave Moss, Trollsblood&lt;br /&gt;
|-&lt;br /&gt;
|Mine&lt;br /&gt;
|Ore&lt;br /&gt;
|Onyx, Jade, Thormium, Veridium, &lt;br /&gt;
Malachite, Charstone, Quartz, Chalcedony, Mercury, Tourmaline&lt;br /&gt;
|Essence of Stone, &lt;br /&gt;
Firefly Trapped in Amber, Shatter Star, Moldavite&lt;br /&gt;
|-&lt;br /&gt;
|Mill&lt;br /&gt;
|Residuum&lt;br /&gt;
|Planar Dust, Azure Sand, Imbued Geode, Astral Ether, &lt;br /&gt;
Darkened Sliver, Luminous Shard, Etheric Essence, Crushed Stardust, Moonlight Filament, Mote of Sunlight&lt;br /&gt;
|Essence of Fire, Essence of Wind,&lt;br /&gt;
Pure Ether, Ritual Ash&lt;br /&gt;
|-&lt;br /&gt;
|Hunting&lt;br /&gt;
Grounds&lt;br /&gt;
|Foodstuffs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wild Nodes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Vein&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses mining to Harvest Ore&lt;br /&gt;
&lt;br /&gt;
Veins will be piles of foam rocks around the site with a bucket marked OOG nearby. You will pick a number of rocks at random dictated by you skill level in mining. Find the opening in each of the rocks you have pulled and remove the component and discard the rock in the OOG bucket. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;You may only pull once from each node per event.&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Major: pick 3&lt;br /&gt;
&lt;br /&gt;
Standard: pick 2&lt;br /&gt;
&lt;br /&gt;
Minor: pick 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Mill-able Stuffs&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses Theurgy to harvest Residuum&lt;br /&gt;
&lt;br /&gt;
Mill-able stuffs will be represented by a Plinko game with a draw box with it. Your number of attempts will be determined by your skill level. Lowest possible block is 1 highest block is 3, total up the attempts and draw the corresponding number of sticks from the box. Sticks are drawn one at a time, in the event multiple sticks are drawn at once return the sticks to the box shake it and redraw.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;You may only pull once from each node per event.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Major: 3 attempts&lt;br /&gt;
&lt;br /&gt;
Standard: 2 attempts&lt;br /&gt;
&lt;br /&gt;
Minor: 1 attempt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wild Growth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses farming to gather Herb/Foodstuff&lt;br /&gt;
&lt;br /&gt;
Wild Growth will be fake flowers found around site in clusters, once harvested you must be cultivated in player repped gardens 2&#039;X2&#039; minimum. Gardens must be outside their cabin and conspicuous. Marshals at any time will collect their flowers and replace them with sticks. In the likely event that the last morning of the event arrives and you still have flowers in your garden you may bring them to the martial station to exchange them for sticks just prior to the event closing. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Flowers can be harvested by skill level limit per cluster, you may only pull once from each cluster once per event&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Major: 3 flowers&lt;br /&gt;
&lt;br /&gt;
Standard: 2 flowers&lt;br /&gt;
&lt;br /&gt;
Minor: 1 flower&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Hunting Grounds&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses Tracking to get Foodstuff, Named Meat and Pelts.&lt;br /&gt;
&lt;br /&gt;
Hunting Grounds will be a small bow and arrow toy with several Target rings for the Tracker to shoot at as well as a box to draw rewards from. Each successful hit on a given target garners a specific number of draws  from the box. The rings will be worth one, two, or three sticks and are based on range the closest being worth one the middle worth two and the furthest being worth three. Once all attempts have been made the Tracker will total up the number of earned draws and will draw that many times from the box. Sticks are to be drawn one at a time with any multiple draws being returned to the box shaken and the sticks re drawn.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;A tracker may only use each Hunting Grounds once each event.&amp;lt;/u&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Specific requested items (i.e. beaver tail or deer antler, etc.) can be requested from the Marshall station with exchange. If a tracker wants 3 deer hide they must take 3 uncommon foodstuff and exchange them. Major can exchange 3 items, standard can only exchange 2 and minor 1.&lt;br /&gt;
&lt;br /&gt;
Tracking 15+ = Major: 3 (9 attempts) &lt;br /&gt;
&lt;br /&gt;
Tracking 8-14 = Standard: 2 (6 attempts) &lt;br /&gt;
&lt;br /&gt;
Tracking 1-7 = Minor: 1 (3 attempts)&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=686</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=686"/>
		<updated>2024-05-15T19:13:38Z</updated>

		<summary type="html">&lt;p&gt;Ashley: I deleted the extra colon behind the already Bold colon on all effects. and bolded &amp;lt;Flavor&amp;gt; on Vulnerable.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;[[Effect tier breakdown]]&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Standard Effects&amp;quot;&amp;gt;&#039;&#039;&#039;Standard Effects:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Affinity(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Affinity&amp;lt;Type&amp;gt;:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes creatures of the listed type to see the character as one of similar type and will cause it to be fairly neutral to that individual so long as no provocation occurs. This effect will end if offensive actions are taken towards the affected creature. Creatures that are being commanded or controlled may also ignore this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Agility&amp;quot;&amp;gt;&#039;&#039;&#039;Agility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill becomes active by announcing “Agility!” Once activated, it lasts for 5 minutes or 1 Encounter, whichever is longer. While this skill is in use, the character will take Reduced: Half Damage, rounded up, from all numerical damaging effects, such as weapon damage. This ability does not reduce effects, such as Nausea or Sleep, or any other effect that does not deal damage&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aura&amp;quot;&amp;gt;&#039;&#039;&#039;Aura:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is a defense that is triggered by melee weapon attacks. When used the character announces “&amp;lt;Delivery Type&amp;gt;Aura&amp;lt;Flavor&amp;gt;, or &amp;lt;Delivery Type&amp;gt; Aura &amp;lt;Effect&amp;gt;” and the target must then take or defend against the Aura. In the case of the first option, the damage is always 30 points of &amp;lt;Flavor&amp;gt;damage. This is an Active ability. If this defense renders the attacker Helpless, then the defender does not suffer the attack that triggered this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Automatic Success&amp;quot;&amp;gt;&#039;&#039;&#039;Automatic Success:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is an instant success in any Contested Roll that is applicable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Awaken&amp;quot;&amp;gt;&#039;&#039;&#039;Awaken:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Avoidance&amp;quot;&amp;gt;&#039;&#039;&#039;Avoidance:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill will negate all melee weapon delivered attacks against the character for 10 seconds, calling “No Effect” to such attacks while it is active. While active, the character may still attack with ranged weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Bane(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Bane (Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is a damage bonus toward a particular Creature &amp;lt;Type&amp;gt;(Humanoid, Elemental, Fey, etc.). It grants the character a +5 Temporary Weapon Damage increase. It is up to the character using this ability to be aware of whom they get the bonus versus.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Banish&amp;quot;&amp;gt;&#039;&#039;&#039;Banish:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect sends the target back to its plane of origin. When the target is banished all items, it acquired on this plane are left behind.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Barrier&amp;quot;&amp;gt;&#039;&#039;&#039;Barrier:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect acts as a damage shield negating 20 points of damage before being exhausted. These points do not stack with other armor buffs, and are the first points lost.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Battlerage&amp;quot;&amp;gt;&#039;&#039;&#039;Battlerage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When this effect is activated the character activating it gains the following temporary benefits- +15 Body Points, +2Permanent Weapon Damage, Immunity to Charm, Fear, Shun, and Sleep. This ability lasts for an encounter. When Battlerage ends the character suffers the effects of Devastate and Slow, as well as the inability to use Energy for 30 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Berserk&amp;quot;&amp;gt;&#039;&#039;&#039;Berserk:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to attack the closest target friend or foe. They will continue to attack all targets until the effect is cured or until thirty minutes have passed. The character will actively seek out new targets during the duration of the effect. This is a Metabolic effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Bind Form&amp;quot;&amp;gt;&#039;&#039;&#039;Bind Form:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has two uses. First, it may allow a character that has died to be resurrected without the use of a Life Well as long as a character with the Resurrection Skill is available. This circumvents the penalties for resurrecting without a Life Well. Second, it may be used as an offensive effect against non-corporeal creatures. It reduces “Magic to Hit” to “Silver to Hit&amp;quot;, or reduces “Silver to Hit” to “Normal to Hit” for an encounter. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Binding Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Binding Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This can only be performed with Claws/Brawl. The attack must be a legal weapon strike; should the attack land and not be defended the attacker begins a Counted Action. The count begins from the top and the effect is announced once the count ends. While the Counted Action is taking place the target cannot voluntarily move but may use Skills/Abilities that do not require the characters appendages for locomotion. The target can try to Break Free by declaring “Break Free XStrength” where X is their total Strength. The attacker should announce their Strength if greater to keep the target from Breaking Free and may abort the count at any time they chose. Binding Strike’s counted action is not subject to interruption with damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blind&amp;quot;&amp;gt;&#039;&#039;&#039;Blind:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsight&amp;quot;&amp;gt;&#039;&#039;&#039;Blindsight:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Characters with this effect use all of their senses to see. This allows the character to detect Hidden and Invisible targets as well as attack them, which removes them from the Hidden or Invisible state.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Break Enchantments&amp;quot;&amp;gt;&#039;&#039;&#039;Break Enchantments:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect Dispels and removes all negative Mental and Magical effects on the target. This includes Enslavement, as well as Silence generated by any ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Break Free from Binding&amp;quot;&amp;gt;&#039;&#039;&#039;Break Free from Binding:&#039;&#039;&#039;&amp;lt;/span&amp;gt; With increased and immense strength it is possible to break free from some effects. Binding effects each have a specific amount of Strength required to break free. Breaking Free is done on a 3- counted action, and damage does not interrupt this count. Breaking Free from non-physical Binding effects causes the user to suffer body damage equal to double the strength required. Breaking out of Natural/Physical Binding effects uses total +Strength, all other effects only Base Strength is used.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broken&amp;quot;&amp;gt;&#039;&#039;&#039;Broken:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  An item with this status is rendered unusable until fixed. After an item has been broken for longer than 5 minutes, all special properties that are not from Advanced Smithing/Engineering are lost, even after it has been Repaired .Broken weapons and shields may not be used for combat, broken armor has its maximum value reduced to 0 and cannot be readjusted, and special properties on items cannot be used. Items that are broken at the end of an event are removed from game and the tag must be turned in to a Marshal.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burst&amp;quot;&amp;gt;&#039;&#039;&#039;Burst:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to affect all enemy targets in melee weapon range. Any Skill/Ability may be used with Burst. Skill/Abilities that have been used with Burst may be defended against normally, but must be done so for each affected target. This is a weapon attack Modifier.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burst of Strength&amp;quot;&amp;gt;&#039;&#039;&#039;Burst of Strength:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to perform feats of amazing strength. It may be used to either resist or instantly break free of any Binding or Contain effect. This effect can also be used as +20 Temporary Strength for a single action.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burrow&amp;quot;&amp;gt;&#039;&#039;&#039;Burrow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to Burrow underneath the ground. No Skills/Abilities may be used while under the effects of Burrow. Burrow is visually demonstrated by making a circling motion towards the ground continuously with either hand or boffer. The Burrow effect makes the character un-targetable while they maintain the appropriate gesture. It takes a 5-counted action to enter and leave Burrow during which the character is vulnerable to attack, and leaves the user Helpless. Unlike most Counted Actions, taking damage while leaving Burrow does not interrupt the count. Burrow can only be used in natural terrains.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Carrier Attack(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Carrier Attack(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures with noted Carrier Attacks have a flavor or effect call added to weapon swings. Carrier Attacks are static, and the character may not swing any type of damage except that listed by the Carrier Attack ability. Some characters may have the notation “At-Will” added to their Carrier Attack &amp;lt;Type&amp;gt;, which allows them to not swing the listed carrier. A target may never heal from the effect of a Flavor Carrier. Effect Carriers are by default considered Toxins.