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	<title>TFE - User contributions [en]</title>
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	<updated>2026-04-06T17:11:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Attunements&amp;diff=1135</id>
		<title>Attunements</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Attunements&amp;diff=1135"/>
		<updated>2024-06-11T23:23:20Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Added section &amp;quot;How To Get An Attunement&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attunement Binding ==&lt;br /&gt;
Attunements are sources of power, generated by some unifying ideology.  Power concentrates differently in different cases; some Attunements boast hundreds or thousands of members working towards similar goals in very different ways.  Some are small bands with a very narrow, local focus.  Most lie somewhere in between.  Scholars have been trying for centuries to find the underlying law of reality that determines which factors develop into Attunements and which will not.  Not one has come close.  Every Attunement is easy to explain after its birth.  No one has succeeded in predicting new formations with any accuracy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Attunement formation is thought to be comparatively rare.  Many &#039;new&#039; Attunements are actually re-formations of philosophies long thought deceased, or variants of other philosophies that forked far enough away to develop their own bonds.  That said, surveillance across the planes is not all that scholars could wish, and Attunements could easily be born, serve out their functions, and disband before Nexus scholars even hear rumors of them.&lt;br /&gt;
&lt;br /&gt;
Most characters may have two Attunements. Currently Paladins may have one and Warlocks may be similarly limited in the future.&lt;br /&gt;
&lt;br /&gt;
== How To Get An Attunement ==&lt;br /&gt;
Attunements require prior approval from Plot staff and cost 10 skill points if they are approved.  The approval process may take quite some time (often over a year), and Plot staff will observe the character&#039;s role-play interactions before determining whether the Attunement is appropriate for the character and the game in general.  Attunements may be declined for a number of reasons, which may include:  1) The Attunement may be difficult to execute or enforce in game play, 2) The Attunement isn&#039;t appropriately thematic or is too powerful, 3) The attunement theme doesn&#039;t fit how the character is played or appropriate for the character&#039;s personality, or 4) Pretty much any subjective criterium that Plot thinks warrants withholding approval.&lt;br /&gt;
&lt;br /&gt;
If you have an idea for an Attunement that you would like for your character to have, propose the idea to Plot.  If another character has an Attunement that you would like to have for your character, ask that character about it and then propose the idea to Plot.  You may want to dedicate Between Game Actions to researching or exploring the proposed Attunement, and acquire skills appropriate to the Attunement.&lt;br /&gt;
&lt;br /&gt;
Your character will likely be drawn into plot threads while your character is being evaluated for an Attunement.&lt;br /&gt;
&lt;br /&gt;
If your character is approved for an Attunement, the character will then begin to advance within the Attunement.&lt;br /&gt;
&lt;br /&gt;
== Attunement Advancement ==&lt;br /&gt;
Whatever the power source, advancement doesn&#039;t change between Attunements.  Progression, mercifully, is generally well-studied and linear.  Power grows as a function of dedication to the philosophy; adventurers refer to this measurement as &amp;quot;[[Favor]]&amp;quot;, even where that term is imprecise.  It arose from some of the more public and prominent Attunements where it fit perfectly; adventurers being what they are, then lumped every other measure into that box and called it a solved problem.  The worlds being what they are, it&#039;s virtually impossible for an adventurer to avoid some karmic scrutiny, and those ledgers are kept with great care if not great detail.  The net result of this is that your character accumulates up to 50 Favor whether or not they&#039;re actively attuned.  That Favor goes active when their first attunement activates.   &lt;br /&gt;
&lt;br /&gt;
The advancement chart looks like this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Favor Total&lt;br /&gt;
!Attunement Rank&lt;br /&gt;
!Attunement Powers Available&lt;br /&gt;
!Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|1-5&lt;br /&gt;
|1&lt;br /&gt;
|Rank 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6-10&lt;br /&gt;
|2&lt;br /&gt;
|Rank 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|3&lt;br /&gt;
|Rank 3 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|4&lt;br /&gt;
|Rank 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|5&lt;br /&gt;
|Rank 5&lt;br /&gt;
|Focused Training&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|6&lt;br /&gt;
|Rank 6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|7&lt;br /&gt;
|Rank 7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|8&lt;br /&gt;
|Rank 8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41-45&lt;br /&gt;
|9&lt;br /&gt;
|Rank 9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45-50&lt;br /&gt;
|10&lt;br /&gt;
|Rank 10&lt;br /&gt;
|Focused Training&lt;br /&gt;
|-&lt;br /&gt;
|...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75+&lt;br /&gt;
|&lt;br /&gt;
|Special&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125+&lt;br /&gt;
|&lt;br /&gt;
|Special&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With that table in mind, it&#039;s very important to understand that &amp;quot;Rank&amp;quot; is a measure of progression, not authority.  You never wield authority over other members of your Attunement on the simple weight of your Favor count or Attunement Rank.  Similarly, never feel obligated to take orders from someone &#039;&#039;because&#039;&#039; they have more Favor than you.  Some Attunements are very specific in how they maintain organization - If you&#039;re a Rank 10 Biomancer Corporal because you&#039;re a good student of Spirit Magic, and you decide to issue orders to a Rank 4 Biomancer Captain because you have more favor and Attunement Rank than she does, you&#039;re about to get your ass kicked and then court martialed.  Some operate as groups of equals with just barely enough oversight to qualify as a group rather than a hundred weirdos with a similar philosophy.   It&#039;s fairly common that at the top end, there&#039;s a good bit of overlap between Rank and Authority, but that&#039;s a consequence of those people growing, not gathering Favor and misusing it as authority.  Take this seriously; a number of prominent Attunement members do and some can get very aggressive on the topic.&lt;br /&gt;
&lt;br /&gt;
=== Focused Training ===&lt;br /&gt;
At Ranks 5 and 10 in an Attunement, a character is eligible to receive focused training from their peers/masters/bosses. Focus training requires any Knowledge skill that makes sense for the Attunement. If you are in an Attunement that deals with the underpinnings of magic and how rituals work you might use Knowledge Area: Magic where someone dealing with the flora and fauna of the world might use Knowledge Area: Nature. Speak with the Plot representative in charge of the Attunement for specifics.&lt;br /&gt;
&lt;br /&gt;
Upon receiving this Focused Training, the character may choose a single benefit from the list below. More options may open up as the Attunements available are researched or stumbled upon:&lt;br /&gt;
&lt;br /&gt;
* 1 Blade Effect per encounter (+5 temporary weapon damage for a single swing)&lt;br /&gt;
* +10 Spell Pool&lt;br /&gt;
* +5 Base Body&lt;br /&gt;
&lt;br /&gt;
== Attunement Powers ==&lt;br /&gt;
Powers are what distinguish an Attunement from a club or a gang.  Which powers grow where is a mystery; some Attunement sets manifest exactly what you&#039;d expect, some are so far off the stated goals that onlookers suspect a hidden agenda.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A caveat:&lt;br /&gt;
&#039;&#039;No list will ever be exhaustive.&#039;&#039;  Some attunements are very public and well known.  Some have very skilled counterintelligence services.   Various organizations in the game world make attempts at cataloguing Attunements, and only succeed to modest degrees.  If your character would like to investigate this, they&#039;re not alone and some of the best researchers in this field operate openly; feel free to stop by for a chat.  If you&#039;re actively pursuing one, you&#039;ll be given every opportunity to look over the power sets before you commit, in almost every case.  (There are some awful organizations out there that withhold this information to keep the rank and file in line, there are some that are very young and haven&#039;t yet discovered for themselves how far they can take things, but if you&#039;re pursuing one of those things you&#039;ll know this a long time before anyone asks you to spend your precious slot on it.)&lt;br /&gt;
&lt;br /&gt;
For the benefit of veteran players looking for the Attunements to do some early holiday shopping:  A list by its nature implies exclusivity.  This is the list, the things that are on it are the options, and conversely the things that are not on it are not.  Even with a lengthy disclaimer, it didn&#039;t take twelve hours into the proofreading process before I was fielding questions about why things weren&#039;t &#039;&#039;on that list&#039;&#039; and hence &#039;&#039;not in the game&#039;&#039;.  Once that list goes up, we lose the mission and I never wanted that.&lt;br /&gt;
&lt;br /&gt;
# Attunements were intended to expand characters as they grew into interests and themes.  It was not long after their introduction that they became a shopping list item, usually right after Skills.  I never wanted that.  I rapidly grew to hate optimization-of-theme.  Optimize skills - that&#039;s what they&#039;re there for and a well-tuned character is satisfying in its way - but at the point where I have players involved in stories they do not like to get powers they do, we have lost the mission.  In that light:&lt;br /&gt;
# If there&#039;s an interesting theme that&#039;s not represented so far (like most themes) please feel free to submit it for consideration.  We obviously can&#039;t accommodate all possible themes.  Some things are at odds with the cosmology of the overall game.  Some present gameplay difficulties that are either insurmountable or only surmountable at too high a cost in overall playability.  Some rely on roleplay inconsistent with a friendly game - there is space in the game for necromancers but they inspire negative interactions.  And headaches.  Some are overtly too powerful to introduce - no one is going to give me Aaravos and no one should.  Some are gnomes.  We can&#039;t promise to introduce your theme, but we can (and should) at least review it for feasibility.  Plot has a wide range of interests and we can work with all kinds of things we didn&#039;t dream up.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;!-- Publishing this list immediately caused problems.  A list by its very nature implies exclusivity.  It wasn&#039;t twelve hours into the proofreading process that a concerned player noted the absence of a good healer attunement or a more general good-guy organization.  I never wanted that.  I&#039;m blanking the list but not deleting it.  As things are verified in game, we can add them as an explanation of what those players do and how they do it.  Until they&#039;re released in-game, they&#039;re not showing up here.&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Iron star Mercenary]]&lt;br /&gt;
 &lt;br /&gt;
[[Kensai]]&lt;br /&gt;
&lt;br /&gt;
[[Ley Mage]]&lt;br /&gt;
&lt;br /&gt;
[[Loremaster]]&lt;br /&gt;
&lt;br /&gt;
[[Moon-Blooded]]&lt;br /&gt;
&lt;br /&gt;
[[Mystweavers]]&lt;br /&gt;
&lt;br /&gt;
[[Paragons of Origination]]&lt;br /&gt;
&lt;br /&gt;
[[Path of the Ascetic]]&lt;br /&gt;
&lt;br /&gt;
[[Planar Champion]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Racial Attunements&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
[[Knights of the Fallen Leaves- High Elf Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Pack Master – Felis Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Plague Bearers- Troll Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Runic Defenders- Dwarf Racial|Runic Defenders- Mountain Dwarf Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Shugenja- Deep Elf Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Thickets- Ent Racial]]&lt;br /&gt;
&lt;br /&gt;
[[True Shifter- Rok&#039;Shen Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Wildling - Gnome Racial]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;--&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Ranger&amp;diff=1012</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Ranger&amp;diff=1012"/>
		<updated>2024-06-11T17:48:29Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Miscellaneous: Terrain Adaptation:  Changed &amp;quot;This power allows...&amp;quot; to &amp;quot;This skill allows&amp;quot;.&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 expires when a Marked victim has avoided the Ranger for one hour.  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;
&lt;br /&gt;
== Ranger Skills ==&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;
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|Precision +6&lt;br /&gt;
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|15&lt;br /&gt;
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|15&lt;br /&gt;
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| -&lt;br /&gt;
|1 per&lt;br /&gt;
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| href=&amp;quot;Ranger#Trick Arrow T3&amp;quot; |[[Ranger#Streamlined Shot|Streamlined Shot]]&lt;br /&gt;
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|&#039;&#039;&#039;Defense&#039;&#039;&#039;&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;
|[[Effects#Mobility|Mobility]]&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Initiative|Initiative]]&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&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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|[[Effects#Roll|Roll]]&lt;br /&gt;
|Tier 1 Defense&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;
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|[[Effects|Escape]]&lt;br /&gt;
|Tier 2 Defense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;Teir 4&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|[[Effects|Avoidance]]&lt;br /&gt;
|Tier 3 Defense&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Dodge|Dodge]]&lt;br /&gt;
|Tier 3 Defense&lt;br /&gt;
|6&lt;br /&gt;
|- 4&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
| href=&amp;quot;Effects&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Hide]]&lt;br /&gt;
| -&lt;br /&gt;
|6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Move Silent]]&lt;br /&gt;
| -&lt;br /&gt;
| 3&lt;br /&gt;
|- 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| href=&amp;quot;Ranger#Bowyer/Fletcher&amp;quot; |Track&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Bowyer/Fletcher|Bowyer/Fletcher]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Terrain Adaptation|Terrain Adaptation]]&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|- Passive&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Dailies&#039;&#039;&#039;&lt;br /&gt;
| href=&amp;quot;Effects&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Agility]]&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Conceal|Conceal]]&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#High Intertia|High Inertia]]&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Hunter&#039;s Call|Hunter&#039;s Call]]&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Sap|Sap]]&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Smoke Screen]]&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Snare]]&lt;br /&gt;
|3&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Quickness]]&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Warning Signs]]&lt;br /&gt;
&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#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;&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;&#039;&#039;Streamlined Shot&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;:&#039;&#039;&#039;  Streamlined arrows are lighter, trading impact for speed.  The Energy cost for Streamlined Shot is added onto another shot, and allows the shooter to call &amp;quot;Double Attack&amp;quot; in response to a defended attack.&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.&amp;lt;/blockquote&amp;gt;&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;
&amp;lt;span id=&amp;quot;Agility&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Agility:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Conceal&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Conceal:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&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;  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;
&amp;lt;span id=&amp;quot;Hunter&#039;s Call&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Hunter&#039;s Call:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Sap&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Sap:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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 &#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;