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Clarity&amp;quot;&amp;gt;&#039;&#039;&#039;Clarity:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect gives the recipient the ability to Resist the following effects once: Charm, Command, Sleep, and Terror.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cleave&amp;quot;&amp;gt;&#039;&#039;&#039;Cleave:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls Cleave. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with the Burst or Double Attack Modifiers.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cocoon&amp;quot;&amp;gt;&#039;&#039;&#039;Cocoon:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has several outcomes. First, it acts as a “Natural Prison”. Second, it renders the target to Unconscious at 0Body Points. These effects persist permanently unless ended by cutting the victim free on a 10 counted action, or by use of the Freedom effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conceal&amp;quot;&amp;gt;&#039;&#039;&#039;Conceal:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Compulsions&amp;quot;&amp;gt;&#039;&#039;&#039;Compulsions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These are Mental effects that take away the character’s free will and cause them to take actions they would not normally take.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Contain&amp;quot;&amp;gt;&#039;&#039;&#039;Contain:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect creates a transparent barrier that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, Delivery Types like Voice will often bypass.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Courage&amp;quot;&amp;gt;&#039;&#039;&#039;Courage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will dispel all Fear/Terror effects from all targets, as well rendered them Immune to Fear/Terror effects for the remainder of the Encounter or up to 5 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Grove&amp;quot;&amp;gt;&#039;&#039;&#039;Create Grove:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The character must spend 5 minutes concentrating and role-playing to create the protective barrier on an area or small building. For the next 5 days the area is protected from unnatural creatures; Undead, Golems, Elementals, Fey, and Abominations, as well as a few other types, cannot enter into the area. A Phys-Rep of green lights must surround the area, if outside; or around the primary doorway if created on a building. This effect cannot be stacked with a Wizard Lock.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Critical&amp;quot;&amp;gt;&#039;&#039;&#039;Critical:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Modifier, when added to an attack, will cause that attack to ignore passive reductions to damage, such as Damage Ca ; and defenses that only reduce damage, such as  Roll, cannot be used as defenses.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crippling Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Crippling Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This attack is delivered with the call &amp;quot;Crippling Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace, for the remainder of the encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Curse of Death&amp;quot;&amp;gt;&#039;&#039;&#039;Curse of Death:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will not cause the target immediate harm, instead the next time the target receives a Killing Blow effect they will immediately go to resurrect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cyclone&amp;quot;&amp;gt;&#039;&#039;&#039;Cyclone:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Damage Cap&amp;quot;&amp;gt;&#039;&#039;&#039;Damage Cap:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability reduces all damage the character takes to a set amount, no  atter the source; this only applies to attacks w th a number in the attacks verbal. Though  he Critical Modifier can overcome this.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Danger S nse&amp;quot;&amp;gt;&#039;&#039;&#039;Danger Sense:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the creature to change what just happened to them, as they foresaw it and changed their action at the last moment. This can be called as the defense Foresight or they can call it to undo/change their last action. This can vary based on the situation, but this could range from having not “Opened that chest!” to “On second thought I don’t play that card”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Daze&amp;quot;&amp;gt;&#039;&#039;&#039;Daze:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be unable to take any action, while not Helpless, they cannot use any skills or abilities, nor can they move from their current location.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Death Throes&amp;quot;&amp;gt;&#039;&#039;&#039;Death Throes:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to make a final attack upon death. Characters with this effect do not choose to activate it, it activates automatically when their status becomes Dead and they have no ability to return to life under their own power. A character who uses Death Throes may not be brought back to life with a spell or ability that restores life. This ability is used with the call “Everyone in the sound of my Voice&amp;lt;Damage&amp;gt;&amp;lt;Flavor&amp;gt;&amp;lt;Effect&amp;gt;”. This attack is Area of Effect and may be defended against as such. Each character with this effect will denote the “volume” at which the ability will affect targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deflect&amp;quot;&amp;gt;&#039;&#039;&#039;Deflect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill negates a single Physical attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the Massive modifier. To use this skill, the character must call “Deflect”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Demoralize&amp;quot;&amp;gt;&#039;&#039;&#039;Demoralize:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a target within melee weapon reach to suffer a &amp;quot;weakness&amp;quot; and is delivered as &amp;quot; Voice Weakness.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Derangements&amp;quot;&amp;gt;&#039;&#039;&#039;Derangements:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These effects are mental effects on the character that will force some amount of role-play based on the specific condition. These effects can be temporary, lasting a few months, up to permanent. A character is never aware of their condition and must follow the listed role-play and mechanics as defined under the Appendix: Derangements. These conditions are assigned by a Plot Marshal, and under no circumstance can a character cure their own conditions.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Despair&amp;quot;&amp;gt;&#039;&#039;&#039;Despair:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to double the cost of all Technique skills, and all other skills must spend 2 uses to generate a single use. This is a Mental effect that lasts until cured with Psionic Clear or Break Enchantments.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Destructive Blow&amp;quot;&amp;gt;&#039;&#039;&#039;Destructive Blow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill is delivered with a melee weapon strike and does the following: destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. To use this skill, the player must declare aloud “Destroy Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be Destroyed. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deprive(Skill)&amp;quot;&amp;gt;&#039;&#039;&#039;Deprive(Skill):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect strips the named skill from the target for twenty-four hours.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Diagnose&amp;quot;&amp;gt;&#039;&#039;&#039;Diagnose:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill will allow the character to determine the condition of the creature, by asking the following questions: “Are you- (Dying, Dead, Conscious, Unconscious, Venomed, Diseased, Stunned, Sleeping, How much body are you down)?” The character may also be able to receive other information at the marshal’s discretion. You must be within arm’s reach of the target though you do not have to touch them.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Die Hard&amp;quot;&amp;gt;&#039;&#039;&#039;Die Hard:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This can be used only when a character reaches -1 Body Points. When activated, the character can continue to take actions instead of falling down and can continue to act until they reach negative Body Points equal to their unadjusted maximum Body Points; at which time they will enter the Dying state but only have a 60 count Bleed Out. This effect will end if the user is healed above 0 Body Points.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Difficult Terrain&amp;quot;&amp;gt;&#039;&#039;&#039;Difficult Terrain:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes those in the area or those affected unable to move faster than a walk. This effect is negated by Non-Corporeal, &amp;lt;Flavor&amp;gt;Aligned, or Terrain Adaptation&amp;lt;Type&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disarm&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack MUST hit the item to be affected.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disguise&amp;quot;&amp;gt;&#039;&#039;&#039;Disguise:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The character can give a false answer to &amp;quot;What do I see&amp;quot;, changing their race or other minor features such as glowing hands; or for the same cost they can leave false information for Tracking. Or the character can change their appearance for an entire encounter, or until they engage in combat. This can be used at any time, so long as they are not currently engaged in combat. For example, this feature could be used to change their appearance to that of a Gnoll, causing such NPCs to not attack them and move on to other targets. This skill can be used once each reset.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disrupt&amp;quot;&amp;gt;&#039;&#039;&#039;Disrupt:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a targets Threshold to be reduced by 3 points, or Damage Cap to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Double Attack&amp;quot;&amp;gt;&#039;&#039;&#039;Double Attack:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect may be used when a character has successfully made a weapon attack upon a target and the target defended against it in any fashion. The character may then call Double Attack and force the target to defend again or suffer the effect of the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Dragon Fear&amp;quot;&amp;gt;&#039;&#039;&#039;Dragon Fear:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes all targets lower than the designated level to become afraid of the effect’s generator. While under this effect a character cannot take offensive actions or attack the effect’s generator; as well they cannot defend against attacks from the effect’s generator. This is a Mental Effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Dragon Rage&amp;quot;&amp;gt;&#039;&#039;&#039;Dragon Rage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes all affected to enter into a blind rage attacking all targets they can perceive. If there are no such targets in the immediate area, the character becomes winded and falls unconscious for 10 minutes. The call will always have a level as part of its delivery; characters above the level in the call do not suffer the normal effect but are instead affected by Weakness. This is a Mental effect and a Compulsion.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&#039;&#039;&#039;&amp;lt;Effect&amp;gt; Strike:&#039;&#039;&#039; These types of attacks are weapon delivered attacks, which are one swing hit or miss. The &amp;lt;Effect&amp;gt; in the call is what the target will suffer should the attack land and not be defended; the Strike portion of the call is to make it clear it is a weapon attack and only good for a single swing.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elemental&amp;quot;&amp;gt;&#039;&#039;&#039;Elemental:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Type denotes that the creature is made up totally of a singular &amp;lt;Flavor&amp;gt;, such as a Fire Elemental. Creatures with this Type are always Extra-Planar, and have the following advantages: Immune to Mental, No Metabolism, and Resistant to their &amp;lt;Flavor&amp;gt;. Their disadvantages are: Vulnerable to their opposing &amp;lt;Flavor&amp;gt;, and Crumbles at 0 Body. Additionally, they often do not have standard sensory features.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Engulf&amp;quot;&amp;gt;&#039;&#039;&#039;Engulf:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a creature to swallow a target whole. Each creature has its own count to use this effect. Once engulfed, a target immediately drops to -1 Body Points, and they may not be targeted with Skills/Abilities; until they are extracted.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enslavement&amp;quot;&amp;gt;&#039;&#039;&#039;Enslavement:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to gain mental control over a target. The character may give any number of orders during the duration of the effect and the target will obey. The target will take no actions without orders from the effects originator. This effect is both a Mental effect and a Compulsion.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entangling Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Entangling Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill is used by calling “Entangling Strike” and landing a legal weapon blow; this is one swing, hit or miss. This effect causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Envenom&amp;quot;&amp;gt;&#039;&#039;&#039;Envenom:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When activated the character gains a duplicate of all Blade Poisons currently on the weapon; all stacks of Blade Poison will expire at the end of the Encounter if they are not used. Example, if the characters weapon had 2 Paralysis Blade Poisons on it, it would instead become 4 totals; however they all expire at the end of the Encounter. This skill does not stack with itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Escape from Binding&amp;quot;&amp;gt;&#039;&#039;&#039;Escape from Binding:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability allows the character to free themselves of Binding effects, on a 3 counted action, without taking any damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Expendable Healing/Effect&amp;quot;&amp;gt;&#039;&#039;&#039;Expendable Healing/Effect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This refers to any effect that can only be used in limited amounts in a given time frame. This primarily includes Signature Spell, Potions, and times per reset skills/abilities; skills that do not affect this are one that have no limit on usage like Healing Arts.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extra-Planar&amp;quot;&amp;gt;&#039;&#039;&#039;Extra-Planar:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This descriptor denotes characters that originate from a plane other than the Prime. All characters with this notation are subject to the Banish effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Evade&amp;quot;&amp;gt;&#039;&#039;&#039;Evade:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to Negate any attack with a numerical damage as part of the call, excluding attacks with the Surprise Modifier.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Evasion&amp;quot;&amp;gt;&#039;&#039;&#039;Evasion:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Execute&amp;quot;&amp;gt;&#039;&#039;&#039;Execute:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill causes a target that is Helpless to become Dead and they begin their death count. This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Exhaustion&amp;quot;&amp;gt;&#039;&#039;&#039;Exhaustion:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Expose armor&amp;quot;&amp;gt;&#039;&#039;&#039;Expose armor:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will reduce the targets physical armor (does not affect spells or Natural Armor) to 0 points; though this does not Breach the armor. This attack is delivered as &amp;quot;Voice Expose Armor&amp;quot;. While not standard, this attack can be negated with the Weapon Ward skill.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Healing&amp;quot;&amp;gt;&#039;&#039;&#039;Fast Healing:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability allows the character to naturally heal when not in combat or participating in strenuous activates. The character heals X Body Points every 5 minutes, at the end of the count; where X is the amount healed.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fatigue&amp;quot;&amp;gt;&#039;&#039;&#039;Fatigue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the character to be reduced to -1 Body Points. A fatigued character cannot be healed by any means. They may receive a Life spell when appropriate but become immediately Fatigued. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fear&amp;quot;&amp;gt;&#039;&#039;&#039;Fear:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Feeble mind&amp;quot;&amp;gt;&#039;&#039;&#039;Feeble mind:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause the target to have their mental faculties reduced almost completely. They cannot use any Skills/Abilities, nor do they have the ability to communicate. They can still move and will often wander toward bright colors and noises. This effect lasts for one hour, and is removed by Break Enchantments, Priest Rank 2, or Psionic Clear. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;First Aid&amp;quot;&amp;gt;&#039;&#039;&#039;First Aid:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;(Flavor Carrier) to Hit&amp;quot;&amp;gt;&#039;&#039;&#039;(Flavor Carrier) to Hit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes a character invulnerable to weapon damage from all but a single source. Common “to Hit” requirements are: Silver, Magic, Fire, etc.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Flee&amp;quot;&amp;gt;&#039;&#039;&#039;Flee:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This effect allows a character to escape combat by running away, so long as escape is not physically blocked. This effect may also be used to Resist or Dispel any effect that would prevent running, such as Rot or Slow. Once a Flee had been used it takes the user 5 minutes to reenter the encounter they left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fly&amp;quot;&amp;gt;&#039;&#039;&#039;Fly:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to fly through the air. No Skills/Abilities may be used while flying. Flying is represented by making the gesture of a circular motion over the character’s head with hand or boffer. It is a 5 count to take off or land from flying, during which the character may be targeted with attacks, this count may not be interrupted with damage, and leaves the user Helpless. While flying outdoors the character may not be the target of any effect that does not specifically target flying targets, Such as Voice Delivery and Gaze Attacks.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fog&amp;quot;&amp;gt;&#039;&#039;&#039;Fog:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect limits the vision of a character. While under this effect, the character is unable to make ranged attacks of any kind. This effect lasts 10 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Forget&amp;quot;&amp;gt;&#039;&#039;&#039;Forget:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause a character to forget a certain period of time. All the character will remember from the frame of time is a blank spot in their memory.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Formless&amp;quot;&amp;gt;&#039;&#039;&#039;Formless:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures will this Type have no solid features to them, and gain following Immunities: Binding, Blind, Fog, Maim, Stun, and Slay. Additionally, they can fit through any opening, though items they carry might not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fortitude&amp;quot;&amp;gt;&#039;&#039;&#039;Fortitude:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability increases the character’s Base Body Points by 30, for 1 hour or Module. When this effect expires, the amount is removed from the character’s Base Body Points, not their current Body Points.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Freeze&amp;quot;&amp;gt;&#039;&#039;&#039;Freeze:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become rigid and unable to more or take actions for up to 5 minutes. A creature with +6 Base Strength can break free of this status; as well fatal damage or ten second counted action from another can remove the effect. This effect is physical in nature.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Freezing shot&amp;quot;&amp;gt;&#039;&#039;&#039;Freezing shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to Freeze. This effect is physical in nature and is one attack, hit or miss.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fumble&amp;quot;&amp;gt;&#039;&#039;&#039;Fumble:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A character under this effect will be unable to hold any physical objects in their hands or handle physical objects for ten seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gaze Attack&amp;quot;&amp;gt;&#039;&#039;&#039;Gaze Attack:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is used to deliver an attack to a target with the character’s gaze alone. In order to use this effect, the character must maintain eye contact with the target for three full seconds, or may deliver this effect with a packet. At the end of the time or when the packet gets delivered the call is “Target Arcane Gaze&amp;lt;Effect&amp;gt;”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Glide&amp;quot;&amp;gt;&#039;&#039;&#039;Glide:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability functions much like Feather fall with the difference that they can choose where to land so long as the location is lower than where they started and within 100 yards.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Good Will&amp;quot;&amp;gt;&#039;&#039;&#039;Good Will:&#039;&#039;&#039;&amp;lt;/span&amp;gt; By channeling your healing power, you give of a calming aura that causes potential hostiles to ignore your party as you avoid them; this allows your party of up to 10 players to move past the encounter without engaging. This skill only works when dealing with sentient living creatures.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Guardian Spirit&amp;quot;&amp;gt;&#039;&#039;&#039;Guardian Spirit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill creates a safeguard on the targets spirit, binding it the target’s body. The next time the target drops to -1 Body Points or the Dead status, they will auto-stabilize to 0 Body Points. This effect lasts for one hour or Module, or until used. Additionally, the target is protected from being forcibly transformed into another creature subtype for up to one hour, as a separate duration from the auto-stabilize.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Guarding Light&amp;quot;&amp;gt;&#039;&#039;&#039;Guarding Light:&#039;&#039;&#039;&amp;lt;/span&amp;gt; By channeling positive energy, you create a temporary field that conceals you from certain creature types. This allows your party of up to 10 people to move past an encounter without engaging. This skill only works when dealing with creatures of the following types: Page 58 Abomination, Deathless, Shadow, and Undead&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harm Touch&amp;quot;&amp;gt;&#039;&#039;&#039;Harm Touch:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability is used with the call &amp;quot;Arcane Harm Touch &amp;lt;Flavor&amp;gt;&amp;quot;. This will deal 75 points of damage to the target and will heal the character for an equal amount, up to their maximum Base Body Points. This attack is delivered with a weapon and is one swing, hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Healing Arts&amp;quot;&amp;gt;&#039;&#039;&#039;Healing Arts:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to treat a targets wounds and injuries. This skill takes 20 minutes and can be applied to 2 targets at once. At the end of the treatment, the targets will be healed for up to half of their maximum Body Points, all Toxins removed from their body and up to 2 limbs regenerated. Alternatively, the user can choose to spend only 10 minutes, but will generate only one of the effects instead of all 3.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hide&amp;quot;&amp;gt;&#039;&#039;&#039;Hide:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Block&amp;quot;&amp;gt;&#039;&#039;&#039;High Block:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will allow the character to defend against a single attack delivered with a melee weapon, regardless of the Delivery Type. This skill can only be used with Brawl weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Horrify&amp;quot;&amp;gt;&#039;&#039;&#039;Horrify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be overcome by Fear so strong that it can almost kill. Horrify is Permanent, only being removed by: Dream Eater, Break Enchantments, and Resurrection. Creatures that are normally immune to Fear, downgrade this effect to the normal Fear effect lasting 5 minutes. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hold Spirit&amp;quot;&amp;gt;&#039;&#039;&#039;Hold Spirit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect targets a dead character. The target must be in their four-minute death count for this effect to work. The character using this effect touches the target and states, “I hold your spirit &amp;lt;#&amp;gt;” where the &amp;lt;#&amp;gt; is how long the affected target’s spirit remains in their body before seeking resurrection. This effect extends the death count of the target by &amp;lt;#&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hunters Call&amp;quot;&amp;gt;&#039;&#039;&#039;Hunters Call:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to summon an animal natural to the terrain that the character is currently in. This animal can be given a command action which it will perform to the best of its abilities for up to 1 hour. The creatures summoned by this skill are above average intelligence for their species, such that they can comprehend complex commands. This skill cannot be used in combat&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Impale&amp;quot;&amp;gt;&#039;&#039;&#039;Impale:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to add a powerful pull to their ranged attacks. When used the character increases their Base Weapon Damage by 2 points and can add the Critical Modifier to their next 10 packet attacks.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Impunity&amp;quot;&amp;gt;&#039;&#039;&#039;Impunity:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the Parry skill are considered negated.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Incinerate&amp;quot;&amp;gt;&#039;&#039;&#039;Incinerate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is always a counted action and causes the target to turn into ash. This destroys Unshatterable items. If used on a living target the body is instantly destroyed and they immediately seek resurrection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inept&amp;quot;&amp;gt;&#039;&#039;&#039;Inept:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will always have some other effect or type listed with it, such as Fire/Swords/Magic. The effects or types listed in the entry are unusable by the character. This prevents them from purchasing the listed if it is a skill; in the case of an effect, they cannot generate that effect in anyway, this includes the use of crafted items and Forged items.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Initiative&amp;quot;&amp;gt;&#039;&#039;&#039;Initiative:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to make a quick escape from combat. When used, a minor hold occurs that only involves other players engaged with the character. The character may then move up to 10 steps away, after which normal game play will resume.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inspiration&amp;quot;&amp;gt;&#039;&#039;&#039;Inspiration:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Target gains +1 Permanent Weapon Damage or 25 points of Spell Pool for 5 minutes or an Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Instill Rage&amp;quot;&amp;gt;&#039;&#039;&#039;Instill Rage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to incite an ally into battle frenzy; granting them Immunity to Fear and Sleep, +2 Permanent Weapon Damage, and +10 Base Body Points; however, they must continue to engage enemies until there are no enemy targets remaining. If used on oneself the effect is much weaker granting only +2 Permanent Weapon Damage and Immunity to Page 59 Fear. This effect will last for 5 minutes or one Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Intimidate&amp;quot;&amp;gt;&#039;&#039;&#039;Intimidate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill has two uses: First, this can be used against a target within melee weapon reach and is delivered as &amp;quot; Voice Arcane Terror&amp;quot;. Second, this skill can be used against a Conscious and Helpless target to force them to answer a yes or no question, which must be answered truthfully.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Invisibility&amp;quot;&amp;gt;&#039;&#039;&#039;Invisibility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is similar to the Conceal effect, with the major differences that it has a variable duration and it does not end when the user moves or attacks. This effect can make the character a deadly foe as they are not able to be attacked but can still engage targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Body&amp;quot;&amp;gt;&#039;&#039;&#039;Iron Body:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill gives the character 5 points of Dexterity Armor. This skill can be purchased a maximum of 4 times.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kill&amp;quot;&amp;gt;&#039;&#039;&#039;Kill:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect instantly sets the target to dead. The targets death count begins immediately.