&amp;lt;span id=&amp;quot;Smoke Screen&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Smoke Screen:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Snare&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Snare:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;&#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;span id=&amp;quot;Quickness&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickness:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&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;
&amp;lt;span id=&amp;quot;Warning Signs&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Warning Signs:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&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 skill 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;&#039;&#039;&#039;Dipped&#039;&#039;&#039;:&#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 [[Effects#Exhaustion|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;&#039;&#039;&#039;Tuning Fork&#039;&#039;&#039;&#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 and cannot target the Ranger shooting it; it&#039;s called as &amp;quot;Physical Conceal.” The targeting restriction is personal; two Rangers could target each other, but one alone has to resort to Dailies to disappear. 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. (&#039;&#039;I&#039;m aware of how awful this could get.  I like it for group-friendliness and a further standout from Gunslinger.  So far, I don&#039;t *think* there&#039;s any gruesome game break that I could pull off, but I&#039;m entirely willing to be proven wrong and Cloaking Shot may be adjusted or replaced at some future point.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ranger Powers ==&lt;br /&gt;
&#039;&#039;&#039;Born Marksman*&#039;&#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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Called Shot&#039;&#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.&lt;br /&gt;
&lt;br /&gt;
=== Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Exotic Ammo&#039;&#039;&#039; 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;
&#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;  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;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=910</id>
		<title>Champion</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=910"/>
		<updated>2024-06-04T02:12:47Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Deleted Demoralize, Destructive Blow, Disarm, Disrupt, and Maim Limb at Mike&amp;#039;s instruction.  Those were not listed on the skill table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;big&amp;gt;Champion&amp;lt;/big&amp;gt;&#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;
|Large Shield&lt;br /&gt;
|7&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|Parry&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Underwater Combat&lt;br /&gt;
|5&lt;br /&gt;
|Knockdown&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1 per&lt;br /&gt;
|Vitality&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2 per&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;
|Energy 33-48&lt;br /&gt;
|3 per&lt;br /&gt;
|Riposte&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|Rugged&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Impunity&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Advanced 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;
|&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Wall&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Phalanx&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Patch Job&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Die Hard&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|Take Cover -Mastery&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bolster&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;
== &#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;Bolster -&#039;&#039;&#039;  This skill is used by the Champion as a self healing mechanism. While this skill is active, any hit the Champion blocks whether through use of his skill at arms or use of energy such as Deflect, Parry, Riposte, or Impunity, heals the Champion for 1 body Point. This healing cannot take the champion over their maximum body at any point.&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;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;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;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;
&#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;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;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;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;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;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;
&#039;&#039;&#039;Take Cover -&#039;&#039;&#039; This mastery skill grants everyone on your side of a module one use of &#039;Resist Ranged&#039; which can be used to avoid any ranged attack be it an arrow, spell, or other effect delivered via range except via Voice vector. This lasts for the remainder of the module.&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 or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.&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;Defense is Good Offense -&#039;&#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 Blitz+Critical Strike 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;
&#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>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Caller&amp;diff=893</id>
		<title>Caller</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Caller&amp;diff=893"/>
		<updated>2024-06-01T15:54:52Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Armor: Changed text.  It was &amp;quot;All callers can wear up to Light Armor, since many find heavier armor too cumbersome when they shape change.&amp;quot;  Edited &amp;quot;A note about Spells&amp;quot;.  It referred to Mages.  I changed it to Callers.  Changed references to &amp;quot;Mage Skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, this primal magic is guarded over by servants of philosophical balance known as callers. Allies to beasts and manipulators of nature, these often-misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.&lt;br /&gt;
&lt;br /&gt;
While some callers might keep to the fringe of battle, allowing companions to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Callers worship personifications of elemental forces, natural powers, or nature itself. Typically, this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic primordia’s, or even specific awe-inspiring natural wonders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Callers have proficiency in Light Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Callers are skilled with the following weapons: Short Weapon, Staff, Spear, Thrown, and Small Shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Casting:&#039;&#039;&#039; Callers have access to the &#039;&#039;Nature&#039;&#039; school of magic.&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;Shifter&#039;&#039;:&#039;&#039;&#039; This skill allows the &#039;&#039;Caller&#039;&#039; to change forms into that of an animal on a 5 second counted action. While shifted, the character cannot speak, save for with animals of similar type, and they can use no active skills, abilities, or magic items that require speech. All non-self-generated protectives, blade spells, and &#039;&#039;Aspect&#039;&#039; effects are suppressed. This form has the same stats as the Level 8 Caller Spell Aspect of the Beast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Nature’s Guide&#039;&#039;:&#039;&#039;&#039; Your bond with nature goes far beyond just physical to almost a spiritual level as the world around you almost speaks to you. This gives the character a few benefits: First, on the &#039;&#039;Prime&#039;&#039; or &#039;&#039;Essence&#039;&#039;, you can always find north and understand roughly where in the world you are. Second, you are always treated as though you have 1 Rank higher of &#039;&#039;Knowledge (Nature)&#039;&#039; than you have purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A note about Spells: The SP cost listed for spells below applies if your Caller 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 Caller can acquire spells even a given scroll is elusive, or overpriced, or just sold someone you can&#039;t get along with.&#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;Skill 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;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 (1-100)&lt;br /&gt;
!-&lt;br /&gt;
!1/2&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mana (101-120)&lt;br /&gt;
!Mana (100)&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 spell&lt;br /&gt;
!&lt;br /&gt;
!1*&lt;br /&gt;
!1 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!2nd level spell&lt;br /&gt;
!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;
!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;
!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;
!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;
!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;
!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;
!7th level spell&lt;br /&gt;
!1*&lt;br /&gt;
!8 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;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 2&lt;br /&gt;
!Spell Pool 1&lt;br /&gt;
!5&lt;br /&gt;
!-&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;
!-&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;
!-&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;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 6&lt;br /&gt;
!Spell Pool 6&lt;br /&gt;
!15&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&lt;br /&gt;
!1 Mana&lt;br /&gt;
!2&lt;br /&gt;
!-&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;
!Penetrating Spell&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Overload&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;
!2&lt;br /&gt;
!1 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Siphon Mana&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Forked Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Natural Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Storm&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;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Chain Spell 1-5&lt;br /&gt;
!-&lt;br /&gt;
!6&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;
!Tongue of the Land&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Boost Shifting&lt;br /&gt;
!-&lt;br /&gt;
!15&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Cancel Magic&lt;br /&gt;
!&lt;br /&gt;
!10&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Grasping Earth&lt;br /&gt;
!&lt;br /&gt;
!4&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |Advanced&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Sudden Storm&lt;br /&gt;
!&lt;br /&gt;
!8&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Create Grove&lt;br /&gt;
!&lt;br /&gt;
!5&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Open Portal&lt;br /&gt;
!&lt;br /&gt;
!5&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Reincarnate&lt;br /&gt;
!&lt;br /&gt;
!4&lt;br /&gt;
!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Caller Skill Descriptions: ==&lt;br /&gt;
&lt;br /&gt;
=== Magic Skills: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Mana&#039;&#039;&#039;: Mana is the fuel by which spells are generated. For Callers, spells are leveled 1-8 and every spell costs an amount of mana equal to its level to cast. Callers 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 Caller&#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. Callers 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;&#039;&#039;&#039;Schools&#039;&#039;&#039;: Nature. For now it&#039;s just Nature magic. Now go touch grass.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Spell 1-8&#039;&#039;&#039;: Broadly speaking, Callers may learn spells in one of two ways. The easiest is simply transcribing a written formula into memory, and Callers prefer this where the option is available. In order to do this, all your Caller 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 casters of the worlds. Where this isn&#039;t possible (some worlds have outright banned 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;&#039;&#039;&#039;Spell Pool&#039;&#039;&#039;:  At times Callers find themselves bereft of mana or needing to dish out direct damage to their foes. For times like this mother nature gave us that which has baffled early civilizations across the planes Lightning. Doing this is faster and less stressful than formal spellcasting. One point of spell pool generates 1 point of damage, to a limit of 20 points at a time. This is cast as &amp;quot;Natural X Lightning&amp;quot; and packet delivered. Every rank of Spell Pool grants 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.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: ===&lt;br /&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. Callers purchase Ley Points directly, at 2 SP each, and a Caller cannot buy more than 20 total.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Hasten Spell:&#039;&#039;&#039; 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;&#039;&#039;&#039;Natural Spell:&#039;&#039;&#039; 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;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Penetrating Spell&#039;&#039;&#039;: 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 meta magic, 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;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039;: This skill allows the character to add the &#039;&#039;Critical&#039;&#039; Modifier to a single spell, or can be used with the character’s &#039;&#039;Spell Pool&#039;&#039; to add the &#039;&#039;Critical&#039;&#039; Modifier to their current pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm:&#039;&#039;&#039; This skill allows the character to enter a stance by planting their right foot and announcing, “Spell Storm”. This effect will last until the player falls unconscious, moves their foot, or uses any other &#039;&#039;Active Skills.&#039;&#039; While active, the caller can throw an infinite number of packet attacks called as “Magic 10 Lightning”, &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Revitalize&#039;&#039;&#039;: 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 120 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;&#039;&#039;&#039;Forked Spell:&#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 &amp;lt;Spell Name&amp;gt;” twice in succession, and only expend a single casting&#039;s worth of mana.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Siphon Mana&#039;&#039;&#039;: This allows your Caller to drain Mana from a willing 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;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Aura Emulation&#039;&#039;&#039;: As practiced by Callers, this allows for mana to reflexively retaliate against a melee strike. This is called as &amp;quot;Magic Lightning 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 Caller Skills: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Chain Spell&#039;&#039;&#039;: 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;&#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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;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&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;&#039;&#039;&#039;Portal Manipulation&#039;&#039;&#039;: Portal Manipulation is the means by which Callers 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.&amp;lt;blockquote&amp;gt;&#039;&#039;Level One&#039;&#039;: This skill alerts the Caller 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;
&lt;br /&gt;
&#039;&#039;Level Two&#039;&#039;: Opens a portal for which the Caller 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;
&lt;br /&gt;
&#039;&#039;Level Three&#039;&#039;: Allows a Caller 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;
&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 Callers open portals directly onto their couches after a hard adventure. A Caller 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;
&lt;br /&gt;
&#039;&#039;Level Five&#039;&#039;: Allows a Caller 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.&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Tongue of the Land&#039;&#039;&#039; - The character gains the ability to speak with natural plants and rock formations. While most of the time such are not too smart, and communication can be difficult, the character can ask 2 questions that will be answered with a yes or no, of a given creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Grove&#039;&#039;&#039; - This skill allows the character to imbue an area with the power of nature, returning it to a purer state. 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, Fae, and Abominations, as well as a few others 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 &#039;&#039;Wizard Lock.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reincarnate&#039;&#039;&#039; - This skill allows the character to bring back a character who is &#039;&#039;Dead&#039;&#039; and in need of a &#039;&#039;Life&#039;&#039; spell. Like much of nature nothing happens instantly. To use this skill, the character must touch the target and make a 3 counted action ‘I Reincarnate you 3, I Reincarnate you 2,…”. After the count the effect takes hold, the target will continue their death count and when they hit the 4-minute count where they would normally dissipate; they instead begin a 1-minute count, at the end of which the target will be restored to life at full &#039;&#039;Body Points&#039;&#039;&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;Sudden Storm&#039;&#039;&#039; - Pulling on the natural forces around you, you summon up dense fog and high winds giving your party cover as you slip past a potential fight, this allows your party of up to 10 players to move past the encounter without engaging. This skill only works while on Modules set in a natural terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boost Shifting -&#039;&#039;&#039; The form granted to the caster via Shifter has the following changes: &lt;br /&gt;