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Knockdown&amp;quot;&amp;gt;&#039;&#039;&#039;Knockdown:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect does not render the target Helpless, but does prevent the use of Active Skills/Abilities as well as the target cannot walk during the duration, which by default is 10 seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Maim Limb&amp;quot;&amp;gt;&#039;&#039;&#039;Maim Limb:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon. This is one swing hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magnetic Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Magnetic Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This has no effect by itself.  A character affected by Magnetic Shot can be voice-targeted by the character that applied it for five minutes or one encounter. Magnetic Shot is not curable by normal means (although it may be resisted normally).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Manticore Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Manticore Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the characters to unleash toxic ammo that weaken their foes. The characters next 3 ranged attacks become “Poison Weakness”. Each of these attacks is one shot hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Massive&amp;quot;&amp;gt;&#039;&#039;&#039;Massive:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Massive damage affects the target if they are contacted in any way. This may not be blocked by a shield or a weapon. If used in conjunction with a Skill/Ability that allows multiple strikes, then all such strikes are Massive.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mirror Image&amp;quot;&amp;gt;&#039;&#039;&#039;Mirror Image:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill causes the character to be duplicated by shifting images, causing the next 2 melee/ranged weapon attacks to be Negated. This is a visible effect; and lasts for 5 minutes or one Encounter, or until used, whichever is shorter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mob Scene&amp;quot;&amp;gt;&#039;&#039;&#039;Mob Scene:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Critical Modifier to their next single attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mobility&amp;quot;&amp;gt;&#039;&#039;&#039;Mobility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to resist slowing effects, Pin and Bind effects, and Binding Strike’s up to +4 Strength. Additionally, this skill can remove any of the above effects that are currently affecting the character, as well as allow escape from other non-magical bindings on their person.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Move Silent&amp;quot;&amp;gt;&#039;&#039;&#039;Move Silent:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Armor&amp;quot;&amp;gt;&#039;&#039;&#039;Natural Armor:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect gives the character armor points without the use of a Phys-Rep. These points will stack with all other forms of armor, but will not allow a character to exceed their maximum armor total. These armor points may be healed if a character is at full Body, in addition to all other rules that allow a character to refit armor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natures Ire&amp;quot;&amp;gt;&#039;&#039;&#039;Natures Ire:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nausea&amp;quot;&amp;gt;&#039;&#039;&#039;Nausea:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become sick and unable to use Active Skills/Abilities for thirty minutes. The target may move at a slow walk and may speak, but the condition of sickness should be role-played. If the condition is not role-played they target may not speak. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Negate&amp;quot;&amp;gt;&#039;&#039;&#039;Negate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to cancel another specific effect as it happens. This functions similar to resist, and there is generally a cost to be paid to generate this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nightmare&amp;quot;&amp;gt;&#039;&#039;&#039;Nightmare:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target is overcome by horrible waking nightmares. This effect is permanent and may only be removed by a Dispel Magic cast by a character of level 20 Break Enchantments, Resurrection, or the Dream Eater effect. While under this effect the target suffers the following disadvantages: maximum weapon damage is reduced to two, the character must expend 2 appropriate Combat/Spell Slots to use/cast a Technique/Spell, the target’s bleed out count is reduced to one minute, and they only receive one point of healing per application by any source.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pacify&amp;quot;&amp;gt;&#039;&#039;&#039;Pacify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause the player to be unable to incite or engage in combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Padded&amp;quot;&amp;gt;&#039;&#039;&#039;Padded:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Flavor Carrier causes all damage to be temporary, this means while the damage is real enough to lower a targets hit points it will never drop them below 0, and after 10 minutes the lost Body Points will return on their own or can be healed. Armor that suffers damage from this carrier is lowered to 0 as well though again the armor does not become broken and can be refitted to full without use of a Patch Kit.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Paralysis&amp;quot;&amp;gt;&#039;&#039;&#039;Paralysis:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target of this effect becomes Paralyzed for the duration, 30 minutes by default. During the duration they are still aware of the world around them so long as they are also conscious, but cannot move, speak, or use Active Skills. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one physical attack that was successfully landed on the user. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Phase&amp;quot;&amp;gt;&#039;&#039;&#039;Phase:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a character to momentarily shift partially to another plane, allowing them to negate a single attack of any type.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Plague&amp;quot;&amp;gt;&#039;&#039;&#039;Plague:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This is a Disease effect. The target of this effect may not be affected by any Restoration effect except Cure Disease. Additionally, if not cured, 2 hours after they are affected they will die and dissipate. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Possession&amp;quot;&amp;gt;&#039;&#039;&#039;Possession:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures with this ability can bond with a host, granting them some amount of control over the host and gaining the hosts body as a defense from attack. The process by which the creature can possess a target varies and will be noted on the card, as well as how much control of the target they have.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Power Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to fire a deadly volley. The characters next 4(four) ranged attacks gain a +10 Temporary Damage bonus. Each of these attacks is one shot hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Purify&amp;quot;&amp;gt;&#039;&#039;&#039;Purify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will remove all Metabolic and Disease effects from the target, no matter how they were generated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refit:&#039;&#039;&#039; This means to readjust a suit of armor that has received damage to its full value unless breached, in which case its new maximum is adjusted according to the number of breaches to refit armor manually takes a sixty (60) second counted action and any damage received by the person doing the refit resets the counter. Refit from the source of the spell is instantaneous and repairs an breaches. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Reflect&amp;quot;&amp;gt;&#039;&#039;&#039;Reflect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will rebound an effect back onto the originator of said effect, making them the new target. This does not change the originator of the effect. The type of effects that can be defended with this ability will be noted on the card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Renew&amp;quot;&amp;gt;&#039;&#039;&#039;Renew:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to refresh Skills/Abilities of a target by touch. The effect will list specifically what Skills/Abilities are restored to the target.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resist&amp;quot;&amp;gt;&#039;&#039;&#039;Resist:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability will be specifically noted what the character may use it against. Resists are considered a Passive Ability, and may be used so long as the character is Conscious. Common Resists include: School of Magic, Specific Effect, Delivery Type, or Family (Such as Binding or Mental).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resistant&amp;quot;&amp;gt;&#039;&#039;&#039;Resistant:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability causes the character to take half damage from the designated &amp;lt;Flavor&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Revive&amp;quot;&amp;gt;&#039;&#039;&#039;Revive:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to return to life from the Dead condition at its full Body total. Revive will have conditions listed to which it applies. First, the number of times per day the effect may be used. Second, are effects that can prevent the character from using this ability. Example: a troll may have Revive/Fire. Which means it will continue to revive until it is affected by a Killing Blow with the Fire Carrier.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rot&amp;quot;&amp;gt;&#039;&#039;&#039;Rot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to move no faster than a walk. If not cured within six hours the target dies and dissipates. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sap&amp;quot;&amp;gt;&#039;&#039;&#039;Sap:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect incapacitates a target, denying them the ability to take action and making them unaware of their surroundings. While under this effect they are not Helpless. Any damage or violent movement will end this effect, otherwise they will remain in this state for up to 5 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield&amp;quot;&amp;gt;&#039;&#039;&#039;Shield:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect functions to passively protect the character against the first effect of the listed Delivery Type to contact them. When a Shield is used the character must announce “Shield &amp;lt;Type&amp;gt;” where type is the Shield effect generated&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Smoke Screen&amp;quot;&amp;gt;&#039;&#039;&#039;Smoke Screen:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the user must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions..&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shun&amp;quot;&amp;gt;&#039;&#039;&#039;Shun:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect cause a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This effect is on the target and not the caster. Dispelling the target will rid them of the effect. This effect is both a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Silent&amp;quot;&amp;gt;&#039;&#039;&#039;Silent:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Modifier goes at the beginning of an attack, instead of the end. Attacks with this Modifier and any defense called against the attack will make no In Game noise.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slay&amp;quot;&amp;gt;&#039;&#039;&#039;Slay:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect deals 100 points of damage to the target.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slow&amp;quot;&amp;gt;&#039;&#039;&#039;Slow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect slows the characters actions; reducing them to a 3 seconds delay between attacks, this includes Melee and Ranged weapons, as well as Bomb, Vials, Spells, and activated special abilities; additionally they cannot run. This has a duration of 1 hour, and the cure is based on the delivery method.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slow Regeneration&amp;quot;&amp;gt;&#039;&#039;&#039;Slow Regeneration:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to spend one hour, which they may not engage in combat, to heal themselves to their maximum Body, remove all Toxins, and Regenerate all missing limbs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slumber&amp;quot;&amp;gt;&#039;&#039;&#039;Slumber:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to fall unconscious. This affects targets that are immune to the Sleep effect. This effect may be ended by shaking the target vigorously for five minutes, or Break Enchantments; otherwise, the effect has duration of permanent.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Snare&amp;quot;&amp;gt;&#039;&#039;&#039;Snare:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become unable to move, suffering the effect of a Natural Pin. (&#039;&#039;Do we still need this?  It seems like if Snare is always going to be Natural Pin, we can cut CL by just replacing the one with the other)&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Soar&amp;quot;&amp;gt;&#039;&#039;&#039;Soar:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability is grants the creature the Fly ability, with the alteration of they can take off and land instantly, negating the normal 5 counted action.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Soul Jar&amp;quot;&amp;gt;&#039;&#039;&#039;Soul Jar:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The ability is a powerful effect that traps some portion of the targets Spirit within an object. This has a number of effects, first the character has their effective Death total increased for the purposes of Resurrection; as well add 5 Negatives to the roll if the object is not present.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stun&amp;quot;&amp;gt;&#039;&#039;&#039;Stun:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Summon/Create Creature(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Summon/Create Creature(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will summon or create a creature of the listed type. These effects are at plot discretion. The character generating this effect must supply the player to Phys-Rep the Summon/Created creature. If the creature leaves Line of Sight from the character who Summoned or Created it for ten seconds, or the caster dies the effect ends immediately. Summoned/Created creatures are under control of the character who generated the effect. A character may only have one Summoned/Created creature at a time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Summon Weapon(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Summon Weapon(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect creates a weapon of the listed (Type). This weapon causes only damage of the (Type). The weapon created may take any form for which there is an appropriate Phys-Rep.