&lt;br /&gt;
* Caster may use one long claw (so med/short) or a single Two-handed Claw&lt;br /&gt;
* The base strength increases to +6&lt;br /&gt;
* Base Body increases to 40&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Caller Powers ==&lt;br /&gt;
&#039;&#039;&#039;Additional Shift*-&#039;&#039;&#039; This power allows the character to use their Empowered Shifting ability 2 additional times each reset. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Speech -&#039;&#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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspect Mastery-&#039;&#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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Shifting&#039;&#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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Wilds-&#039;&#039;&#039; This power allows the character to now affect 2 additional targets when they cast Aspects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Magic ??&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form -&#039;&#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 ranged attacks&lt;br /&gt;
&lt;br /&gt;
+50 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Can change Spell Pool flavor to Venom&lt;br /&gt;
&lt;br /&gt;
Gain one bonus spells costing up to 5 mana&lt;br /&gt;
&lt;br /&gt;
== Caller Heroic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Magical Shifting&#039;&#039;&#039; - Prerequisite Enhanced Shifting, Caller may not have Greater Enhanced Shifting&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;
&#039;&#039;&#039;Greater Enhanced Shifting -&#039;&#039;&#039; Prerequisite Enhanced Shifting, Caller may not have Magical Shifting. &lt;br /&gt;
&lt;br /&gt;
This power doubles the stats of the shifter including the Enhanced Shifting strength bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Wisp Form -&#039;&#039;&#039; Prerequisite Wisp Form&lt;br /&gt;
&lt;br /&gt;
Changes the Wisp form statistics to the following:&lt;br /&gt;
&lt;br /&gt;
15 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;
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;Nature’s Embrace -&#039;&#039;&#039; 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;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Bard&amp;diff=853</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Bard&amp;diff=853"/>
		<updated>2024-05-28T20:19:46Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Armor: Changed &amp;quot;Bards can only wear up to Light Armor&amp;quot; to &amp;quot;Bards are only proficient in Light Armor&amp;quot;.&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 are only proficient in 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>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Weapon_Construction&amp;diff=833</id>
		<title>Weapon Construction</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Weapon_Construction&amp;diff=833"/>
		<updated>2024-05-28T01:02:09Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Minor changes to grammar and punctuation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Weapon Construction&amp;amp; Armor Rules =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Weapon Type&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Striking Surface&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Max Grip&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Total Length&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Base Damage&lt;br /&gt;
|-&lt;br /&gt;
|Min&lt;br /&gt;
|Max&lt;br /&gt;
|Min&lt;br /&gt;
|Max&lt;br /&gt;
|-&lt;br /&gt;
|Short Weapon&lt;br /&gt;
|6’’&lt;br /&gt;
|18’’&lt;br /&gt;
|6”&lt;br /&gt;
|12’’&lt;br /&gt;
|24’’&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Medium Weapon&lt;br /&gt;
|18’’&lt;br /&gt;
|24’’&lt;br /&gt;
|9”&lt;br /&gt;
|24’’&lt;br /&gt;
|36’’&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Long Weapon&lt;br /&gt;
|26’’&lt;br /&gt;
|34’’&lt;br /&gt;
|13”&lt;br /&gt;
|34’’&lt;br /&gt;
|46’’&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Spear&lt;br /&gt;
|10”&lt;br /&gt;
|15”&lt;br /&gt;
|20”&lt;br /&gt;
|40”&lt;br /&gt;
|55”&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Great Weapon&lt;br /&gt;
|36’’&lt;br /&gt;
|54’’&lt;br /&gt;
|30% Weapon Length&lt;br /&gt;
|50’’&lt;br /&gt;
|72’’&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Staff&lt;br /&gt;
|60”&lt;br /&gt;
|60”&lt;br /&gt;
|2 @ 12” or 1 @ 15”&lt;br /&gt;
|48”&lt;br /&gt;
|60’’&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Short Bow&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|12’’&lt;br /&gt;
|26”&lt;br /&gt;
|36’’&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Long Bow&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|12”&lt;br /&gt;
|36”&lt;br /&gt;
|48”&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|6”&lt;br /&gt;
|24”&lt;br /&gt;
|18”&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Thrown&lt;br /&gt;
|5”&lt;br /&gt;
|24”&lt;br /&gt;
|NA&lt;br /&gt;
|5”&lt;br /&gt;
|24”&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Gun: Pistol&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|14”&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Gun: Cannon&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|15”&lt;br /&gt;
|NA&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shield Size&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Max Area&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Max Dimension&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Max Radius&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Max Perimeter&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Small&lt;br /&gt;
|320&lt;br /&gt;
|26&lt;br /&gt;
|10&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|520&lt;br /&gt;
|36&lt;br /&gt;
|13&lt;br /&gt;
|93&lt;br /&gt;
|-&lt;br /&gt;
|Large&lt;br /&gt;
|610&lt;br /&gt;
|40&lt;br /&gt;
|14&lt;br /&gt;
|105&lt;br /&gt;
|}&lt;br /&gt;
Weapons may be constructed from any materials previously approved for use. If you choose to use new materials, you must have them approved prior to construction.  You may run the risk that the finished weapons will fail approval, due to those materials. Examples of properly constructed weapons will be available at any event.&lt;br /&gt;
&lt;br /&gt;
All weapons must have padding for their entire length, except for the Grip lengths in the chart. Listed Grip Lengths are maximums, and may not exceed that maximum. However, Grips may be less than those lengths. Placement of Bow Grips must be in the center of the weapon, and the weapons should have curves in the shape of a bow. Staves &amp;lt;staff&amp;gt; must have the Grips toward the center of the weapon, and must have at least 18” from the ends. Spears must have open cell foam pieces on the striking end to make it appear spear-like.&lt;br /&gt;
&lt;br /&gt;
Hilts and Cross guards can have no dimension greater than 6”.&lt;br /&gt;
&lt;br /&gt;
Weapons made of solid pipe foam must have a minimum of 5/8-inch-thick Closed Cell foam on all striking surfaces. Weapons made of flat foam, IE Flat Blades, must have 1 inch of closed cell on striking surfaces, and 1/2 inch on non-striking surfaces. The foam padding of the weapon must extend 1” past the end of the weapon core; this is to prevent the core from stabbing through the end of the weapon.&lt;br /&gt;
&lt;br /&gt;
All weapons must have a 2” Thrusting tip made of open cell foam (Such as a couch cushion). Weapons that do not have stabbing tips, such as the molded Latex weapons must all be approved before use. While the butt end of the weapon does not need to be padded with foam (since it is not legal to strike players with the end of the weapon), it must be covered and built up with foam tape or the like so that the core is well covered and the end of the pipe cannot stab anyone.&lt;br /&gt;
&lt;br /&gt;
Weapons built of hollow cores must have that hollow core sealed in some way on each end, such as with strapping tape and padding. Weapons built in such a way that the entire length of the weapon is not secured to the core, and it must include an anchor point, examples of which can be seen at an event. Colors are also an important aspect, Red and Orangeis reserved is for claws, and Yellow for &#039;&#039;Brawlers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Thrown weapons must be comprised of only foam (open or Closed). They cannot have any kind of solid core, and can be covered with tape. The thrown weapons should also have no points and narrow ridges should be covered with ½ open cell foam.&lt;br /&gt;
&lt;br /&gt;
Packets are used for spell casting, as well as other skills like Chemistry and Engineering. Packets should be made of cloth, and be filled with birdseed, roughly 2 tablespoons. Typically, White packets are used to spell casting, Yellow for arrows, Red for Bombs, and Orange for Vials&lt;br /&gt;
&lt;br /&gt;
Bows must be covered with at least 3/8-inchfoam; this is to protect weapons that might strike them. Bows by default cannot be used to block weapon attacks. And if they are struck they cannot be used to fire arrows until the bow is restrung, which is a 3 counted action.&lt;br /&gt;
&lt;br /&gt;
Crossbows have 2 dimensions that matter, the stock and the prod. The Stock is the body of the rep and must be at least 24” long, and the Prod which must be at least 18” wide.&lt;br /&gt;
&lt;br /&gt;
All weapons must receive a safety tag, signed by a marshal, or they will be subject to removal from Game when their use is discovered, regardless of safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields have several restrictions to their size as shown on the above chart: In the case of a round shield ignore the Max perimeter as the radius will place it much smaller. The Maximum dimension for a shield is the distance between the two furthest points, not the longest edge. Additionally, Small shields only require a handle, while Medium and Large shields must have a handle and arm strap and both must be used for proper shield use. Shields may not be used to strike targets, and may only be used to block. All shields must have Closed Cell foam around the outer edge; this is preventing damage to weapons in combat.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Guns&#039;&#039;&#039; ===&lt;br /&gt;
Guns can be almost any style of foam dart gun; however, they must be modified to look antiqued and as fantasy as possible (Excluding the orange muzzle which must be present by state law). At present, no performance-enhancing modifications are permitted, only cosmetic alterations are allowed. Automatic weapons are not permitted. This includes flywheel blasters and rapid-fire air-powered blasters. To be legal a gun must have some form of single-action, lever action, or priming handle that must be pulled back for the gun to fire, for each shot.&lt;br /&gt;
&lt;br /&gt;
All guns have a “Max Load” which refers to the maximum number of darts that may be loaded into a given magazine. 12 And 18 capacity clips are permitted but may not be loaded beyond the Max Load of the weapon.&lt;br /&gt;
&lt;br /&gt;
Guns are separated into 2 categories, Pistols and Cannons.&lt;br /&gt;
&lt;br /&gt;
·        Pistols are 1 handed weapon with a maximum length of 14”, a starting Max Load of 6; and can only have an Improved Max Load of 9.&lt;br /&gt;
&lt;br /&gt;
·        Cannons are 2 handed weapons with a minimum length of 15”, and a starting Max Load of 6,and can only have an Improved Max Load of 12.&lt;br /&gt;
&lt;br /&gt;
Guns cannot be used in conjunction with Medium or Large Shields. Nor can Guns ever be used to block attacks.&lt;br /&gt;
&lt;br /&gt;
Guns only benefit from &#039;&#039;Precision,&#039;&#039; and gain no benefit from &#039;&#039;Focus&#039;&#039; or &#039;&#039;+Strength&#039;&#039;. Add-ons are modifications to an existing gun and once installed they cannot be removed. Add-ons stack with other add-ons but not with themselves.&lt;br /&gt;
&lt;br /&gt;
== Common Weapon Material ==&lt;br /&gt;
Weapon Cores must be a hollow cored non-metal tube, which must be a continuous piece for the length of the weapon. Common cores are: PVC; for weapons shorter than 36”, the suggested pipe diameter is the 1/2” OD; for Spears and 2 Handed Weapons suggested pipe diameter is the ¾”-1.0” OD; or Fiberglass Kite Spar; for weapons shorter than 46”, the suggested pipe diameter is the 0.370” OD; for Spears and 2 Handed Weapons suggested pipe diameter is the 0.745” OD. While Graphite Golf Clubs can be used it is suggested they only be used for flat weapons. This is because it is difficult to have the pipe foam fit the tapered core.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fiberglass Kite Spar Cores&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;https://goodwinds.com/fiberglass/filament-wound-epoxy-tubing.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon Foam is the majority of the weapon’s construction, and the most crucial for safety reasons. For pipe foam the type that should be used is Closed Cell, Polypropylene Pipe Foam, with a minimum of a 5/8” wall thickness. This product can be difficult to find, though your local chapter should be able to help, since the only places that sell it are Plumbing Supply stores and you normally need to buy a case of it at a time. For flat weapons the recommended foam is the blue camping pads, which can be found at Wal-Mart and Sporting Goods Stores.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue Foam Mat&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;http://www.walmart.com/ip/Ozark-Trial-Camping-Pad-Blue/16783660&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon coverings must be on weapons to help protect the foam from harm and increase its durability, there are a large number of ways this can be achieved. The most common types of coverings are: Duct Tape, which you can get at Wal-Mart and any Hardware store; Nylon Tape, which is often called Sail Repair tape or Kite Tape. Weapons can also be covered by a fitted cloth sock-like covering, and even Plasti-Dip, which can be found at Pep-Boys or online.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kite Tape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;http://intothewind.com/shop/Repair_and_Kitemaking/Tape_for_making_and_repairing_kites/Nylon_Repair_Tape&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plasti-Dip&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;http://www.plastidip.com/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor plays a very important part in the game, it allows the characters to take much more damage in combat and protects from some attacks. Armor is broken into 5 categories for determining how much a suit is worth and what it takes to rep the armor. This game is more about appearances than if your armor would really stop a weapon, atmosphere is the most important part of the game. Listed below is a list of the categories and what types of armor falls into each, now since looks are key there are many things that may fall into different categories based on what it looks like; it is very possible to have Battle armor with a rep that is not metal but looks very much like black steel plates.&lt;br /&gt;
&lt;br /&gt;
In addition to needing the proficiency to wear armor, and the rep you also need an item tag for the armor you are wearing to receive the benefit of it. Armor must cover 40-50% of your body to receive credit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Costume&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Has a maximum value of 10 points and it is made up of just what it says; so long as you are wearing a decent looking costume you will get credit. This means costumes that avoid major things like shirts with logos, blue jeans and baseball hats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Light&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Has a maximum value of up to 20 points. Light armors are made of Heavy Padded Cloths and Light Leathers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Medium&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Has a maximum value of 30 points. Medium armors are made of Thick Leathers with Studs or Plates, and even Light Chain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heavy&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Has a maximum value of 40 points. Heavy armors are made of Heavy Chain and Brigandine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Battle&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Has a maximum value of 50 points. Battle armor is made of plates or scales of metal.&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Rituals&amp;diff=834</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Rituals&amp;diff=834"/>
		<updated>2024-05-27T23:30:50Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: &amp;quot;There is a list of rituals available later in this section the list however is by no means exhaustive but is meant as a baseline.&amp;quot;  Edited for clarity.  Added minor punctuation changes.  Fluxing: &amp;quot;In the event more than one of these conditions is met in.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rituals are a type of magic that goes outside the normal rules of cast spells. The major difference is that most rituals have almost no function in a combat situation, and that they take extensive resources and time to perform. There are several aspects to how rituals function: &lt;br /&gt;
&lt;br /&gt;
To perform a ritual a character must have Rank 4 of the appropriate Knowledge Area unless noted on the ritual scroll. Characters must additionally have the ritualism skill. &lt;br /&gt;
&lt;br /&gt;
All rituals require Knowledge Points to cast. The primary caster must spend 2 Knowledge Points to begin a Ritual. Secondary casters must expend 1 Knowledge point in order to participate and must have rank 1 of the appropriate knowledge for the ritual or Knowledge Magic 2. &lt;br /&gt;
&lt;br /&gt;
To perform a ritual requires all participants to maintain concentration. &lt;br /&gt;
&lt;br /&gt;
When a ritual calls for Fuel in the cost, that cost can be paid in part or in full by any participant of the ritual. Fuel, by default is paid with Knowledge Points, however Fuel may be paid at a rate of one to one with uncommon residuum or Fury. &lt;br /&gt;
&lt;br /&gt;
Rituals must be performed inside of a ritual circle, this can be a simple circle phys-repped by markings, candles or such; or inside of a Circle of Glyphs. &lt;br /&gt;
&lt;br /&gt;
Rituals cannot target other players without their out of game consent. &lt;br /&gt;
&lt;br /&gt;
All rituals require a marshal present at the casting of the ritual. A minimum of one hour notice to plot is required before casting a ritual, this is done to make allowances to guarantee a marshal is available. There may arise times where a marshal is available immediately or in less than an hour but players are still required to notify plot at least one hour before their desired ritual start time. In the event that there are players who have been approved by plot to marshal rituals, said marshal should never marshal a ritual(s) for their own team.   &lt;br /&gt;
&lt;br /&gt;
Rituals will vary dependent upon the ritual to be cast in many ways, the time the ritual requires, fuel/component cost and any special requirements will be listed on the individual scrolls. There is a list of rituals available later in this section.  It should not be considered exhaustive. &lt;br /&gt;
&lt;br /&gt;
Players may generate rituals at plot/rules discretion with an appropriate amount of time and resource invested into the research of any new rituals. The act of generating a new ritual will be a fluid discussion until the particulars of the ritual are set.  Only then will a player know what the exact amount of time and resource required to generate the new ritual will be. This process will not be quick and players should go in expecting there to be delays. Generating a new ritual is no small task in or out of game, patience from the players involved is expected and required at times. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rituals are foundationally cast in one of two ways. Either in a prepared space that has been cleansed (Glyph Circles always count as cleansed) or on the fly in a space that has not been cleansed. Having an intentionally cleansed area for ritual casting makes the casting more consistent but otherwise is not a requirement to casting a ritual. A ritual cannot begin without 100% of all the required items, scrolls, components, etc. being present within the circle prior to the ritual beginning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Targets of Rituals:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Rituals may be cast upon any of three valid targets People, Items, or areas. Each ritual scroll will denote what it may be cast on, some may only be castable on one target type where others may be cast on multiple. In any event ritual magics are very powerful and thus exert a great amount of strain on the vessel upon which they are cast.  Therefore no one target may ever have more than five continuous effects cast upon them at any time. There are several continuous effects that do NOT consume a slot as they effect other rituals that do consume slots. They are: &#039;&#039;Delimit, Extend Duration, Enhance Duration&#039;&#039; and &#039;&#039;Permanence.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Batch Casting:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Batch casting is used for multiple rituals that the caster intends to alter the duration on through either an extend duration or a permanence ritual. If the caster of the ritual wishes to attempt batching they must declare it prior to beginning the ritual. Each ritual in a batch must be started within one minute of the proceeding ritual ending, and the moment any ritual that would alter the duration of the proceeding rituals is started the batch is closed. It is important to note that the batch is closed but not the item/target additional rituals may be cast on the item/target but they will not benefit from the batch effect. The extend or permanence ritual will apply to each of the rituals in the batch if done in this manner. In the event that more than one minute elapses between rituals in a batch the batch is broken and each ritual previously cast will require its own extend duration or permanence ritual cast separately for each effect.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Stacked Casting:&amp;lt;/u&amp;gt;&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Certain Rituals (Denoted on the scroll) may be cast multiple times to garner greater effects. These additional casting are done in a pyramid style. All castings in this manner are limited to a one over two pyramid for a total of three castings. Any additional benefits garnered by this type of casting will be laid out on the individual scrolls as there are a variety of effects that can be generated by multiple casting, to many to list here. Multiple castings of the same Ritual only consume one slot on the target.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Fluxing:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Fluxing Ritual magic generates a massive amount of energy, and it takes a skilled hand to keep it in check. There are times when something will interfere with a ritual and the some of the raw energy will lash out and have side effects.  &lt;br /&gt;
&lt;br /&gt;
Fluxing can happen when one of the following situations occurs: &lt;br /&gt;
&lt;br /&gt;
* The primary caster intentionally chooses to flux a ritual.&lt;br /&gt;
&lt;br /&gt;
* A caster takes damage of any kind.&lt;br /&gt;
&lt;br /&gt;
* A secondary caster leaves the ritual circle during the casting or becomes helpless.&lt;br /&gt;
&lt;br /&gt;
* Any of the components or the ritual scroll is destroyed or leaves the circle, all draws are Warped, or Backlash and the ritual fails.&lt;br /&gt;
&lt;br /&gt;
* The primary caster becomes helpless or leaves the circle, all draws are Backlashes.&lt;br /&gt;
* The ritual is cast in an uncleansed location.  This guarantees a flux the severity of which is rolled at random, unless driven by plot.&lt;br /&gt;
&lt;br /&gt;
In the event more than one of these conditions is met in a single casting, then each additional condition beyond the initial one will be added to the roll to determine severity of the flux. Additionally, in the event that a flux occurs in a batch casting, the number of rituals already completed in the batch will be added to the roll as well. (Cleanse will never be counted in this number.) &lt;br /&gt;
&lt;br /&gt;
When a ritual is fluxed the marshal will determine the outcome by using percentile dice on the following charts. First the marshal will determine if the ritual was, &lt;br /&gt;
&lt;br /&gt;
Flawed- had an unexpected outcome that could be positive&lt;br /&gt;
&lt;br /&gt;
Warped- had an unexpected outcome that is possibly negative&lt;br /&gt;
&lt;br /&gt;
Backlashed- had a devastatingly bad outcome.&lt;br /&gt;
&lt;br /&gt;
In the case of a Flawed of Warped ritual the intended effect still happens with an unexpected change; however, with a Backlash the ritual fails, and very bad side effect happens. At the end of a ritual all components are destroyed whether the ritual succeeds or failed.  In the case of a Backlash the ritual scroll, if there is one being used, is also destroyed.&lt;br /&gt;
&lt;br /&gt;
When a ritual goes wild there is little that can be done, though a skilled Ritualist can attempt to control the wild magic. To counter a flux a secondary caster in the ritual must declare that they are going to attempt the feat. To do so they must have Knowledge Magic 4, they then have 2 options. &lt;br /&gt;
&lt;br /&gt;
* Preempt- To do this the secondary caster must expend 5 Fuel up front. When the flux draw is made they must pay an additional Fuel cost of 10 for a Backlash or 5 for a Warp. This completely negates the effects.&lt;br /&gt;
&lt;br /&gt;
* Ready- To do this the secondary caster must declare intent at the beginning, and then can choose to pay a fuel cost to negate the flux. 5 for a Flaw, 15 for a Warp, and 20 for a Backlash. At the time they must expend the Fuel they only are aware of the type of flux not the actual outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Flux outcome&lt;br /&gt;
!roll&lt;br /&gt;
!outcome&lt;br /&gt;
|-&lt;br /&gt;
|1-5&lt;br /&gt;
|Flawed&lt;br /&gt;
|-&lt;br /&gt;
|6-8&lt;br /&gt;
|Warped&lt;br /&gt;
|-&lt;br /&gt;
|9-10&lt;br /&gt;
|Backlashed&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Flawed outcome&lt;br /&gt;
!Roll&lt;br /&gt;
!Outcome&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|All casters receive double healing from all sources for 1 month&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Ritual effects one additional target at no cost if possible.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Half (rounded up) of the named ritual components become ritual ash and remain after the ritual completes&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Random caster of the ritual is restored 40 fuel as defined by the ritual rules&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Ritual scroll (if used) is destroyed and becomes known by the primary caster at no SP cost&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Random caster takes half from &amp;lt;fire/water/wind/stone&amp;gt; for 2 months&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|All present in the ritual circle gain +10 body for the remainder of the event&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Random caster gains CAP 5 from ranged damage attacks for the next 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Five silver/level of KA: Magic known by primary caster appears in the circle&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Duration of the ritual is doubled (if ritual duration is permanent then use number 9)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Warped&lt;br /&gt;
!Roll&lt;br /&gt;
!Outcome&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|All components remain after the ritual is complete&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Casters treat all calls with the word &amp;quot;body&amp;quot; in them as &amp;quot;Normal&amp;quot; for 1 month&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The ritual scroll if used is duplicated, if cast from memory one is generated&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|All casters gain 5 Fury for 2 months if possible&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Target becomes &amp;quot;magically untraceable&amp;quot; for one month. (cannot be scryed, targeted by whispering winds or locate rituals, spells, effects)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Random caster becomes Vulnerable &amp;lt;fire/water/wind/stone&amp;gt; for 2 months.  &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Random target suffers from two hand casting for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Random caster is limited to a maximum of three Fury per use for the next 30 days.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|All casters lose all remaining Fury for their current reset and cannot use any Knowledge skills for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|All coin in the circle is destroyed&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Backlashed&lt;br /&gt;
!Roll&lt;br /&gt;
!Outcome&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|All casters become dead&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The circle becomes engulfed in red mist, an additional 100 Residuum must be put into the ritual for it to complete. This must be done in ten minutes or roll again on this table&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|All casters are instantly teleported to a random location on any plane the character has previously been.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Random caster becomes affected by Silence that can only be removed by resurrection for 3 hours&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Everyone in circle take 20 times the primary casters level in Knowledge Magic as Physical damage (single attaack)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|The circle becomes engulfed in green mist, an additional 50 Fuel must be put into the ritual for it to complete. This must be done in ten minutes or roll again on this table&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Everyone in circle has all limbs Maimed and suffer Venom&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|An Astral Hound is summoned and must be defeated before the ritual will complete&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Everyone in circle has all daily skills (Fury as well) completely expended for the current reset&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Primary caster dissipates, and target suffers from the Devastate effect for 6 months&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Known Rituals&lt;br /&gt;
!Ritual&lt;br /&gt;
!Knowledge&lt;br /&gt;
!Casting Time&lt;br /&gt;
!Fuel&lt;br /&gt;
!Residuum&lt;br /&gt;
!Named&lt;br /&gt;
|-&lt;br /&gt;
|Cleanse&lt;br /&gt;
|Any&lt;br /&gt;
|5 Min.&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Create High Horoscope&lt;br /&gt;
|Astronomy&lt;br /&gt;
|30 Min.&lt;br /&gt;
|5&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Create Glyph Circle&lt;br /&gt;
|Astronomy&lt;br /&gt;
|60 Min. &lt;br /&gt;
|20&lt;br /&gt;
|200&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Create Spell Glyph&lt;br /&gt;
|Astronomy&lt;br /&gt;
|60 Min.&lt;br /&gt;
|5&lt;br /&gt;
|50&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Unlock Portal Stone&lt;br /&gt;
|Astronomy&lt;br /&gt;
|15 Min.&lt;br /&gt;
|5&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Create Life Well&lt;br /&gt;
|Cycle&lt;br /&gt;
|15 Min.&lt;br /&gt;
|15&lt;br /&gt;
|150&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Unlock Mind&lt;br /&gt;
|Cycle&lt;br /&gt;
|60 Min.&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Ressurect&lt;br /&gt;
|Cycle&lt;br /&gt;
|15 Min.&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Speak with Spirits&lt;br /&gt;
|Cycle&lt;br /&gt;
|30 Min.&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Aura &amp;lt;Spirit&amp;gt;&lt;br /&gt;
|Cycle&lt;br /&gt;
|15 Min.&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Discern Location&lt;br /&gt;
|Geography&lt;br /&gt;
|30 Min.&lt;br /&gt;
|3&lt;br /&gt;
|25&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Hasten Travel &lt;br /&gt;
|Geography&lt;br /&gt;
|5 Min.&lt;br /&gt;
|2&lt;br /&gt;
|15&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Locate Item&lt;br /&gt;
|Geography&lt;br /&gt;
|30 Min.&lt;br /&gt;
|3&lt;br /&gt;
|25&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Locate Portal Stone&lt;br /&gt;
|Geography&lt;br /&gt;
|30 Min.&lt;br /&gt;
|2&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Contact Ancient Dead&lt;br /&gt;
|History&lt;br /&gt;
|30 Min.&lt;br /&gt;
|5&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Delve History&lt;br /&gt;
|History&lt;br /&gt;
|30 Min.&lt;br /&gt;
|5&lt;br /&gt;
|25&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Legend Lore&lt;br /&gt;
|History&lt;br /&gt;
|30 Min.&lt;br /&gt;
|5&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Create &amp;lt;item&amp;gt;&lt;br /&gt;
|Magic&lt;br /&gt;
|Varies&lt;br /&gt;
|Varies&lt;br /&gt;
|Varies&lt;br /&gt;
|Varies&lt;br /&gt;
|-&lt;br /&gt;
|Illusory Form&lt;br /&gt;
|Magic&lt;br /&gt;
|10 Min.&lt;br /&gt;
|0&lt;br /&gt;
|5/Target&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Proscribe &amp;lt;type&amp;gt;&lt;br /&gt;
|Magic&lt;br /&gt;
|30 Min.&lt;br /&gt;
|10/15/20&lt;br /&gt;
|25/50/100&lt;br /&gt;
|15/20/25&lt;br /&gt;
|-&lt;br /&gt;
|Scrying&lt;br /&gt;
|Magic&lt;br /&gt;
|30 Min.&lt;br /&gt;
|5&lt;br /&gt;
|50&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Summon&lt;br /&gt;
|Magic&lt;br /&gt;
|15 Min.&lt;br /&gt;
|5/10/15&lt;br /&gt;
|10/20/30&lt;br /&gt;
|3/4/5&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|Magic&lt;br /&gt;
|10 Min.&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Aura &amp;lt;Magic&amp;gt;&lt;br /&gt;
|Magic&lt;br /&gt;
|15 Min.&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Whispering Winds&lt;br /&gt;
|Magic&lt;br /&gt;
|5 Min.&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Fair Winds&lt;br /&gt;
|Nautical&lt;br /&gt;
|5 Min.&lt;br /&gt;
|1&lt;br /&gt;
|25&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|Nautical&lt;br /&gt;
|15 Min.&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Commune&lt;br /&gt;
|Nature&lt;br /&gt;