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Surprise&amp;quot;&amp;gt;&#039;&#039;&#039;Surprise:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes an attack difficult to defend against. Only Passive Skills/Abilities, such as Resist, may be used to defend against an attack with this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swarm&amp;quot;&amp;gt;&#039;&#039;&#039;Swarm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This descriptor denotes a creature is made up of many smaller monsters or separate parts. This causes all attacks to only harm a single part of the whole. Monsters with this ability often have a Damage Cap but addition any attack that has an Effect instead deals a single point of damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sympathy&amp;quot;&amp;gt;&#039;&#039;&#039;Sympathy:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to take any negative effect they generate on another character. This is a Mental effect and lasts until cured by Break Enchantments or 24 hours.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Mastery&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain Mastery:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to ignore terrain penalties of the listed type.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terror&amp;quot;&amp;gt;&#039;&#039;&#039;Terror:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be unable to move from their current location and only defend themselves for ten seconds. This effect is a Fear effect and Mental.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Thrall&amp;quot;&amp;gt;&#039;&#039;&#039;Thrall:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect functions an Enslavement effect with a permanent duration. This effect may only be removed by Break Enchantments ,Dream Eater, or Resurrection. The character who generated the Thrall effect may issue Psionic effects to the target that may not be resisted. This effect is both a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Threshold(#)&amp;quot;&amp;gt;&#039;&#039;&#039;Threshold(#):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a character to call “Threshold” to any attack that does not exceed the (#) listed. This includes weapon delivered and packet delivered attacks. A character with Threshold takes a single point of damage from every attack that would normally affect them but fails to exceed the character’s Threshold (#). Threshold is applied before modifiers due to increased or reduced effects due to damage type.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trackless Step&amp;quot;&amp;gt;&#039;&#039;&#039;Trackless Step:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes the character untraceable. They do not leave footprints of any kind unless they choose to. This makes tracking the character extremely difficult.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;True Sight&amp;quot;&amp;gt;&#039;&#039;&#039;True Sight:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to see things as they truly are. This effect sees through Invisibility, Disguise, and Illusions, and other magical effects at plot discretion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Vampiric&amp;quot;&amp;gt;&#039;&#039;&#039;Vampiric:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to lose five maximum Base Body Points every thirty minutes until cured. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Venom&amp;quot;&amp;gt;&#039;&#039;&#039;Venom:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target of this effect loses the ability to use Skills/Abilities for 1 hour; if this effect is not cured before the end of that time the targets status changes to Dead. This is a Metabolic effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Voice Control(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Voice Control(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to announce “Voice Control (Type)(#)” where (Type) denotes what they may control and (#) is the maximum level of the target allowed. All characters who hear the effect may be affected. Non-Sentient characters affected are enslaved by the character. Sentient characters must be affected by this effect each time they are given a command. This may also be delivered as a single target ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Vulnerable&amp;quot;&amp;gt;&#039;&#039;&#039;Vulnerable&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;Flavor&amp;gt;:&#039;&#039;&#039; This effect causes the creature to take double damage from the listed &amp;lt;Flavor&amp;gt;, or the Ward Flavor Carrier. A target who is Vulnerable to a flavor will always be affected by these attacks, even if they have To Hit on their card.          &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ward&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ward:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; This Flavor Carrier will deal double damage to any target that has a Vulnerable:(Flavor) listed on their card. (&#039;&#039; I don&#039;t know what happened here but I liked the original &amp;quot;Ward - applies damage regardless of immunities, or x-to-hit restrictions&amp;quot; better&#039;&#039;)&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Signs&amp;quot;&amp;gt;&#039;&#039;&#039;Warning Signs:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  The signs are everywhere if you are looking for them. You can pick out tracks quick enough to notice a bad situation before you walk into, allowing you to find another route. This allows your party of up to 10 players to move past the encounter without engaging. This skill only works so long as there is another way to proceed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;War Cry&amp;quot;&amp;gt;&#039;&#039;&#039;War Cry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This causes the next technique or spell to be used at half cost, round down.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weakness&amp;quot;&amp;gt;&#039;&#039;&#039;Weakness:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Wither&amp;quot;&amp;gt;&#039;&#039;&#039;Wither:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a single limb to become useless on the target. The affected character may choose the limb if the character generating the effect did not specify which limb. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Wound&amp;quot;&amp;gt;&#039;&#039;&#039;Wound:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect reduces the targets maximum Base Body Points by up to 3 points, cannot reduce a target below 1 Base Body Points. This effect will stack with itself and other effects that reduce Base Body Points. This effect lasts until cured. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Artisan&amp;diff=663</id>
		<title>Artisan</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Artisan&amp;diff=663"/>
		<updated>2024-05-15T18:53:56Z</updated>

		<summary type="html">&lt;p&gt;Ashley: Aesthetics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the world is filled with heroes and monsters, the real world continues to due to efforts of the common man. While many have learned a trade or a craft to survive it is those who have pushed themselves in mastering the arts. They are those who have chosen to not hide when trouble comes, but instead have taken their skills to the front line, to aid those who would rush into the fray. Artisans, while not your traditional adventuring hero play a crucial role. While they have spent no time training in the ways of magic or martial expertise, they have spent plenty of time learning and being adaptive. And for this they are truly gifted in many ways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Due to their vacancy of martial training Artisans can only wear Costume Armor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Artisans are skilled with Short Weapon only. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Class Features:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Time Well Spent:&#039;&#039;&#039; When you put your time into something you get out more than you put in. The items that the Artisan crafts have 3 additional months of duration (maximum of 15 months); in the case of weapons and armor, these 3 months do not consume additional components. Additionally, counted actions from using a skill are reduced by up to 1 minute, but will not reduce counts to below 1 minute &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Will to Survive:&#039;&#039;&#039; While you are not hardened by the rigors of training for combat, your effort is not lost. Your drive and ambition to save this world grants your grip on life, extending your Bleed Out Count by 1 minute. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adaptive Learner:&#039;&#039;&#039; When you get in a rut it is not always a bad thing, all that time not wasted on practicing for combat has made it far easier for you to pick up on new things. Learning a skill takes 50% less time than normal.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Artisan: Basic Skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Brew Potion&lt;br /&gt;
|6&lt;br /&gt;
|Read and Write&lt;br /&gt;
|Healing Arts&lt;br /&gt;
|5&lt;br /&gt;
|First Aid &amp;amp; Diagnose&lt;br /&gt;
|-&lt;br /&gt;
|Chemistry&lt;br /&gt;
|6&lt;br /&gt;
|Read and Write&lt;br /&gt;
|Knowledge (area)&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cooking&lt;br /&gt;
|6&lt;br /&gt;
|Read and Write&lt;br /&gt;
|Miner, Minor&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Craftsman&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Miner, Standard&lt;br /&gt;
|3&lt;br /&gt;
|Miner, Minor&lt;br /&gt;
|-&lt;br /&gt;
|Diagnose&lt;br /&gt;
|2&lt;br /&gt;
|First Aid&lt;br /&gt;
|Profession - 1st&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Engineering&lt;br /&gt;
|6&lt;br /&gt;
|Read and Write&lt;br /&gt;
|Profession - 2nd&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Estimate Value&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Read and Write&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Minor&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Scribe Rune&lt;br /&gt;
|6&lt;br /&gt;
|Read and Write&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Standard&lt;br /&gt;
|3&lt;br /&gt;
|Farmer, Minor&lt;br /&gt;
|Smithing&lt;br /&gt;
|6&lt;br /&gt;
|Read and write&lt;br /&gt;
|-&lt;br /&gt;
|First Aid &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Theurgist, Minor&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved instruct&lt;br /&gt;
|1&lt;br /&gt;
|Read and Write&lt;br /&gt;
|Theurgist, Standard&lt;br /&gt;
|3&lt;br /&gt;
|Theurgist, Minor&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Artisan: Advanced Skills&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Medicine&lt;br /&gt;
|8&lt;br /&gt;
|Practitioner&lt;br /&gt;
|Mastery: Insight&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mastery: Pack Rat&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Mastery: Quickness&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mastery: Good to the Last Drop&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Practitioner&lt;br /&gt;
|8&lt;br /&gt;
|Healing Arts&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Major&lt;br /&gt;
|5&lt;br /&gt;
|Farmer, Standard&lt;br /&gt;
|Miner, Major&lt;br /&gt;
|5&lt;br /&gt;
|Miner, Standard&lt;br /&gt;
|-&lt;br /&gt;
|Theurgist, Major&lt;br /&gt;
|5&lt;br /&gt;
|Theurgist, Standard&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Medicine:&#039;&#039;&#039; By combining your skills and knowledge you are able to maximize your efficiency. The skill consumes 2 Common Herbs per target, when the skill is used. This further refines the Practitioner skill; reducing the time to 10 minutes to generate all of the following effects on up to 3 targets; Cure Metabolic, Cure Disease, Remove Curse, and Regenerate. They can also choose to spend 5 minutes working to generate a single effect on the 3 targets; these do not have to be the same effect. Additionally they can work for 10 minutes with a single target and they can remove the effects of Horrify, Nightmare, Petrify, Slumber, Sympathy, and suppress Permanent Derangements for the remainder of the current event&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brew Potion:&#039;&#039;&#039; This skill allows the character to create potions that store the power of magical spells to be used later. Each time the skill is purchased, what they can produce and the amount they can produce, is increased. For more information, see the Production section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; This skill allows the character to create poisons and elixirs. Each time the skill is purchased, what they can produce and the amount they can produce, is increased. For more information, see the Production section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking:&#039;&#039;&#039; This skill allows a character to spend time in game creating items that can be consumed for some in game benefit, such as healing, curing of ailments, granting them temporary defense, or even restoring expended resources. Each cooking recipe will have the cost, time to prepare, and effect listed on it. If taken at character creation, the character will begin with 1 Recipes per Rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craftsman:&#039;&#039;&#039; This skill can be taken for any art of crafting the player chooses. Some examples are: Glassblower, Brewer, Herbalist, Baker, Etc. At Event Check In, for each purchase of this skill, the character will either receive 10 Copper per rank, or produce appropriate tagged items related to their art of crafting. This skill has a max of 20 Ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diagnose:&#039;&#039;&#039; This skill will allow the character to determine the condition of the creature, by asking the following questions: “Are you- (Dying, Dead, Conscious, Unconscious, Venomed, Diseased, Stunned, Sleeping, How much body are you down)?” The character may also be able to receive other information at the marshal’s discretion. You must be within arm’s reach of the Target though you do not have to touch them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039; This skill allows the character to create traps, locks and other anachronisms. Each time the skill is purchased, what they can produce and the amount they can produce is increased. For more information, see the Production section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Estimate Value:&#039;&#039;&#039; This skill allows a character to spend 1 minute studying an item to determine its market value. The value will be given by a Marshal or will have a code on it that will tell the player the value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farmer, Minor/Standard/Major:&#039;&#039;&#039; This skill allows a character to operate a Node and collect Herb/Food components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid:&#039;&#039;&#039; This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Instruct:&#039;&#039;&#039; This skill reflects the characters’ skill at educating others. While anyone can instruct another character in a skill they have, a character with this skill can do it far quicker, taking only 5 minutes to teach a Basic skill and only 15 minutes to teach an Advanced skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing Arts:&#039;&#039;&#039; This skill allows the character to treat a targets wounds and injuries. This skill takes 20 minutes and can be applied to 2 targets at once. At the end of the treatment, the targets will be healed for up to half of their maximum Body Points, all Toxins removed from their body and up to 2 limbs regenerated. Alternatively, the user can choose to spend only 10 minutes, but will generate only one of the effects instead of all 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge (Area):&#039;&#039;&#039; This skill allow the characters to access knowledge that they have trained in. How much information may be garnered is based on the character’s rank in that area. Knowledges are ranked from 1 to 5, with 1 being just above basic education and 5 being a versed scholar in the field. You may ask questions to a Marshal or Plot member during a game; however, they may or may not have an answer for you at that time. Reasonable answers will be given immediately. Each time a rank of Knowledge (Area) is purchased, the character will gain 1 knowledge point. Purchasing the 5th rank will award 2 points instead of 1. All knowledge points are in a shared pool and can be used as the character needs with any Knowledge (Area) that they have. The Knowledge (Area) section under Basics has a list of what each knowledge area can do and the point cost to generate said effects. The highest effect that can be generated is capped by the rank in that Knowledge (Area) the player has purchased. Each reset a player can spend a limited number of the Knowledge points in a given Knowledge; they can spend a maximum of 2 times their current rank in the associated skill from their pool of points. The following is a list of Common Knowledge (Area) skills; others would need to be approved by the local plot team: Astronomy, Cycle, Deep Elf, Dwarf, Ent, Felis, Geography, Gnome, Half Troll, High Elf, History, Human, Magic, Nature, Nautical, Nobility, Planes, Rok’Shen, and Warfare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mastery: Good to the Last Drop:&#039;&#039;&#039; Whenever you use a non-advanced Potion or Elixir you can split the dose generating a second application that must be used immediately, within the next 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mastery: Insight:&#039;&#039;&#039; Artisans are keen on observing the world around them, not being in the heat of combat they just pick up on the background you might say. This skill allows the character to use a Knowledge (Area) ability, without spending Knowledge Points. The player will announce ‘Insight’ as they use their Knowledge Skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mastery: Pack Rat:&#039;&#039;&#039; You are always working and that means constantly having your hands full with a number of projects, this means you are never without a bag of random useful items. When used you can find a useful tool in your bag to use for a single action, the following are examples but a marshal may approve other uses. Examples: Master Tools, Minor Artisans Workings, Hammer &amp;amp; Nails, Crowbar, 10 feet of strong cord (+2FoS), Candle &amp;amp; Match, Mirror, ect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mastery: Quickness:&#039;&#039;&#039; This skill allows the character to reduce a counted action by a degree of time. This cannot be stacked with itself for multiple reductions. This skill is considered a Passive Temporary Reduction. &lt;br /&gt;
&lt;br /&gt;
 Over 60 seconds is reduced by 50%, &lt;br /&gt;
&lt;br /&gt;
 60 count becomes a 30 count, &lt;br /&gt;
&lt;br /&gt;
 30 count becomes a 3 count, &lt;br /&gt;
&lt;br /&gt;
 3 count becomes a 1 count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miner, Minor/Standard/Major:&#039;&#039;&#039; This skill allows a character to operate a Node and collect Ore components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practitioner:&#039;&#039;&#039; This skill improves upon the character’s ability in Healing Arts. The time to treat a target is reduced to 15 minutes and can now be applied to 3 targets at once and will additionally remove Curses afflicting them. Similar to Healing Arts the user can choose to spend only 10 minutes but will generate only one of the effects instead of all. Additionally, the character can work with a single target to identify and even temporarily suppress one of a character’s Derangements for up to 6 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professions:&#039;&#039;&#039; Professions are a set of skills that reflect a character’s study in that field. Each profession consists of 5 ranks each having a different ability, the ranks must be purchased in order. Each profession also functions under its own set of rules; this is because different abilities have different usages and limits of use. The cost for each rank is based on the number of Professions you have meaning, your 1st Profession all ranks are the same cost. Your 2nd Profession all ranks are at the cost noted on the table, and so on. A full list of Professions is available under Basics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scribe Rune:&#039;&#039;&#039; This skill allows the character to create magical Runes that store the power of their spells to be used at a later time. Each time the skill is purchased, what they can produce and the amount they can produce is increased. For more information, see the Production section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smithing:&#039;&#039;&#039; This skill allows the character to create armor and weapons, as well as craft advanced specialty items. Each time the skill is purchased what they can produce and the amount they can produce is increased. For more information, see the Production section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theurgist, Minor/Standard/Major:&#039;&#039;&#039; This skill allows a character to operate a Node and collect Residuum components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Armor&amp;diff=670</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Armor&amp;diff=670"/>
		<updated>2024-05-15T18:41:54Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armor is whatever material your character puts between the dangers of the world and his or her tender skin.  Armor comes in several varieties and provides varying levels of protection.&lt;br /&gt;
&lt;br /&gt;
=== Categories: ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cloth Armor&#039;&#039; or &#039;&#039;Costume Armor&#039;&#039; is anything typically worn for costuming not otherwise intended as a defensive measure.  Cloth Armor takes 10 points of damage before it exposes the user&#039;s [[Body]] points&lt;br /&gt;
* &#039;&#039;Light Armor&#039;&#039; is lightweight (at least by comparison) material intended as a defensive measure.  Leather and padding are typical examples.  Light Armor takes 20 points of damage before it fails.&lt;br /&gt;
* &#039;&#039;Medium Armor&#039;&#039; is typically metal but not thick or intended for full-body protection.  Chain, Ringed, and some varieties of Banded are typical examples.  Medium Armor takes 30 points of damage before it fails.&lt;br /&gt;
* &#039;&#039;Heavy Armor&#039;&#039; is metal or other hard material intended to take blows for its wearer.  Plate is the archetypical example.  Heavy Armor takes 40 points of damage before it fails.&lt;br /&gt;
* &#039;&#039;Battle Armor&#039;&#039; is the apex of defensive outfitting.  It can be difficult to tell Battle Armor from Heavy Armor at a distance; the difference is in internal reinforcement and such.  Battle Armor takes 50 points of damage before it fails.&lt;br /&gt;
  &lt;br /&gt;
=== Construction: ===&lt;br /&gt;
&lt;br /&gt;
For game purposes, armor category is determined by appearance.  The Texas sun is murderous even in the spring and we prefer not to encourage dangerous steel encasements under the Texas summer sun.  The actual material used for construction isn&#039;t necessarily relevant.  What&#039;s relevant is how the overall look reads a few feet away.  Cloth armor is awarded for any costuming.  There are fabrics available that resemble leather closely enough to present as Light Armor. Metal armors are a bit more complicated or expensive.  Actual metal is an option, but a heavy, potentially dangerous, expensive option.  There are lots of good tutorials available on making costume plate from lighter, safer-in-Texas-heat materials.  Emily has a [https://www.youtube.com/watch?v=pRGM0AG97ZU great example] of EVA foam plate that doesn&#039;t use any equipment more exotic than a sewing machine and heat gun (hair dryer works in a pinch.)  Chain mail is not especially difficult to 3d print and paint.  &lt;br /&gt;
&lt;br /&gt;
=== Game Rules: ===&lt;br /&gt;
When a character takes damage from a weapon blow, spell, bullet, trap, or other source of damage, the amount taken is first subtracted from armor value.  When a character receives enough damage to reduce their armor value to 0, the armor is &#039;&#039;Breached&#039;&#039;, meaning that it&#039;s now considered the next worse kind of armor - Battle breaches to Heavy, Heavy breaches to Medium, etc.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor value can be restored in a number of ways&lt;br /&gt;
&lt;br /&gt;
* Anyone can refit unbreached armor to its original maximum value given sixty seconds of uninterrupted refit time.  &lt;br /&gt;
* Repairing a single breach takes ten minutes and tools, and any character can repair any armor they can wear - everyone that trains armor use includes the maintenance of that armor. The tools required for this are common but not generally portable; anyone can limp back to town in the tattered remains of their armor and fix it up, but fixing it in the field requires specialized equipment or training.  Armor that&#039;s breached all the way to zero is destroyed.&lt;br /&gt;
* A number of [[Spells#Refit|spells]] and [[Champion#Patch Job|skills]] and similar effects can immediately repair armor whether or not it&#039;s been breached.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Sailor&amp;diff=664</id>
		<title>Sailor</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Sailor&amp;diff=664"/>
		<updated>2024-05-15T18:12:46Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whether it was by choice or lack of options, you found yourself manning the deck of a sailing ship. While you have since walked away from the open seas, you never left behind the calming oceans that you once knew as home. &lt;br /&gt;
&lt;br /&gt;
* Receives rank 1 of Knowledge (Astronomy) and Knowledge (Nautical) at no SP cost. &lt;br /&gt;
* You can hold your breath under water for up to 5 minutes; combat does not reduce this time. &lt;br /&gt;
* Uncanny Balance: Living at sea has given you the ability to stay upright despite the roll of the deck. The character has perfect balance for the purpose of overcoming such physical challenges; additionally, they can Resist Knockdown once each reset.&lt;br /&gt;
* Receive Power: Weapon Proficiency: Spear&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Scholar&amp;diff=665</id>
		<title>Scholar</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Scholar&amp;diff=665"/>
		<updated>2024-05-15T18:11:37Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Books, books, and more books! Yes, you are what many call a bookworm however you have taken that love of knowledge to a far higher level. It is no longer about just knowing but about discovery as well. &lt;br /&gt;
&lt;br /&gt;
* Receive a common Read and Write skill at no SP cost. &lt;br /&gt;
* Favored Studies- Receive a 1 SP discount on six common Knowledge (Area) skills of your choice. &lt;br /&gt;
* Due to your extensive training and natural knack you may spend a maximum of 3 times your current rank in the associated Knowledge skill from your pool of Knowledge points each reset, instead of the normal 2; for your Favored Areas.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Nomad&amp;diff=666</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Nomad&amp;diff=666"/>
		<updated>2024-05-15T18:09:29Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your home is the road and the thought of being stuck in one place forever, almost makes your skin crawl. You have spent your time traveling, far and wide, and have done almost every odd job there is to get your meals. To many this life would seem empty, but you know that the world was meant to be seen. &lt;br /&gt;
&lt;br /&gt;
* Receive a 1 SP discount on the Track skill. &lt;br /&gt;
* Can Resist Rot once each reset &lt;br /&gt;
* Receive Rank 1 of Knowledge (Geography) at no SP cost.&lt;br /&gt;
* Receive Power: Weapon Proficiency, in a weapon of your choice.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Woodsman&amp;diff=667</id>
		<title>Woodsman</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Woodsman&amp;diff=667"/>
		<updated>2024-05-15T17:49:33Z</updated>

		<summary type="html">&lt;p&gt;Ashley: Last sentence of the description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For reasons only you know, you walked away from the civilized world to make your home in the wilds. Perhaps you needed the space to find yourself; perhaps it was simply to escape the city life. Whatever the cause, your time in the wild taught you to be tough and to survive. &lt;br /&gt;
&lt;br /&gt;
* Receive a 1 SP discount on Knowledge (Geography) and Knowledge (Nature). &lt;br /&gt;
* Receive 1 use of the Survival skill at no SP Page 23 cost. &lt;br /&gt;
* Receive Power: Weapon Proficiency: Short Bow or Long Bow.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Outlaw&amp;diff=668</id>
		<title>Outlaw</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Outlaw&amp;diff=668"/>
		<updated>2024-05-15T17:47:39Z</updated>

		<summary type="html">&lt;p&gt;Ashley: Punctuation Changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe you grew up in the wrong part of town or just found yourself in with the wrong crowd, either way you have spent some amount of time living outside the law. While those days might be behind you, you didn’t walk away without picking up a few useful tricks. &lt;br /&gt;
&lt;br /&gt;
* Receive a 1 SP discount on the Disable Device skill. &lt;br /&gt;
* Fence: While you might not always get the best prices you know where to unload a haul. You can spend 1 hour out of game to ‘Fence’ loot. Doing so will allow you to sell off almost anything. The amount is 90% of the Creation Cost; the amount is reduced by 10% for each month that has passed on the duration.&lt;br /&gt;
* Contacts: Even though you are out of the game you still know a few guys who are in the know. This allows the character to use abilities from the &#039;Informant profession&#039;, once each logistical day.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Medic&amp;diff=669</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Medic&amp;diff=669"/>
		<updated>2024-05-15T17:44:39Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your time working with the sick and wounded has paid off, you often find that you are drawn to those in need of your care, and you value the lives of others highly; life is precious. &lt;br /&gt;
&lt;br /&gt;
* Receives the First Aid and Diagnose skills at no SP cost. &lt;br /&gt;
* Healing Touch: When performing First Aid, on a dying target, the count is reduced to 30 seconds from the normal 1 minute count; additionally, they can choose to heal the target for 5 points.&lt;br /&gt;