|60 Min.&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Death of Fields&lt;br /&gt;
|Nature&lt;br /&gt;
|60 Min.&lt;br /&gt;
|4&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Improve Harvest&lt;br /&gt;
|Nature&lt;br /&gt;
|60 Min.&lt;br /&gt;
|4&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Proscribe &amp;lt;Abom&amp;gt;&lt;br /&gt;
|Nature&lt;br /&gt;
|30 Min. &lt;br /&gt;
|10/15/20&lt;br /&gt;
|25/50/100&lt;br /&gt;
|15/20/25&lt;br /&gt;
|-&lt;br /&gt;
|Protection of the woods&lt;br /&gt;
|Nature&lt;br /&gt;
|60 Min.&lt;br /&gt;
|2&lt;br /&gt;
|45&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Summon&lt;br /&gt;
|Nature&lt;br /&gt;
|15 Min.&lt;br /&gt;
|5/10/15&lt;br /&gt;
|10/20/30&lt;br /&gt;
|3/4/5&lt;br /&gt;
|-&lt;br /&gt;
|Tree Walk&lt;br /&gt;
|Nature&lt;br /&gt;
|15 Min.&lt;br /&gt;
|5&lt;br /&gt;
|50&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Aura &amp;lt;Lightning&amp;gt;&lt;br /&gt;
|Nature&lt;br /&gt;
|15 Min.&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Contact Extra Planar&lt;br /&gt;
|Planes&lt;br /&gt;
|15 Min.&lt;br /&gt;
|3&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Planar Asylum&lt;br /&gt;
|Planes&lt;br /&gt;
|5 Min. &lt;br /&gt;
|0&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Proscribe &amp;lt;elemental&amp;gt;&lt;br /&gt;
|Planes&lt;br /&gt;
|30 Min. &lt;br /&gt;
|10/15/20&lt;br /&gt;
|25/50/100&lt;br /&gt;
|15/20/25&lt;br /&gt;
|-&lt;br /&gt;
|Summon&lt;br /&gt;
|Planes&lt;br /&gt;
|15 Min.&lt;br /&gt;
|5/10/15&lt;br /&gt;
|10/20/30&lt;br /&gt;
|3/4/5&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Aura &amp;lt;Elemental&amp;gt;&lt;br /&gt;
|Planes&lt;br /&gt;
|15 Min.&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Delimit &lt;br /&gt;
|Race &amp;lt;X&amp;gt;&lt;br /&gt;
|30 Min.&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Race Change&lt;br /&gt;
|Race &amp;lt;X&amp;gt;&lt;br /&gt;
|60 Min.&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Summon Reaver&lt;br /&gt;
|Race &amp;lt;X&amp;gt;&lt;br /&gt;
|300 Min.&lt;br /&gt;
|75&lt;br /&gt;
|200&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Nights Watch&lt;br /&gt;
|Warfare&lt;br /&gt;
|30 Min.&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Open Passage&lt;br /&gt;
|Warfare&lt;br /&gt;
|5 Min.&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Shared Strength&lt;br /&gt;
|Warfare&lt;br /&gt;
|5 Min.&lt;br /&gt;
|2/SP&lt;br /&gt;
|25&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Ward Weapon &amp;lt;type&amp;gt;&lt;br /&gt;
|Warfare&lt;br /&gt;
|15 Min.&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Precognition&lt;br /&gt;
|Abyss&lt;br /&gt;
|30 Min.&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Touch of the Grave&lt;br /&gt;
|Acheron&lt;br /&gt;
|30 Min.&lt;br /&gt;
|2&lt;br /&gt;
|25&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Proscribe &amp;lt;Spirit&amp;gt;&lt;br /&gt;
|Acheron&lt;br /&gt;
|30 Min.&lt;br /&gt;
|25&lt;br /&gt;
|25/50/100&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Equinox &lt;br /&gt;
|Essence&lt;br /&gt;
|15 Min.&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Health,_Death,_and_Dying&amp;diff=835</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=835"/>
		<updated>2024-05-27T20:48:15Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Unconscious: Changed &amp;quot;if they are not subjected to further disrepsect.&amp;quot; to &amp;quot;if they are not usbjected to further harm.&amp;quot;  Struck &amp;quot;Since this is unusual.&amp;quot;&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 harm.&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>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Skill_descriptions&amp;diff=830</id>
		<title>Skill descriptions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Skill_descriptions&amp;diff=830"/>
		<updated>2024-05-26T18:41:04Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Profession: Changed &amp;quot;the ranks much be purchased in order&amp;quot; to &amp;quot;must be purchased in order&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;EVERYMAN:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASIC:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrenaline Rush -&#039;&#039;&#039; Gain +4 Permanent Strength for Feats of Strength for up to 10 seconds, can Break Free From a single Pin/Bind effect, or increase their Bleed Out count by up to 60 seconds (this option can be used while Bleeding Out).This skill can be used once each reset.&lt;br /&gt;
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&#039;&#039;&#039;Brawl -&#039;&#039;&#039; Allows a character to use Short Weapons as fists (one in each hand), for melee combat. These weapons must be Yellow in color, cannot have a cross guard, and deal 1 points of base damage. Characters can apply Focus and Precision damage to their attacks made with this skill; however, they cannot use any Class Features or Combat Techniques. The weapons gained from this skill do not count as claws for the purposes of prerequisites.&lt;br /&gt;
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&#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;Cook -&#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;
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&#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;Disable device -&#039;&#039;&#039; This skill allows the character to use and understand both simple and complex locks, traps, physical puzzles, tools, and even mechanical devices. The use of this skill requires a Contested Roll, must be roleplayed, and takes 2 minutes of concentration to attempt. This skill can also be used to arm traps which also take 2 minutes of concentration. Some traps or puzzles may have physical components that can be disarmed without a Contested Roll, and the player has the option to still make the Contested Roll or can choose to physically try and disable the trap/puzzle and once the choice is made you cannot go with the other option. A large advantage to physically disabling the trap is that there is no time restriction and you can disable as fast as you physically can. A player can spend 30 seconds to analyze the object to be disabled at the end of which the marshal will tell them the level of the item as well as how well-crafted it is. Trap/Lock level is equal to the production cost of the item. This skill has a max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls.&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 of the book.&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;
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&#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;
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&#039;&#039;&#039;Improved Instructor:&#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;
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&#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 will 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. Appendix 2 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;Merchant:&#039;&#039;&#039; This skill allows the character access to an In Game feature where they can trade In Game items. During an event, the character can go to the guild house to ‘trade’, this takes 1 hour of game time, during which the character is out of game. This allows for set number of trades, and the amounts gained from each trade can be found in Appendix 4.This can be done once each reset. Additionally, a between-game trade can be done, so long as it is submitted along with event pre-reg at least 1 week before the game. This skill can be purchased up to 10 times.&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;Read and Write:&#039;&#039;&#039; This skill allows you to read and write in the designated language and must be purchased once for each language. The following common languages can be purchased without a specific instructor: Common, Deep Elf, Dwarf, Felis, Gnome, High Elf, and Rok’Shen. Any other languages must have a specific instructor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resurrection:&#039;&#039;&#039; This skill allows the character to resurrect another character that has died and dissipated. To use this skill, the character must be at a Life Well and must perform a Contested Roll. It takes 15 minutes to resurrect a target, and the end effect varies on how skilled the person performing the resurrection is. For further information, see the chapter on Death and Dying. This skill has a max of 10 Ranks; each Rank adds +1 Bonus to the Contested Roll.&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 Page 64 the Production section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival:&#039;&#039;&#039; This skill allows the character to make the best of their surroundings. When used, this skill can have different effects chosen at the time of use. Increase the character&#039;s death count by 120 seconds (this option can be used while Dead; or to scrounge up loose objects that can be used as crude tools or make-shift weapons for a single encounter; or ignore a Minor negative effect of a Terrain they are in for a combat. This skill can be used once each reset.&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;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking:&#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 Tracking  “Observation” is that you do not incur as many of the normal negatives since they do not yet apply. This skill has a max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls. &lt;br /&gt;
&lt;br /&gt;
Chart Modifier Bonus/Negative Gained &lt;br /&gt;
&lt;br /&gt;
Light Source +1 Bonus &lt;br /&gt;
&lt;br /&gt;
Tracks made in Moist/Wet Terrain +2 Bonus &lt;br /&gt;
&lt;br /&gt;
Multiple people being tracked +1 Bonus &lt;br /&gt;
&lt;br /&gt;
Rank of Track +1 Bonus/Rank &lt;br /&gt;
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Great Size +2 Bonus &lt;br /&gt;
&lt;br /&gt;
Massive Size +4 Bonus &lt;br /&gt;
&lt;br /&gt;
Each day since the tracks were made +2 Negative &lt;br /&gt;
&lt;br /&gt;
Tracks lead though town +5 Negative &lt;br /&gt;
&lt;br /&gt;
Night/Darkness +2 Negative &lt;br /&gt;
&lt;br /&gt;
Rain After Tracks were made (Each Hour) +2 Negative &lt;br /&gt;
&lt;br /&gt;
Hours since Tracks were made +1 Negative per/Hr. &lt;br /&gt;
&lt;br /&gt;
Change in Terrain +5 Negative &lt;br /&gt;
&lt;br /&gt;
Tracks left by Incorporeal Creature +10 Negative &lt;br /&gt;
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The path makes multiple splits +2 Negative       &lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;ADVANCED:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion:&#039;&#039;&#039; This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Memorize Ritual:&#039;&#039;&#039; This skill allows a character to memorize a Ritual Scroll into their memory and allows them to cast the Ritual without need of a physical scroll when casting that Ritual. They must meet all the prerequisites to cast the Ritual in order to memorize it. This skill does not require an instructor, and destroys the Ritual Scroll when it is memorized.&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. &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;Repair Item:&#039;&#039;&#039; This skill allows the character to field repair damaged items with a 2 minute counted action. For 2 Common Ore this will remove the Breached status from a suit of armor, and for 1 Uncommon Ore this will remove the Broken status from an item. This skill will not restore special properties of an item that are not from Advanced Smithing/Engineering. This skill has no component cost if it is used at a Forge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RACIAL SKILLS:&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Resist Impairment:&#039;&#039;&#039; This ability allows the character to resist a single impairing attack. The following are the most common types of effects, though others may be added: Slow, Pin, Bind, Web, Repel, and Stun. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Magic:&#039;&#039;&#039; This ability allows the character to resist a single magical effect that is a Spell cast by Incant or with the Magic Delivery Type. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Toxin:&#039;&#039;&#039; This ability allows the character to resist a single Poison Delivery or Disease Family attack. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; This skill allows the character to recover from a variety of conditions. At the time the skill is used, the player chooses one of the following effects: Heal 10, Cure Metabolic, or Regenerate. This skill only affects the character using it and they must be Conscious to activate it; however, it can be used even if they are currently denied the use of Abilities. This is a 3 counted action. At 10th level the Heal 10 effect becomes Heal 20. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Enchantment:&#039;&#039;&#039; This ability allows the character to resist spells and effects from the Enchantment School of Magic. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camouflage:&#039;&#039;&#039; This ability functions like the Conceal skill with the following changes; first the player must be touching a tree larger than the player in width or must be surrounded by bushes and plants. Secondly, the player cannot move while under this effect, and lastly the duration of this effect is 1 minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Mind:&#039;&#039;&#039; This ability allows the character to resist a single Mental attack. The following effects cannot be resisted with this skill: Enslavement, Feeblemind, Forget, Horrify, and Slumber. This skill can be used once each reset per purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rage:&#039;&#039;&#039; When this effect is activated the character activating it gains the following temporary benefits, +15 Body Points, +2 Permanent Weapon Damage for the duration, Immunity to Charm, Fear, Shun, and Sleep. This ability lasts for an encounter. When Battle rage ends the character suffers the effects of Devastate and Slow, as well as the inability to use Energy for 30 minutes.&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Getting_Started&amp;diff=829</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Getting_Started&amp;diff=829"/>
		<updated>2024-05-26T12:23:10Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Adjusted grammar and punctuation under Skill Points.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Caracter creation can seem daunting however if you&#039;ll take it in steps I promise it isn&#039;t. There are several considerations to consider but honestly it just comes down to what you want to play. I would suggest to help make this decision easier each of the classes will have short introductory paragraph at the beginning of each section dedicated to that class as well as for each race and background. So if you will read through these they will be useful in helping you decide what exactly you want to play. &lt;br /&gt;
&lt;br /&gt;
First you should choose a race, each of which have their own unique role-play as well as qualities and benefits.&lt;br /&gt;
&lt;br /&gt;
Second you will need to choose a background which will again add its own benefits, skills, and abilities. Whether you choose one to further the specialization of the class you wish to play or choose one to broaden your characters abilities the decision is yours. &lt;br /&gt;
&lt;br /&gt;
Thirdly you choose a class. Again I cant suggest enough to read through the summaries before each class, don&#039;t just resign yourself to doing what you have always done maybe in other LARPs or in TTRPGs read through and see what possibilities are out there, there&#039;s plenty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting statistics:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 50 Skill Points (SP)&lt;br /&gt;
* 1 Power&lt;br /&gt;
* Read/Write Common&lt;br /&gt;
* 1 Rank of Knowledge Area (your race)&lt;br /&gt;
* 5 Silver Pieces&lt;br /&gt;
* 1 Recipe for each Rank of a Purchased Production skill&lt;br /&gt;
* Up to two weapon tags for weapons you  are proficient with&lt;br /&gt;
* 1 tag for a suit or armor up to your classes maximum rating (judged by the Phys-rep you have)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILL POINTS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now you get to spend them!&lt;br /&gt;
&lt;br /&gt;
The 50 SP you receive will be used to purchase basic skills based off of you class&#039;s basic as well as the Everyman basic skills charts. These points may also be used to purchase an racial abilities if any exist for your chosen Race. Now I hear you, &amp;quot;why just basics?&amp;quot;, because Advanced skills bear the requirement of needing to be taught by an Instructor. Despair not fair adventurer!  There is a Power (remember you have one), &#039;&#039;Mentor,&#039;&#039; which fulfills the requirement of an instructor for one Advanced skill at character creation, as well as several other uses once you&#039;ve entered game. &lt;br /&gt;
&lt;br /&gt;
Also I feel like it may not be outside the realm of possibilities for an adequately written character history making sufficient excuse for the presence of an purchased advanced skill to be present on a brand new characters sheet, I&#039;ll go further into this later in this section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POWERS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power selection can seem a little intimidating at first but remember you get to select a new one every four levels as well as earning a racial Power slot at every tenth level. If you don&#039;t have racial powers then this functions as a regular. Also you may purchase racial Powers with regular slots in the event you want a racial power before reaching tenth level.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHARACTER HISTORIES:&#039;&#039;&#039; &lt;br /&gt;
I feel like I should specifically state that writing a Character History doesn&#039;t have to be a massive undertaking just a couple of pages explaining where your character comes from what their early life was like coupled with wants and desires and even dislikes and hatreds if any. Even in the presence of a Pulitzer prize quality character history it doesn&#039;t guarantee it will receive the one classification that really matters for our purposes here, that is &amp;quot;approved by Plot&amp;quot;. Your character history is not a part of the game world or would be &amp;quot;Live&amp;quot; until it is approved by the Plot Team, this mechanic exists for several reasons, mostly its to screen character histories for continuity within the game world and make sure they will fit and mesh well with the planned/existing stories. The Second reason we have to check and approve all character histories I really wish didn&#039;t exist but it does so here we go, its to check and screen out character histories that grant the character &amp;quot;Super Powers&amp;quot; whether its the fact they were born as the only worlds naturally occurring Master of the Arcane who happens to be a Champion, Or they are the Emperors long lost kidnapped baby grown into an adventurer. Both of the previous examples are not going to survive the process of going through the Plot Team for what I earnestly hope are obvious reasons. I would suggest that if you have a character history in mind that you want to play submit your character history early. Preferably before you invest a large amount of IRL money or effort into costuming and props for said character. We will try to work with you on Character histories that are close but just miss the mark but will almost assuredly kick those that grant &amp;quot;super powers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;To elaborate on this a bit:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Good character histories tell plot who your character is.  Things they like, things they hate, things they want and things they never want to see again.  We can take some guesses given a background, class, and race but it&#039;s a very broad target with a very small bull&#039;s eye.  The worlds cover all of the routine origin locations you&#039;d expect and you don&#039;t need the details for that - if you can get as far as &#039;from the city&#039; or &#039;grew up in the woods&#039;, that&#039;s plenty and we can help you take it from there.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Superpowers present a secondary problem besides (usually) rules problems.  Tabletop games can accommodate the volume of attention such characters expect.  Larps can&#039;t - we have dozens of players and can&#039;t run every event centering the last son of a desert ninja and the god empress of Awesomeworld.  We can and will make every effort to get everyone involved, but rolling in with Aaravos demands that everyone else becomes a sort of NPC in a game that revolves around him.  We can&#039;t do that.  People leave games where they feel like their own characters are NPCs here to tell someone else&#039;s story.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Everyone wants cool characters and there&#039;s nothing wrong with that.  You just can&#039;t conflate cool with powerful or unique.  We can&#039;t tell you what you think is cool, but if you&#039;re really stuck for a starting point, reach out and we&#039;ll see what we can do.  It might also be worth holding off on a character history until you&#039;ve met the other players and have a good feel for what they do and why; most of the vets can tell you (at sometimes unbearable length) all about their characters and are eager to have new people to tell those stories to.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Finally, it&#039;s entirely possible that you don&#039;t feel like you have enough information to make good decisions or even ask intelligent questions.  That&#039;s okay too - we&#039;d rather have a good idea late than Rand al&#039;Thor early.  Don&#039;t worry about falling behind the vets that knew exactly what they wanted before the rules were even available.  Soak in as much as you need to, ask around, and think it through.  It&#039;s worth the extra effort.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-T)&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Chemistry&amp;diff=818</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Chemistry&amp;diff=818"/>
		<updated>2024-05-24T02:47:20Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Vorpal Coating: Corrected punctuation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;CHEMISTRY&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chemistry is the mastery of mixing the natural elements of the world and creating a useful and sometimes deadly product. Chemistry creates Elixirs, which can be imbibed similar to potions to have an effect on the drinker, Salves, which can be applied to a surface for some effect or so that the next unlucky soul to touch it is exposed to the chemical, and finally Vials of toxic chemical that can have assorted effect on the target. Unless otherwise stated, you must have the rank of Chemistry equal to the production rank of the item in order to use it.&lt;br /&gt;
&lt;br /&gt;
Salves- Requires a 3 count to apply to a target or surface.&lt;br /&gt;
&lt;br /&gt;
Elixirs- Requires a 3 counted action to drink; doing so requires no special skill. To add the Elixir to food or drink requires a 3 counted and must be done in front of a Marshal; the first person to imbibe the food/drink will take the effect.&lt;br /&gt;
&lt;br /&gt;
Vial- These are a thrown item and require the use of a packet, preferably orange. To throw the Vial the player must announce “Poison Vial”. Since it is an actual item they are throwing, they must have a free hand with which to throw the Vial and once the verbal has been said they have 3 seconds to throw the Vial or it is wasted. Vials function much like spells in that they affect the target if it strikes any part of them, their garb, or possessions.&lt;br /&gt;
&lt;br /&gt;
Blade Poison- These poisons can be applied to a weapon that can be used at a later time. Up to 1 Blade Poison can be stored on Short Weapons/Thrown/Ammo, 2 on Medium/Long Weapons, and 3 on Great 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. It takes a 10 counted action to safely apply each poison to a 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;Acid&#039;&#039;&#039; Type: Vial Duration: Immediate Target takes damage of the specified amount, from volatile acid and fumes. The call for this Vial is different than the standard the call. The call is “Elemental  Acid”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemical Solvent&#039;&#039;&#039; Type: Salve Duration: Immediate This substance will eat away and weaken the surface it is applied to. If it is applied to a surface that has a chemical salve already present it will neutralize it. If placed on an item or surface that is not Indestructible, the item becomes weak and requires 2 fewer points of Strength to break. 1 Dose of this salve will affect up to 1 square foot of surface, 1 inch thick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antidote&#039;&#039;&#039; Type: Elixir Duration: Immediate This elixir will cure the imbiber of any Metabolic effects that currently affect their person.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antitoxin&#039;&#039;&#039; Type: Elixir Duration: Immediate This elixir will allow the imbiber to Resist the next Toxin that affects them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berserk&#039;&#039;&#039; Type: Salve, Vial Duration: 30 Minutes This chemical mixture causes the affected character to become Berserked, forcing them into a blind rage they will attack everyone in line of sight until the duration expires or they are unable to do so. This is a metabolic altering effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue Luster&#039;&#039;&#039; Type: Elixir Duration: 5 Minutes This chemical will make the imbiber immune to Fear effects for the duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catalyst, Greater&#039;&#039;&#039; Type: Elixir Duration: Instant This chemical has no effect on its own, however when mixed with a potion that generates a protective, its effect multiplies. When the potion is in imbibed the effect will be double in some manner; if the effect has a duration then it is doubled, if the effect generates a shield/resist effect then it is doubled. This in fact grants the imbiber a double stacking of the same shield. It takes 1 minute to mix the elixir with the potion, after which the 2 tags must be clipped together, also once mixed they cannot be separated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catalyst, Lesse&#039;&#039;&#039;r Type: Elixir Duration: Instant This chemical has no effect on its own; however, it can be mixed with up to 3 potions. This concentrates all 3 potions into a single vial, allowing all 3 effects to be gained on a single action. It takes 1 minute to mix the elixir with the potion, after which the tags must be clipped together. Also, once mixed, they cannot be separated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catalyst, Minor&#039;&#039;&#039; Type: Elixir Duration: Instant This chemical has no effect on its own, however when mixed with a potion that has a Restoration effect the effect of the potion is doubled. It takes 1 minute to mix the elixir with the potion, after which the 2 tags must be clipped together, also once mixed they cannot be separated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forget&#039;&#039;&#039; Type: Elixir Duration: Instant This effect will cause a character to forget the 15 minutes prior to imbibing the elixir. All they will remember for the time frame is a blank spot and nothing else from that time. This must be Role-played.&lt;br /&gt;
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&#039;&#039;&#039;Hardening Agent&#039;&#039;&#039; Type: Salve Duration: 1 hour Applying this chemical to an item will increase its durability allowing the item to resist Shatter/Destroy effect once, after which the effects will fade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing&#039;&#039;&#039; Type: Elixir Duration: Immediate Target is cured for 5 Body Points. This is non-magical healing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intoxicant&#039;&#039;&#039; Type: Elixir Duration: Extended An intoxicant is the equivalent to a strong alcoholic drink and will affect all races. While under the effect, which last 15 minutes per dose, the target is Slowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liquid Light&#039;&#039;&#039; Type: Salve Duration: Until next sunrise This creates a salve that when applied to an item will generate a Light effect allowing the player to use a diffused light source.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nausea&#039;&#039;&#039; Type: Salve, Elixir, Vial Duration: 30 Minutes The character becomes extremely nauseated and violently sick. They can use no game skills but can still speak in 3-4 word sentences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oil of Slipperiness&#039;&#039;&#039; Type: Salve Duration: Extended One dose of this oil covers up to one square foot and makes an area or item extremely slick. It can be used in a Counted Action to free a character from a Physical Entangle, Pin, Bind, or Web Effect. If placed on an object, it will make that object impossible to pick up (for 10 seconds from the first time it is touched). If on an area of ground or floor, anyone stepping into that area should roleplay sliding through or falling. This can be used as a Counted Action on a character not already subject to a Physical Entangle, Pin, Bind or Web (and not already so treated) to grant one Indefinite Resist (Physical Entangle, Pin, Bind, or Web), called as “Oil of Slipperiness.” An Oil of Slipperiness may also be used to dissolve a Paste of Stickiness (negating both).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paralysis&#039;&#039;&#039; Type: Vial, Elixir, Salve Duration: 30 Minutes The target of this chemical becomes Paralyzed for the duration. 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 skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paste of Stickiness&#039;&#039;&#039; Type: Salve Duration: Permanent This paste is a strong glue, and a single application will cover up to one square inch. If the item treated touches another item for three seconds, the two stick together. This can be used to glue an item into a character&#039;s hand and this will automatically Resist the next Disarm/Fumble Effect against that item with the call, “Paste of Stickiness.” A Paste of Stickiness may also be used to dissolve an Oil of Slipperiness (negating both). A Disarm Effect targeting any item stuck to another item with Paste of Stickiness will remedy the effect of the Paste of Stickiness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Luster&#039;&#039;&#039; Type: Elixir Duration: 10 Minutes This chemical forces the imbiber into a controlled Berserk effect, while under its effects the imbiber is immune to Fear and Shun effects, additionally if affected by a Berserk effect they do not lose control and gain +4 Base Weapon Damage verse the player that generated the effect. While under this effect the character will pursue all enemies until there are none in sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smelling Salts&#039;&#039;&#039; Type: Salve, Vial Duration: Instant This chemical will remove the following effects from the target: Charm, Stun, Fear and Unconsciousness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorpal Coating&#039;&#039;&#039; Type: Blade Poison Duration: 24 Hours This contact gel is applied to a weapon and unlike all other Blade Poisons, needs no special skill to use once applied to the weapon. It adds the Vorpal bonus to the Base Weapon Damage for their next attack and is expended hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCED PRODUCTION&#039;&#039;&#039; Advanced Chemistry items can only be crafted in game at a Laboratory. Each Recipe will have the required materials and the time needed to craft the item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BONDING COMPOUND&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  5 Uncommon Herbs  1 Rare Herb  1 Named Herb&lt;br /&gt;
&lt;br /&gt;
Description This chemical takes a full minute to apply to the objects to be affected. It will cover up to 1sq.ft. on each item. Once applied the pieces must be put together and left undisturbed for 2 full minutes, at the end of which time the items will become as one. They cannot be separated without breaking the item. This can even be used to Rebuild broken items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLADE POISON: NAUSEA&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  2 Common Herbs  2 Uncommon Herbs  1 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This blade poison is applied to a weapon; giving the weapon a Carrier Attack. It 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 have Nausea added as an Effect Carrier to the damage normally called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DECANTER&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  1 Rare Herb  1 Named  1 Glowing Bottle&lt;br /&gt;
&lt;br /&gt;
Description This item allows a character to change a chemical into a more basic form in the field. This means a character could take a Vial and turn it into a Salve or Elixir of the same type, this takes 2 minutes of work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EPOXY&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;FIREDAMP&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;FLASK FLAME&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GLOWING BOTTLE&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  1 Named Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NIGHT EYES POWDER&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  2 Uncommon Herbs/Residuum  3 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This chemical is a light powder that is applied to the character’s eyelids. Once applied, the character will be able to see in dark conditions without a light source. This does not allow for out of game items like night vision scopes, as this is intended for use in certain in game situations like Modules. This powder will last for 2 hours or until wiped away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PETRIFICATION SALVE&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
Description This will remove the effects of Petrify from the target, restoring them to the state that they were in when they became Petrified. This means that all time for them starts again, and time sensitive things like Bleed Out counts will resume from where they were halted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RESIN&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SETTING SOLUTION&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  5 Uncommon Herbs/Residuum  5 Rare Herbs  1 Named Herb&lt;br /&gt;
&lt;br /&gt;
Description This chemical can be applied to a single item up to 8 sq. ft. in surface area. Once applied, the chemical grants the item the Unshatterable property until the item expires.&lt;br /&gt;