* Receives a 1 SP discount on Knowledge (Cycle).&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Wildling_-_Gnome_Racial&amp;diff=613</id>
		<title>Wildling - Gnome Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Wildling_-_Gnome_Racial&amp;diff=613"/>
		<updated>2024-05-13T19:30:26Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Either through the strength of your ancestors of just natural selection, your bloodline contains just enough of the old stuff. A race of fey that once flourished but became all but lost in the years after the Reality War. The wildlings came to the prime in search of wonders not found on Essence, and they found it. Among the high mountains of Norvis they found the Dwarves, a hearty race that build wondrous creations. Over many generations the Fey, being cut off from Essence, took refuge with their new friends and in time would even mate with them. Over the next 5000 years, this continued until the wildings were all but forgotten and a new race had taken its place, Gnomes. While they had become a new race in whole, their wanderlust never faded and in time, they would seek out a new home to make their own. But some things never go away they simply become dormant waiting for the right circumstance to reemerge. Those that have tapped far into their fey heritage can awaken that bloodline, even going so far as reverting most of the way back to where they started. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Magic Allergy, Affinity Fey &lt;br /&gt;
&lt;br /&gt;
2. Escape Binding x 2/reset &lt;br /&gt;
&lt;br /&gt;
3. Befuddle x 1/reset &lt;br /&gt;
&lt;br /&gt;
4. Wanderlust &lt;br /&gt;
&lt;br /&gt;
5. Natural Conceal x 1/reset &lt;br /&gt;
&lt;br /&gt;
6. Mushroom Ring x 1/reset &lt;br /&gt;
&lt;br /&gt;
7. Fairies Blood &lt;br /&gt;
&lt;br /&gt;
8. Befuddle x 1/reset (2 Total) &lt;br /&gt;
&lt;br /&gt;
9. Natural Conceal x 1/reset (2 Total) &lt;br /&gt;
&lt;br /&gt;
10. Spell Jammer x 1/reset&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=True_Shifter-_Rok%27Shen_Racial&amp;diff=612</id>
		<title>True Shifter- Rok&#039;Shen Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=True_Shifter-_Rok%27Shen_Racial&amp;diff=612"/>
		<updated>2024-05-13T19:29:53Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As told by even the oldest of the sages, the Rok&#039;shen are but shadows of what they once were. At birth they are the closest to their ancestors as they might ever be again, and for some unknown reason they lose that gift shortly into life. However, for millennia&#039;s the eldest have sought the truth of their past and of their destiny, and they have found the link. Much like their rite of passage into adulthood, they have learned that unlocking their true selves is a test of will that must be survived. In the oldest of folk lore in the race there are countless stories that at a time long ago the Rok&#039;Shen were far more than just a people. They were also part beast and were able to call upon that part of themselves to become the change. It would come to be known that there was truth in those myths and once again the lost secrets are becoming known again. With great effort and some guidance of the wild and elders, the young of the race have taken the first steps to better understanding their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - The True&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Inconspicuous &lt;br /&gt;
&lt;br /&gt;
2. Unleash x 1/reset &lt;br /&gt;
&lt;br /&gt;
3. Animal Form &lt;br /&gt;
&lt;br /&gt;
4. Play Dead x 2/reset &lt;br /&gt;
&lt;br /&gt;
5. Natural Shapechanger &lt;br /&gt;
&lt;br /&gt;
6. Unleash x 1/reset (2 Total) &lt;br /&gt;
&lt;br /&gt;
7. Razor Talons &lt;br /&gt;
&lt;br /&gt;
8. Play Dead x 2/reset (4 Total) &lt;br /&gt;
&lt;br /&gt;
9. One of Them &lt;br /&gt;
&lt;br /&gt;
10. Beast Mode x 1/Reset&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Thickets-_Ent_Racial&amp;diff=611</id>
		<title>Thickets- Ent Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Thickets-_Ent_Racial&amp;diff=611"/>
		<updated>2024-05-13T19:28:02Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long ago we Ents were simply trees. We grew from seeds and eventually were culled by Mother Nature. Sometimes with lightning, sometimes with fire, sometimes an animal would uproot us or eat enough of us that we would die. It was the way of things. Then we awoke. No one alive remembers when it was or why. I’m sure if you could get any of the Ancients to speak on it, they could tell you. But even the oldest Ent I know cannot suffer the patience of conversing with an ancient, and likely could not understand them if she tried. The Ancients minds think more in concepts and ideas than in words. They think in ways I can scarcely imagine and often connecting things to one another in unfathomable tangents. If you ever get the opportunity, sit and listen to one for a year. You may learn something wondrous or leave more confused than when you came, however I assure you the journey will be beautiful. Then the attunement is gained the player must choose to be a Broadleaf or Evergreen. This will effect which of the &amp;quot;Way&amp;quot; abilities they will gain. Broadleaf-Birch, Sycamore, Cottonwood, Walnut, Maple. Evergreen- Pine, Cypress, Yew, Cedar, Juniper &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - The Broadleaf (or) Evergreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Deep Roots &lt;br /&gt;
&lt;br /&gt;
2. Way of the Sycamore/Juniper &lt;br /&gt;
&lt;br /&gt;
3. Harden Skin &lt;br /&gt;
&lt;br /&gt;
4. Way of the Cottonwood/Cypress &lt;br /&gt;
&lt;br /&gt;
5. Improved Taproot &lt;br /&gt;
&lt;br /&gt;
6. Way of the Walnut/Pine &lt;br /&gt;
&lt;br /&gt;
7. Treewalk &lt;br /&gt;
&lt;br /&gt;
8. Way of the Maple/Yew &lt;br /&gt;
&lt;br /&gt;
9. Way of the Birch/Cedar &lt;br /&gt;
&lt;br /&gt;
10. Force of Nature&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Runic_Defenders-_Dwarf_Racial&amp;diff=610</id>
		<title>Runic Defenders- Dwarf Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Runic_Defenders-_Dwarf_Racial&amp;diff=610"/>
		<updated>2024-05-13T19:26:09Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Among the Dwarven nations there has been a common thread that has remained no matter their focus, the need to defend the old ways. It is unclear how the first became marked, though the fables tie back to the birth of the Heart of Gold. It is said the Abadel himself gifted the first to defend the forge from all those who would seek its control. Though in time the gift was passed further to safe guard lords, land, and treasures. The path to becoming a defender is arduous to say the least and requires rigorous training over a number of years to perfect your ability. Defenders stand out among their people, as they unlock their potential and gain their gifts. Permanent runes become emblazed upon their skin often forming first on their faces arms and hands, but in time covering most of their bodies. It is from these where their true power comes. Even sages are not fully sure of what causes the formation of the runes, only that they the power rest within the people as a gift from their creator. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - The Runed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Warding Rune x 2/reset &lt;br /&gt;
&lt;br /&gt;
2. Duck and Cover &lt;br /&gt;
&lt;br /&gt;
3. Size Them Up &lt;br /&gt;
&lt;br /&gt;
4. Vigilance Rune x 1/reset &lt;br /&gt;
&lt;br /&gt;
5. Repulsion Rune x 1/reset &lt;br /&gt;
&lt;br /&gt;
6. Hold the Line x 1/reset &lt;br /&gt;
&lt;br /&gt;
7. Vigilance Rune x 2/reset &lt;br /&gt;
&lt;br /&gt;
8. Runic Blood &lt;br /&gt;
&lt;br /&gt;
9. Repulsion Rune x 2/reset &lt;br /&gt;
&lt;br /&gt;
10. Tough Enough x 1/reset&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Plague_Bearers-_Troll_Racial&amp;diff=609</id>
		<title>Plague Bearers- Troll Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Plague_Bearers-_Troll_Racial&amp;diff=609"/>
		<updated>2024-05-13T19:25:36Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the ages there has been any number of hypothesis of where trolls gain their super natural ability to regenerate. And while many of them could be taken as truth, there is only one truth. All trolls are born in a spawning pool deep in the swamps, and like any stagnant water in a swamp they are teaming with parasites. Now just because they are parasites does not mean they are all bad, and the average troll only carriers a very minor infection. As their bodies are constantly having to heal to maintain the damage the parasites cause, it sends their bodies into over drive in compensation; which is where they develop their natural healing ability. Every so often though a troll will carry unique parasites that are constantly on the verge of multiplying. With the right set of events the trolls body loses the balancing act and the parasite being to multiply and colonize their host. And while they undergo some regressive changes the infection by the colony actually helps to support the hosts survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - The Infected&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Infected Understanding &lt;br /&gt;
&lt;br /&gt;
2. Inflict &lt;br /&gt;
&lt;br /&gt;
3. Consume Infection &lt;br /&gt;
&lt;br /&gt;
4. Immune to Disease &lt;br /&gt;
&lt;br /&gt;
5. Plague Host &lt;br /&gt;
&lt;br /&gt;
6. Symbiotic Aid &lt;br /&gt;
&lt;br /&gt;
7. Drop of Blood &lt;br /&gt;
&lt;br /&gt;
8. Plague Carrier &lt;br /&gt;
&lt;br /&gt;
9. Fully Colonized &lt;br /&gt;
&lt;br /&gt;
10. Blacklight&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Knights_of_the_Fallen_Leaves-_High_Elf_Racial&amp;diff=608</id>
		<title>Knights of the Fallen Leaves- High Elf Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Knights_of_the_Fallen_Leaves-_High_Elf_Racial&amp;diff=608"/>
		<updated>2024-05-13T19:25:06Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a division of loyal soldiers to the noble line of Elven Kings, their service was to the people of the Elven nations; but in time they would lose their way. Their loyalty led to madness and disgrace and in time were disbanded and forgotten. Now many centuries past they have reemerged amidst new conflict on the rise in the lands of the Elven nations. A resurgence of devotion among those who would carry the banner of the people. The knights act not only as sentinels and paragons of the Elven people but they also are the link to their heritage. They are keepers of the lore and culture of the race, protecting ancient sites of the Elven people and educating those who have lost sight of what is paramount. They act as spiritual guides for those who seek to know more about their lineage and the past of the Elves. Though their numbers are low they do not take simply any elf that would swear by their codes. Candidates must undergo not only evaluation but specialized training and education. One cannot fill the sects’ duty without first becoming well versed in the history of their fore fathers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Reverie &lt;br /&gt;
&lt;br /&gt;
2. Elven Superiority &lt;br /&gt;
&lt;br /&gt;
3. Child of Atuntoril &lt;br /&gt;
&lt;br /&gt;
4. Watcher of the Departed &lt;br /&gt;
&lt;br /&gt;
5. Strong Lineage &lt;br /&gt;
&lt;br /&gt;
6. Reflective &lt;br /&gt;
&lt;br /&gt;
7. For the People &lt;br /&gt;
&lt;br /&gt;
8. Strong Lineage &lt;br /&gt;
&lt;br /&gt;
9. Protector of the Realm &lt;br /&gt;
&lt;br /&gt;
10. Duty Paramount&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Shugenja-_Deep_Elf_Racial&amp;diff=607</id>
		<title>Shugenja- Deep Elf Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Shugenja-_Deep_Elf_Racial&amp;diff=607"/>
		<updated>2024-05-13T19:24:18Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As the Tson Chi have much seen, our ancestors watch over us and influence us. These ancestors have been known to exalt those among the Tson Chi that will guide their people to a greater fate – positive or negative. The way of Ancestors is not good or evil; it is the way they show you. The requirement for balance in the life of the Tson Chi continues even in death. The Shugenja are those among the Tson Chi that have found the focus and clarity to hear the voice of the ancestors and in times of need call forth their strength. Shugenja act as a spiritual guide for their people and even beyond. They are able to reach into the realm of the spirit and hear the voices of wisdom. Their connection to their ancestors also grows and they can tap into that power to both protect themselves and to channel as a powerful weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Spirit Touch &lt;br /&gt;
&lt;br /&gt;
2. Immune to Possession &lt;br /&gt;
&lt;br /&gt;
3. Hear a Voice &lt;br /&gt;
&lt;br /&gt;
4. Immune to Surprise &lt;br /&gt;
&lt;br /&gt;
5. Spirit Energy x 1/reset &lt;br /&gt;
&lt;br /&gt;
6. Resist Control x 1/reset &lt;br /&gt;
&lt;br /&gt;
7. Follow those Before &lt;br /&gt;
&lt;br /&gt;
8. Spirit Energy x 1/reset (2 Total) &lt;br /&gt;
&lt;br /&gt;
9. Improved Resistance &lt;br /&gt;
&lt;br /&gt;
10. Self-Resurrection&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Pack_Master_%E2%80%93_Felis_Racial&amp;diff=606</id>
		<title>Pack Master – Felis Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Pack_Master_%E2%80%93_Felis_Racial&amp;diff=606"/>
		<updated>2024-05-13T19:20:48Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The homelands of the Felis are made up deserts, dry tundra, making survival harsh, and travel away from cities dangerous. Only those who have the training and experience are capable of leading travelers and expeditions safely to their destinations. These individuals are also called to the roles of leadership as well, as their experience allows them to show wisdom and good judgment, on and off the battlefield. Those that seek the path of the Pack Master are not only looking to lead but also are willing to take responsibility for those they lead. Leadership is a double edge sword and the follies of your pack reflect upon you as a poor leader. Wisdom is also required to know the weaknesses of those around you and to be able to lift them up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Pure Breed &lt;br /&gt;
&lt;br /&gt;
2. Tooth and Claw &lt;br /&gt;
&lt;br /&gt;
3. Pack Commands x 1/reset &lt;br /&gt;
&lt;br /&gt;
4. Roar of Courage x 1/reset &lt;br /&gt;
&lt;br /&gt;
5. Leader’s Wisdom x 2/reset &lt;br /&gt;
&lt;br /&gt;
6. Sentinel in the Night &lt;br /&gt;
&lt;br /&gt;
7. Pack Commands x 1/reset (2 Total) &lt;br /&gt;
&lt;br /&gt;
8. Leader’s Wisdom x 2/reset (4 Total) &lt;br /&gt;
&lt;br /&gt;
9. Caravan Master &lt;br /&gt;
&lt;br /&gt;
10. Pack Commands x 1/reset (3 Total)&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Planar_Champion&amp;diff=605</id>
		<title>Planar Champion</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Planar_Champion&amp;diff=605"/>
		<updated>2024-05-13T19:06:03Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Inner Plane is a place of perpetual struggle, the four elementals warring for dominance. This eternal struggle is not limited to the Planes however; the war spills over into the Prime and the elements are always looking for soldiers to carry the banner for their cause. By proving their loyalty to the cause, their endeavors grant them an attunement to the elements. While they are just another soldier they are far more in the eyes of the planes. Those chosen to serve the elements are respected by the Planes, as it takes far more than just a willingness to serve and be a weapon of the plane. Upon reaching rank 5 they gain the effect Vulnerable to the opposing element. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - Champion of&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Elemental Damage 30 points/Reset &lt;br /&gt;