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&#039;&#039;&#039;THERMITE&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  1 Rare Herb  1 Named Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;UNIVERSAL SOLVENT&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  2 Uncommon Herbs/Residuum  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
Description This chemical will cause up to 3 sq. ft. of an object to become weakened and easier to break. It takes a 10 counted action to apply to a surface, and lowers the Strength required to break the object by 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLADE POISON: VORPAL +8&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  5 Uncommon Herbs&lt;br /&gt;
&lt;br /&gt;
Description This Blade Poison is applied to a weapon, and unlike all other Blade Poisons, needs no Energy expenditure from Poison Use to use once applied to the weapon. It 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 have 8 bonus damage applied to the amount of damage normally called.&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Harvesting&amp;diff=785</id>
		<title>Harvesting</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Harvesting&amp;diff=785"/>
		<updated>2024-05-23T17:36:12Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Adjusted punctuation and grammar.&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), or 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 your 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>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=756</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=756"/>
		<updated>2024-05-21T03:54:54Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Changed &amp;quot;Use Cost&amp;quot; column under &amp;quot;Rogue Skills&amp;quot; to &amp;quot;Energy Cost&amp;quot;.&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;
&#039;&#039;Armor:&#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;Weapons:&#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;
Class Features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Poison Use&#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;
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&#039;&#039;Catlike Grace&#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;Dual Wield&#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;
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|Precision +2&lt;br /&gt;
| -&lt;br /&gt;
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|&#039;&#039;&#039;Fuel&#039;&#039;&#039;&lt;br /&gt;
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|Energy (1-40)&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Offense&#039;&#039;&#039;&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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|Garrote&lt;br /&gt;
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|Feint&lt;br /&gt;
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|Mob Scene&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;
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|Crippling Attack&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
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|Ambush&lt;br /&gt;
|Tier 2 Offense&lt;br /&gt;
|6&lt;br /&gt;
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|Assassinate&lt;br /&gt;
|Tier 3 Offense&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
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|Blade Shower&lt;br /&gt;
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|7&lt;br /&gt;
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|&#039;&#039;&#039;Defense/Utility&#039;&#039;&#039;&lt;br /&gt;
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|Avoid Trap&lt;br /&gt;
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|2&lt;br /&gt;
|1&lt;br /&gt;
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|Move Silent&lt;br /&gt;
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|Roll&lt;br /&gt;
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|Escape&lt;br /&gt;
|Tier 2 Defense&lt;br /&gt;
|6&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;
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|Dodge&lt;br /&gt;
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|7&lt;br /&gt;
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|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
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|Hide&lt;br /&gt;
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|Disable Device&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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|Envenom&lt;br /&gt;
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|Quickness&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>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Combat&amp;diff=762</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Combat&amp;diff=762"/>
		<updated>2024-05-18T17:17:58Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Adjusted grammar under &amp;quot;Heavy Swing&amp;quot;.  Adjusted grammar under &amp;quot;Held Weapon&amp;quot;.  (Note, I changed a lot of the wording under &amp;quot;Held Weapon&amp;quot;.  I tried to preserve the meaning of what was originally written.  Apologies if I failed.)  Changed grammar under &amp;quot;Effe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee:          ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAFETY:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Melee combat in a boffer LARP can be stressful for some especially new players. Also it shouldn&#039;t be under stated that adrenaline is a hell of a drug. However this is a &amp;quot;Light combat Boffer LARP&amp;quot; which means it is a lightest touch system meaning any contact regardless of how light to a valid target area is a legal hit and must either be taken or defended against with an in game effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terms:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valid Target Area&#039;&#039;&#039;: For melee this means any area of the intended target that is not the head, groin, or hands. Hits to the hands head or groin are not valid melee hits and as such should not be taken or defended against. It is important to note that intentionally hiding all Valid Target Areas from an assailant or as its commonly referred to &amp;quot;Turtling&amp;quot; will open the &amp;quot;Turtler&amp;quot; to strikes to any exposed areas. In the event you feel that a combatant is intentionally targeting non Valid Target Areas you should bring it to the attention of a Player Rep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling:&#039;&#039;&#039; The act of intentionally hiding all Valid Target Areas behind commonly a large shield but also any other obstruction i.e. door, tree, or other player. If a player is Turtling they open them selves to legal hits to any exposed areas regardless of their &amp;quot;Validity&amp;quot; under normal circumstances.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch/slap blocking:&#039;&#039;&#039; This refers to an offense committed by the recipient of melee attacks. Punch/slap blocking is the intentional striking of incoming Melee boffer attacks with either an open or closed hand. As &amp;quot;hands are not valid targets&amp;quot;, the logic behind this illegal type of block is that the recipient does not have to take the damage since the strike landed on an invalid target area.  ALL damage from hits that were intentionally deflected by the recipient with their hands will count and refusal to count such hits by the recipient will be regarded as cheating. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Swing:&#039;&#039;&#039; This means swings that are harder than they need to be to be effective. If someone is Heavy Swinging during a combat this is generally rectified by simply either making eye contact or pointing towards them and saying &amp;quot;check your swings&amp;quot;. In the event this is done and it continues to be an issue you may then choose to speak with a Player Rep. about it. Additionally Heavy Swings may only be called by the recipient of the swing as this is horribly subjective and may vary from person to person. There are several of us within this LARPing community that do occasionally like playing rough with each other. This behavior is either acceptable and you know whether it is or it isn&#039;t. If you have to stop and think about whether your buddy will be mad at you for to swinging too heavy its probably better that you don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swing Through:&#039;&#039;&#039; This is when a combatant intentionally swings at a valid target area that has a held boffer blocking it in an attempt to knock the boffer out of the way thus landing a &amp;quot;valid&amp;quot; hit. This is not acceptable as even if the Swing Though is successful it is NOT a valid hit and thus will not be counted. This is intended to dissuade combatants from the temptation of utilizing a Heavy Swing to score a legal hit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Held Weapon:&#039;&#039;&#039; Refers to any approved boffer weapon rep or shield that is being held by a character with skill in said weapon or shield and that is being held correctly per the rules. A small shield may be held with a single point of contact, whereas medium and large shields must have two points of contact (generally a handle and arm strap). There are no other ways to legally hold a medium or large shield.  Two handed weapons must be held with both hands unless utilizing an in-game ability such as &amp;quot;One Handed Block&amp;quot;.  All held weapons that block an incoming melee swing count as having blocked the attack unless rule-specific circumstances such as a &amp;quot;Massive&amp;quot; attack or a spell delivered through a weapon strike.  Boffer contact from equipment not properly held (such as a boffer weapon stored in a weapon ring or on a belt, or a shield slung across the back) does not block attacks, and any attack striking such equipment is considered a legal strike. &lt;br /&gt;
&lt;br /&gt;
NOTE: This section talks about the force of swings but does not specifically discuss the speed of a swing nor the arc of a swing. These things are absolutely indicators of a Heavy Swing but do not necessarily dictate that if a swing is quick that it will be heavy or that if the swing of greater than 90 degrees would be heavy. There are several people within the community that have been doing this for a very long time and thus are completely capable at swinging quickly or over 90 degrees and the hit not landing heavy. The main thing is that I&#039;m pretty sure that none of us are Bruce Lee and as such have sizable limitations when it comes to melee combat. I can&#039;t say this loud enough or often enough IT IS YOUR RESPONSIBILITY TO KNOW YOU PHYSICAL AND MENTAL LIMITATIONS and act and fight accordingly.        &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAPON CALLS:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Weapon calls look like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Vector) (Number) (Effect) (Carrier/Flavor) (x-to-hit)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
          &#039;&#039;Vector&#039;&#039; tells you how you can defend against a given attack - if you have a Resist Magic, for example, you can stop any attack that opens with &amp;quot;Magic&amp;quot;.  Common Vectors include Magic, Poison, Natural, and Elemental.  That list isn&#039;t exhaustive; Arcane is not nearly as common in Anteris as the mainland but is still around.  Sonic occurs in a couple of places, usually Secord weaponry, and others exist that aren&#039;t cataloged.  It&#039;s important to note that every Vector has a corresponding resistance somewhere. &lt;br /&gt;
&lt;br /&gt;
          If the Vector isn&#039;t included in the call, it defaults to Physical.  You may still hear Physical called for clarity, usually on non-damaging effects. &amp;quot;Three Normal&amp;quot; on a sword swing is pretty obviously Physical, but a brigand with a lasso might call Physical Bind - he could just call Bind but it&#039;d be confusing and the point here is to reduce friction. &lt;br /&gt;
&lt;br /&gt;
         &#039;&#039;Number&#039;&#039; is the amount of damage that strike inflicts if it&#039;s not defended.  It&#039;s optional, and calls without a number do not inflict direct damage. This can get a little tricky, though, because some effects cause damage despite the strike not doing so itself.  If, for example, you receive &amp;quot;Magic Slay&amp;quot;, the strikes does no damage and instead inflicts the Slay effect.  Slay then causes its usual 100 points of damage.  &lt;br /&gt;
&lt;br /&gt;
         &#039;&#039;Effect&#039;&#039; is just what it says - the result of an undefended strike.  Any effect can be delivered (outside of some odd corner cases) by any delivery method on any Vector.  &amp;quot;Sonic Stoneskin&amp;quot; is an odd call but legal. Effects are optional but every call should either an Effect or Number.  A call without either doesn&#039;t really do anything when it connects. &lt;br /&gt;
&lt;br /&gt;
         &#039;&#039;Carrier/Flavor&#039;&#039; are mutually exclusive because this combination is perhaps responsible for more combat friction than any other single factor.  It should be possible for a fire elemental (for example) to swing &amp;quot;fire sever&amp;quot; - it makes intuitive sense and doesn&#039;t pose a balance problem.  It&#039;s just difficult to disambiguate the less-obvious cases - if a Zombie hits you with &amp;quot;3 Disease&amp;quot;, is that a flavor like &amp;quot;fire&amp;quot; or a carrier like &amp;quot;paralysis&amp;quot; that inflicts Disease if it reaches body? Arguments over this point have plagued us for decades.  In the interest of minimizing this, then:&lt;br /&gt;
&lt;br /&gt;
         Carriers cause their stated effect if the swing causes damage to a character&#039;s unaugmented body points.  Carriers that strike bonus body granted from spells, foods, attunement powers or any other source do not take effect.  &lt;br /&gt;
&lt;br /&gt;
          Flavors are a kind of tag.  They have no inherent effect, but interact with other tags in various ways.  Most PC&#039;s will take &amp;quot;5 Fire&amp;quot; as five points of damage.  Some creatures are vulnerable to fire damage and will take ten points from that same swing.  Some are resistant to fire and will only take two points.  Some are outright immune and remain unaffected regardless of the weapon landing a legal blow. &lt;br /&gt;
&lt;br /&gt;
         You can easily tell whether a given swing is a Carrier or a Flavor.  Carriers are effects, across the board.  Nothing in Anteris swings Disease as a flavor, for example, in deference to this rule.  If you&#039;re not sure, consider what effect you&#039;d take if the attack succeeded - there are rules for Disease and you could look up what it did to you.  There&#039;s not a rule for what happens to you when fire hits you.  Fire is a flavor, disease is a carrier, and every monster in Anteris follows this rule strictly. There are zero cases overriding this. &lt;br /&gt;
&lt;br /&gt;
         &#039;&#039;X-to-hit&#039;&#039; is the last bit of the call, and is usually silver or magic. There are some corner cases here - there&#039;s a beast living in the West Coast Woods that requires copper to hit, there are some shapeshifters that take gold to hit,  but those are rare unless you&#039;re specifically hunting for them.  Don&#039;t spring for a weapon that swings copper unless you know you have that need.  Silver or Magic will hit almost everything that has a to-hit requirement. &lt;br /&gt;
&lt;br /&gt;
         If a character, PC or NPC, requires such a weapon, that type must be included in any call to affect that character.  Vector and flavor are not by themselves enough to break x-to-hit.  Specific characters may be affected by specific exceptions, holes in their defenses - consider a vampire that requires silver to hit but will take Fire damage from any source - but this is not reliable and should not be counted on. It doesn&#039;t hurt anything to call &amp;quot;fire silver&amp;quot; and hits silver-to-hit whether or the target is vulnerable to fire.  &lt;br /&gt;
&lt;br /&gt;
As noted above, vectors default to Physical.  Flavors do not. &amp;quot;Arcane Kill&amp;quot; is &#039;&#039;untyped&#039;&#039; and can only be defended with defenses to the vector or effect.  Untyped effects are powerful and rare; most Npc&#039;s will follow the more common vector/effect/flavor pattern and allow a third defense option. &lt;br /&gt;
&lt;br /&gt;
         Strikes are all or nothing.  If a character can defend against any portion of a strike, the entire strike is canceled.  This is a playability concern, not a balance of power issue.  Working out which parts of which strikes affect which targets bogs down the game, and the mechanical symmetry we gain from it is not worth the slowdown and confusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
         We&#039;ve eliminated the concept of &amp;quot;ranged weapon attack&amp;quot; for defensive skills.  It produced a number of undesirable interactions (anyone with a bow was vulnerable to every defensive skill in the game and still paid the same price as Fighters (only blocked by Parry) and Mages (only blocked by Dodge).  We&#039;ve made an effort to remove references to &amp;quot;ranged weapon attack&amp;quot; but undoubtedly we&#039;ve missed some; those are are bugs, not features, and if your class has a skill described &amp;quot;Stops one melee or ranged weapon delivered attack&amp;quot;, ignore the second bit and please let us know so we can correct the reference.&lt;br /&gt;
&lt;br /&gt;
== Guns: ==&lt;br /&gt;
&lt;br /&gt;
=== Safety: ===&lt;br /&gt;