&lt;br /&gt;
2. Carrier at Will (Flavor) &lt;br /&gt;
&lt;br /&gt;
3. Planar Asylum &lt;br /&gt;
&lt;br /&gt;
4. Resist x 1/Reset &lt;br /&gt;
&lt;br /&gt;
5. Elemental Conduit x 1/Reset &lt;br /&gt;
&lt;br /&gt;
6. Elemental Damage 50 points/Reset &lt;br /&gt;
&lt;br /&gt;
7. Resist x 1/Reset (2 total) &lt;br /&gt;
&lt;br /&gt;
8. Elemental Conduit x 1/Reset (2 Total) &lt;br /&gt;
&lt;br /&gt;
9. Ascension &lt;br /&gt;
&lt;br /&gt;
10. Phase x 1/Reset&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Path_of_the_Ascetic&amp;diff=604</id>
		<title>Path of the Ascetic</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Path_of_the_Ascetic&amp;diff=604"/>
		<updated>2024-05-13T19:03:10Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While some would claim they have little need for the material things of this world, they often do not understand how far from truth they are. It is an easy task for many to go without magical relics or mountains of gold but it is far another to remove the bondage of all material things. Those few that have begun to separate themselves from the bondage of the material begin to view the world in a new way. It is not until one has been truly without that one begins to see how little many of this world have. Even a skilled farmer becomes removed from the lowest of society who can barely eat or find shelter. There is only so much in this world to go around, and because of this greed finds its way into the hearts of even the kindest of souls. The need to survive drives many to hoard more than they might really need for fear of the flood. Then there are those few who chosen a life of poverty, unlike the poor and downtrodden, these souls walk this path by their own choice; so that others may flourish. In many cultures and belief systems, the height of purity is embodied in an ascetic lifestyle that involves forswearing all material possessions. Such a life is hard for most characters even to imagine, since their possessions—particularly their magic items—are such an important part of their capabilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - Pilgrim&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Spirit Made Steel &lt;br /&gt;
&lt;br /&gt;
2. Sacred Vigor &lt;br /&gt;
&lt;br /&gt;
3. Awakened Spirit &lt;br /&gt;
&lt;br /&gt;
4. Vow of Purity &lt;br /&gt;
&lt;br /&gt;
5. Spirit Made Steel &lt;br /&gt;
&lt;br /&gt;
6. Sacred Strike &lt;br /&gt;
&lt;br /&gt;
7. Strengthened Spirit &lt;br /&gt;
&lt;br /&gt;
8. Spirit Made Steel &lt;br /&gt;
&lt;br /&gt;
9. Favor of the Gods &lt;br /&gt;
&lt;br /&gt;
10. Shield Against the Impure&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Paragons_of_Origination&amp;diff=603</id>
		<title>Paragons of Origination</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Paragons_of_Origination&amp;diff=603"/>
		<updated>2024-05-13T19:02:37Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Originators are much like modern day masons; they follow a strict code that has to do with the preservation of humanities past. They have created guards and protections to seal away the oldest of lore&#039;s that are a part of this world so that they might be there for generations to come. However, this is the path that the majority knows of; only those who have been brought to the inner circle and the high mason himself know the organizations true purpose. It is said that these master craftsmen are unmatched in their skill and have the ability to create and destroy beyond the understanding of the average person. They are believed to have been formed sometime in the third age, but these are of course just rumors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - Originator&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Crafting Perfection 1 minutes &lt;br /&gt;
&lt;br /&gt;
2. Sturdy &lt;br /&gt;
&lt;br /&gt;
3. Fix-It x 1/Reset &lt;br /&gt;
&lt;br /&gt;
4. Longevity &lt;br /&gt;
&lt;br /&gt;
5. Crafting Perfection 3 minutes &lt;br /&gt;
&lt;br /&gt;
6. Salvage &lt;br /&gt;
&lt;br /&gt;
7. Work Ether &lt;br /&gt;
&lt;br /&gt;
8. Crafting Perfection 5 minutes &lt;br /&gt;
&lt;br /&gt;
9. Fix-It x 2/Reset (2 Total) &lt;br /&gt;
&lt;br /&gt;
10. Deconstruct&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Mystweavers&amp;diff=602</id>
		<title>Mystweavers</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Mystweavers&amp;diff=602"/>
		<updated>2024-05-13T19:02:07Z</updated>

		<summary type="html">&lt;p&gt;Ashley: Punctuation Changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the days go by and the average person sees the world move around them they see it as an unstoppable and unchangeable force. But there are those who have reached a state of peace and enlightenment that has elevated them. These chosen few have learned the truth of the world and have mastered how to bend the reality of it to serve their needs. While some might see this as a weapon of great destructive power in the wrong hands, the weavers are far from a dominating force. In fact, through their meditation and training they have given themselves up to the will of Fate to become a devout servant. The outside world know little of the Weavers true goal or purpose, though it is becoming known that they often are the hands by which fates works. They seem to show up at the scene of events that play key moments in the progress of the world. And while those moments may go unnoticed, since they are seen are insignificant, they are moments that play a part of a larger coming event. When they are not serving the will of the masters, they live their lives as humble monks, taking nothing for granted and doing what they can to make the world a better place by bringing peace and balance to those lives they touch. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - Weaver&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Blind Traveler&#039;s Sutra &lt;br /&gt;
&lt;br /&gt;
2. Weave Fate x 1/reset &lt;br /&gt;
&lt;br /&gt;
3. Sutra of Weaving &lt;br /&gt;
&lt;br /&gt;
4. Diffusion of Body x 1/reset &lt;br /&gt;
&lt;br /&gt;
5. Body of Perfection &lt;br /&gt;
&lt;br /&gt;
6. Weave Fate x 1/reset (2 Total) &lt;br /&gt;
&lt;br /&gt;
7. Sutra of Hastened Steps &lt;br /&gt;
&lt;br /&gt;
8. Sutra of Safe Travel &lt;br /&gt;
&lt;br /&gt;
9. Sutra of Wonders Realized &lt;br /&gt;
&lt;br /&gt;
10. Ancient Wisdom&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Moon-Blooded&amp;diff=601</id>
		<title>Moon-Blooded</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Moon-Blooded&amp;diff=601"/>
		<updated>2024-05-13T19:01:40Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are legends and fairy tales as old as time of men that are cursed, the moon sways them, turning them into wild beasts. The stories are true however, they are only half true. It is believed long ago the will of nature gifted those loyal to it the savage power of the wolf to protect its domain. Somewhere along the way something happened and an infection broke out that caused many of them to become unable to control their actions. For them it was no longer a blessing. Their gift became a curse, that had no cure and to make matters worse; when the moons will overtook them, they could not control themselves and in time the infection spread. You are one of the chosen, one of the pure, picked to receive the true gift and to right the wrong that has infected the blood. Your tie to nature grants you the strength to overcome many odds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - The Blessed&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Scent &lt;br /&gt;
&lt;br /&gt;
2. Flee x 2/Reset &lt;br /&gt;
&lt;br /&gt;
3. Silver Light &lt;br /&gt;
&lt;br /&gt;
4. Resist Toxin x 1/Reset &lt;br /&gt;
&lt;br /&gt;
5. Shapechange: Beast &lt;br /&gt;
&lt;br /&gt;
6. Healed by the Light &lt;br /&gt;
&lt;br /&gt;
7. Blinding Speed, Flee x1/Reset (3 Total) &lt;br /&gt;
&lt;br /&gt;
8. Resist Toxin x 1/Reset (2 Total) &lt;br /&gt;
&lt;br /&gt;
9. Silver Haven &lt;br /&gt;
&lt;br /&gt;
10. Moon Beast x 1/Reset&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Loremaster&amp;diff=600</id>
		<title>Loremaster</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Loremaster&amp;diff=600"/>
		<updated>2024-05-13T19:01:10Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The line of the Loremaster has been long sought though by many accounts it was lost ages ago. It is one of the few paths, known by scholars, as to be linked directly to the power of a Primordial; however, the true focus or purpose is either does not exist or is the true secret of the ages. It is believed by those outside the path that Loremasters are trained for the role and are primed from an early age, or those who have or will play a vital role in the history of the world. In fact, if these situations have happened they have all been through coincidence. What is known by those on the path is that none of them set out to find it, instead it found them. There is a common thread that all Loremasters share they are rarely the heroes of lore that grand tales would be told of; but they are always there in the background taking mindful note of what truly happened. By no coincidence they are in fact handpicked, by a Primordial being known to many as Litany; though they rarely know right away they have been picked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title&#039;&#039;&#039; - &#039;&#039;&#039;Loremaster&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Lore &lt;br /&gt;
&lt;br /&gt;
2. Lore &lt;br /&gt;
&lt;br /&gt;
3. Secret &lt;br /&gt;
&lt;br /&gt;
4. Mystery &lt;br /&gt;
&lt;br /&gt;
5. Ancient Lore 1 &lt;br /&gt;
&lt;br /&gt;
6. Lore &lt;br /&gt;
&lt;br /&gt;
7. Mystery &lt;br /&gt;
&lt;br /&gt;
8. Secret &lt;br /&gt;
&lt;br /&gt;
9. Mystery &lt;br /&gt;
&lt;br /&gt;
10. Ancient Lore 2&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Ley_Mage&amp;diff=599</id>
		<title>Ley Mage</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Ley_Mage&amp;diff=599"/>
		<updated>2024-05-13T19:00:53Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a practiced few who have forged the waters of magic. At one time there were great colleges of magic scattered across the plane, but the Reality War laid waste to most of them. Once in the past they were known as Ether Mages, but that form lost its power with the turning of the ages. In modern days the mages have sought each other out through the streams of magic that bind the world. In the last few hundred years a few sparse but secretive schools have opened, students are hand-picked by the masters. Once an initiate has accepted an invitation they seemingly vanish from existence, because to master the ether you must survive the fury of a Ley Line. The raw energy of the ether in a Ley Line destroys most, but those proven few with the gift become part of it. This causes them to become one with the power that binds the world but strips away all they were. To be accepted into this attunement the character must have at least Ley Magic: Arcane Spell and Knowledge Astronomy 5, and then must undergo the trials set by the leaders of the group, known as Serc’ci. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - Serc’ci&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Meta Augmentation &lt;br /&gt;
&lt;br /&gt;
2. ManaSink &lt;br /&gt;
&lt;br /&gt;
3. Meta Augmentation &lt;br /&gt;
&lt;br /&gt;
4. Tame the Ether &lt;br /&gt;
&lt;br /&gt;
5. Ethereal Walk x 1/Reset &lt;br /&gt;
&lt;br /&gt;
6. Spell Turning &lt;br /&gt;
&lt;br /&gt;
7. Meta Augmentation &lt;br /&gt;
&lt;br /&gt;
8. +10 Spell Pool &lt;br /&gt;
&lt;br /&gt;
9. Ethereal Walk x 1/Reset (2 Total) &lt;br /&gt;
&lt;br /&gt;
10. Mana Flare&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Kensai&amp;diff=597</id>
		<title>Kensai</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Kensai&amp;diff=597"/>
		<updated>2024-05-13T18:59:54Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Kensai is one who dedicates himself to the perfection of martial combat, through relentless training and focus, with his chosen weapon. To develop great focus a Kensai must be Lawful in his actions, living his life by a strict code of Honor. One must live by such a mindset in order to keep their Chi focused. The devotion he pours into studying the weapon is intensive and he forsakes the use of other weapons almost completely; while he can pick up and use other weapons he will be no more proficient than any fighter picking up a weapon. Due to the focus and training, the Kensai, cannot use certain abilities with weapons that are not bonded and he cannot perform the same feats of mastery without his signature weapon. The study and training on the Kensaiis is more than just practicing with a weapon, it is also the centering and mastering of one&#039;s chi, the energy of life, and focusing it through the weapon. Many Kensai are not only a master of combat but also masters of creation of arms, as one cannot truly understand something until they have known it since creation. &lt;br /&gt;
&lt;br /&gt;
Title - Warlord &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Bonded Weapon I, Honor Bound &lt;br /&gt;
&lt;br /&gt;
2. Heavy Blow x 2/Reset &lt;br /&gt;
&lt;br /&gt;
3. Chi Projection x 1/Reset &lt;br /&gt;
&lt;br /&gt;
4. Surge of Might x 2/Reset &lt;br /&gt;
&lt;br /&gt;
5. Bonded Weapon II &lt;br /&gt;
&lt;br /&gt;
6. Heavy Blow x 2/Reset(4 Total) &lt;br /&gt;
&lt;br /&gt;
7. Destructive Blow, Unbroken Vow &lt;br /&gt;
&lt;br /&gt;
8. Bonded Weapon III &lt;br /&gt;
&lt;br /&gt;
9. Chi Projection x 2/Reset &lt;br /&gt;
&lt;br /&gt;
10. Chi Warlord&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Introduction&amp;diff=595</id>
		<title>Introduction</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Introduction&amp;diff=595"/>
		<updated>2024-05-13T17:40:16Z</updated>

		<summary type="html">&lt;p&gt;Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fallen Empires Nexus is a Live Action Roleplaying community that is currently in its second campaign named “Nexus.” Fallen Empires or FE is a &amp;quot;Boffer&amp;quot; LARP that has been operating for over 10 years, during that time through the countless hours of work and tireless dedication of both staff and the players we have built a strong supportive and inclusive community that successfully survived the Corona Pandemic through a temporary rework that allowed a shift to online games during the pandemic with a return to live games towards the end of 2021.&lt;br /&gt;
&lt;br /&gt;
Our goal is to provide a fun and safe story centric game environment for players and staff alike. Currently there is roughly 75 years of LARPing experience present on staff. In an attempt to utilize that wealth of knowledge and experience, our plot team is set up slightly different than LARPs I have seen in the past, in that there is not a set person in charge of world story; rather world story progression and development will be based on a group conversation with the entirety of the plot team.&lt;/div&gt;</summary>
		<author><name>Ashley</name></author>
	</entry>
</feed>