Guns are capped at 120fps muzzle velocity and there is zero latitude on this - your weapon is disqualified at 120.1.   Honestly, we&#039;d prefer to see more in the 100fps range and use the distance between 100 and 120 as a buffer.  120 is not an invitation to mod your springs until you shoot exactly 120 every time you pull the trigger.  If you lack for a chronograph, there are no Nerf-brand blasters that exceed 120 out of the box.  Dart Zone blasters occasionally do get to 120 and should be clocked before use.  If you&#039;re getting your dart blasters from the usual toy story sources, they&#039;re probably fine.  This rule is here for enthusiast blasters, the kind that require eye protection just in case and recommend some protection elsewhere, too - I have one in the garage that shoots at 260 unmodified and will absolutely leave bruises if it&#039;s too close to its target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Guns have a minimum range limit and may not be fired at people any closer than polearm reach - we would prefer ten feet but estimating distance is challenging for some people and ‘melee range’ is a more realistic standard.  While within that range, gunmen may voice-deliver their effects, firing in some safe direction (straight up, into the ground, anywhere that’s not going to hit someone) - this is here to prevent turning a six-shot revolver into a Hollywood sixgun.  Please make every effort to re-establish range; we are aware of how this rule interacts with shields and overriding that effectiveness is an undesired side effect, not the point.  Gun using classes are equipped with Initiative for this express purpose (although other uses are certainly fine, too).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Performance&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Darts are capped at 50 per minute.  How you arrive at that is mostly up to you.  Rate of fire is capped by your ability to call damage on a shot, which rules out the speed-fire electric/automatic dart blasters.  Within that tolerance, if you can dump 50 darts in 30 seconds and manage to clearly enunciate the damage calls, you’re free to do so.  If you’d prefer to sustain and take larger pauses between shots, that’s okay too, and the vagaries of combat will tend to suggest one approach over another.&lt;br /&gt;
(&#039;&#039;Editor’s Note:  That cap isn’t fixed.  It’s a starting point.  It’s derived from a couple of other places, including darts/second on standard issue single-action springer blasters.  Also, we’re coming at it this way because attempting to tune for the desired result by influencing the underlying factors (rate of fire, capacity, etc) is both complicated and prone to unintended consequences.  It also means we have to be very careful about future gun mods and how they interact with the RoF and Capacity rules.  By lifting the underlying caps in favor of attacking the actual undesired effect, we can put out all kinds of cool stuff and still feel safe that we’re not going to have Arnold Schwarzenegger mowing down modules with a GAU-8/A Avenger.&#039;&#039;) &lt;br /&gt;
&lt;br /&gt;
*Pistols: &lt;br /&gt;
**Pistols are smaller blasters intended for one-handed shooting (although a disturbing number of them insist on two-handed priming actions).  Semi-automatic fllywheel blasters are permitted - this is an accessibility issue to help people with smaller hands or weaker play on the same field with people who can work hammer action pistols very quickly and comfortably).  Again, you cannot fire more often than you can legibly call damage, even where the blaster will permit significantly higher rates of fire - this is both a balance and playability concern.  Aside from flywheel pistols, the more common hammer-action and assorted slide-action spring-powered blasters are generally fine where they do not exceed 120fps muzzle velocity.&lt;br /&gt;
*&lt;br /&gt;
*Rifles: &lt;br /&gt;
** Rifles are by design two-handed weapons and treated as such for game purposes.  We are well aware that you can, with a little practice, carry a lever-action rifle in each and prime them by rocking the rifle forward on the lever, and also aware that this produces no long-term desirable consequences.  Accordingly, using a rifle involves both hands; you cannot use one with a Maimed arm, for example.  Rifles are also not allowed flywheels, owing to the more forgiving nature of rifle configuration offering less advantage to strong thumbs or big hands.&lt;br /&gt;
**Rifles are restricted to semi-automatic (or slower) priming mechanisms, and must be either string- or spring-powered.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rules Interactions&#039;&#039;&#039; ===&lt;br /&gt;
Historically, larps have divided attacks into &amp;quot;weapon delivered&amp;quot;, &amp;quot;packet delivered&amp;quot;, or &amp;quot;voice delivered in some fashion&amp;quot;.  Fallen Empires was organized along the same starting principle.  You may note that &amp;quot;bullet- or dart- delivered&amp;quot; is neither of those things.  For game purposes, dart-delivered is syntactically equivalent to packet-delivered.  Any effect that blocks a packet-delivered attack also blocks a dart delivered attack.  If effects are born later on that specifically interact with darts or packets, they&#039;ll be explicit in their descriptions.  Until then, to reduce cognitive load and save a flood of editing, remember that anything affecting packet attacks generically also affects dart attacks generically.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cosmetics&#039;&#039;&#039; ===&lt;br /&gt;
It&#039;s a sad fact of life that off-the-shelf foamflingers tend to be pretty hard to look at.  Nerf leaning so hard into Fortnite and Roblox has produced some truly ghastly artifacts.  Fallen Empires blasters must read as products of whatever engineer/civilization/factory/whatever produced them, not like someone sprung 14.99 for another Hammershot.  The orange plastic detracts from the overall environment of the game.  We don&#039;t insist on Michaelangelo, just that some reasonable attempt at theming be obvious at melee range.  It is entirely possible (ask Justin) to have a godawful color palette that still fits in the game universe; don&#039;t feel too constrained by this.  Just something other than the stock orange/red/green plastic that comes out of the box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also:  Barrel tips must be orange, owing to state laws in various places that require this on toys that could be mistaken for live weapons.  For similar reasons, we advise against milspec paint jobs.  You do not want to get pulled over on the way to site with a realistic sniper rifle stashed in your trunk.      &lt;br /&gt;
&lt;br /&gt;
One special note:  Hanging out at Whattaburger and talking about the event over lunch or after the game is common.  It&#039;s never great to talk about killing people when you&#039;re out in public and most veteran larpers have stories about trying to explain this to onlookers. It&#039;s much less great to talk about shooting people; the words &#039;gun&#039; and &#039;shoot&#039; attract attention from law enforcement.  This is not a conversation you ever want to have to but you especially don&#039;t want to have it while you&#039;re dressed up as an elf.  Nothing says &#039;mentally stable individual&#039; like a guy with elf ears talking about dumping mags and clearing rooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TAKING DAMAGE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sitting across the table from calling damage is taking damage, that is the other side of combat. Taking damage is a reasonably straight forward proposition. We will first look at simple flavored physical damage as this will be the vast majority of damage swung in the game.&lt;br /&gt;
&lt;br /&gt;
All characters will have a number of Body Points  which vary from character to character based on a number of variables from race, class, level and powers. All characters will also have a number of armor points that again vary widely from character to character. The numbers will be added together for a total or &amp;quot;to drop&amp;quot; denoting how much damage a given character can take before they fall. &lt;br /&gt;
&lt;br /&gt;
What Total (to drop) looks like:&lt;br /&gt;
&lt;br /&gt;
(armor) (natural armor) (armor buff) (body buff) (base body)&lt;br /&gt;
&lt;br /&gt;
To explain&lt;br /&gt;
&lt;br /&gt;
Armor buff refers to beneficial spells such as &#039;&#039;Shielding&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Armor refers to your actual physical armor that you are required to have a Physical Representation for.&lt;br /&gt;
&lt;br /&gt;
Natural armor refers to what some races get by virtue of what they are or may be temporarily granted by magic and generally unless stated otherwise does not stack with armor.&lt;br /&gt;
&lt;br /&gt;
Body buff refers to beneficial spells such as &#039;&#039;endurance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Base body refers to you normal maximum number of body points.&lt;br /&gt;
&lt;br /&gt;
So given this explanation if you are in a combat with a character or creature swinging &amp;quot;five fire&amp;quot; with a boffer weapon, per the description above its physical damage that is block-able and has a flavor of &amp;quot;fire&amp;quot; for purposes of vulnerability or resistance. For simplicity we will avoid vulnerability and resistance in this example.&lt;br /&gt;
&lt;br /&gt;
So lets figure a total to drop:&lt;br /&gt;
&lt;br /&gt;
5 Body&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (+10 temporary body)&lt;br /&gt;
&lt;br /&gt;
30 points of armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shielding&#039;&#039; (+10 temporary armor)&lt;br /&gt;
&lt;br /&gt;
for a total to drop of 55&lt;br /&gt;
&lt;br /&gt;
So as you fight your opponent who is swinging &amp;quot;five fire&amp;quot; for every legal hit that they land on you you would subtract five from your total to drop starting with your temporary armor then your regular armor or natural armor followed by your temporary body and finally your base body. Now due to the arbitrary numbers i chose for this example you could take eleven legal hits until you drop. putting you at exactly 0 and putting you into unconscious.  &lt;br /&gt;
&lt;br /&gt;
This mean you should state &amp;quot;down&amp;quot; then you can either fall on the ground (not advisable in large group combats) kneel or squat down to denote that you are &amp;quot;down&amp;quot;. Down means you are somehow incapacitated and out of the fight. In our example if you took exactly eleven hits and nothing more it would leave you unconscious. If you receive no additional damage or healing in ten minutes you will wake up with 1 body point and nothing else. While at zero body any amount of numerical healing will grant you that amount of body points up to your normal maximum and immediately restore you to consciousness. &lt;br /&gt;
&lt;br /&gt;
In the event you ever take sufficient damage to put you at -1, you will stop taking damage. You cannot go lower than -1 regardless of the damage done to you. Again you will need to announce &amp;quot;down&amp;quot; and take a knee. You will also need to immediately begin counting as your character is &amp;quot;bleeding out&amp;quot;. Your bleed out count is two minutes or a 120 count. While bleeding out you are unconscious and can take no in game action. While bleeding out you can receive any amount of numerical healing and your bleed out count will end and you will be restored to consciousness and have that amount of body points -1 up to your normal maximum. &lt;br /&gt;
&lt;br /&gt;
In the event you do not receive any healing in your bleed out count or in the unlikely yet possible case that you receive a Killing Blow your character will go from whatever their state was before to &amp;quot;dead&amp;quot;. You will again begin counting at this time as you have a four minute &amp;quot;Death Count&amp;quot; or a 240 count. (Unless some affect in is causing a modification of the Death Count.) While in this state you no longer count as a valid target for spells and effects save for one and that is a &amp;quot;&#039;&#039;Life&amp;quot;&#039;&#039; effect regardless of source. It could be a spell a potion or an ability, the source is irrelevant. This effect if applied to a &amp;quot;dead&amp;quot; character will restore them to life and consciousness with 1 body point.&lt;br /&gt;
&lt;br /&gt;
In the event that you complete your &amp;quot;Death count&amp;quot; without receiving a &#039;&#039;Life&#039;&#039; effect your characters body will dissipate. Unless otherwise directed you will need to leave your in-game items where your character fell to include weapon reps and tags. Normally this is done by leaving weapons reps and a belt and belt pouch with your in game tags in it. You will need to take your character sheet with you and find a Marshall. To familiarize your self with the next steps read the section on death and dying.&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Armor&amp;diff=764</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Armor&amp;diff=764"/>
		<updated>2024-05-18T13:24:38Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Changed &amp;quot;Armor that has been breached all the way to zero is destroyed&amp;quot; to &amp;quot;Armor that has been reduced to &amp;quot;Cloth Armor&amp;quot; and then breached is destroyed&amp;quot;.&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 has been reduced to &amp;quot;&#039;&#039;Cloth Armor&amp;quot;&#039;&#039; and then breached 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>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Scholar&amp;diff=722</id>
		<title>Scholar</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Scholar&amp;diff=722"/>
		<updated>2024-05-18T13:02:37Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Changed sentence structure for &amp;quot;Due to your extensive training...&amp;quot;&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 (instead of the normal 2) from your pool of Knowledge points each reset for your Favored Areas.&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Woodsman&amp;diff=723</id>
		<title>Woodsman</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Woodsman&amp;diff=723"/>
		<updated>2024-05-18T12:58:15Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Removed &amp;quot;Page 23&amp;quot; from &amp;quot;Receive 1 use of Survival skill at no SP...&amp;quot;&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 cost.&lt;br /&gt;
* Receive Power: Weapon Proficiency: Short Bow or Long Bow.&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Backgrounds&amp;diff=712</id>
		<title>Backgrounds</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Backgrounds&amp;diff=712"/>
		<updated>2024-05-17T23:30:13Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Adjusted grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character&#039;s Background is what he or she did before adventuring.  Some people were businessmen, some were soldiers, some were farmers or sailors.  Some were born to adventuring parents and grew up in the life.  &lt;br /&gt;
&lt;br /&gt;
Backgrounds function in a few ways.  For one, they denote what you character did prior to existing in the game world, but they also serve to show where they received specialized training that will progress as their character levels up.  Each character will receive two profession slots, one which will be dictated by their chosen background.  The second profession may be purchased off of the everyman chart.  A player may not choose the same Profession for their character that is granted by their Background but otherwise are free to choose from any of the others available.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Aristocrat]] &lt;br /&gt;
 &lt;br /&gt;
[[Craftsman]]&lt;br /&gt;
&lt;br /&gt;
[[Soldier]]&lt;br /&gt;
&lt;br /&gt;
[[Medic]]&lt;br /&gt;
&lt;br /&gt;
[[Merchant]]&lt;br /&gt;
&lt;br /&gt;
[[Outlaw]]&lt;br /&gt;
&lt;br /&gt;
[[Woodsman]]&lt;br /&gt;
&lt;br /&gt;
[[Nomad]]&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]&lt;br /&gt;
&lt;br /&gt;
[[Sailor]]&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Introduction&amp;diff=713</id>
		<title>Introduction</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Introduction&amp;diff=713"/>
		<updated>2024-05-17T23:15:33Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Fixed typo in &amp;quot;If you strut like Bruce Lee and tell people you&amp;#039;re the deadliest warrior that ever...&amp;quot;.&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;br /&gt;
&lt;br /&gt;
== For New Players ==&lt;br /&gt;
First things first:  Don&#039;t get intimidated by the rules.  There are a lot of them, they reference each other, and it&#039;s easy to get caught up in the interactions and definitions.  It&#039;s not as thick as it looks, and most people learn the rules well enough to play in the first couple of events.  Some of those things make a lot more sense when you can see first-hand how they&#039;re deployed, how they&#039;re countered, and how they&#039;re modified.  You also don&#039;t have to know all of these rules to get through your day.  You&#039;ll want to be familiar with the skills your characters and loosely familiar with the more common effects that character may experience.  &lt;br /&gt;
&lt;br /&gt;
=== Socializing ===&lt;br /&gt;
LARPs, at their core, are social games.  That&#039;s why they&#039;re still here in a world full of tabletops and MMORPGs.  Any LARP is more fun if you have people with whom to play.  If you&#039;ve got a group coming out with you, that&#039;s probably the optimal experience.  If you don&#039;t, that&#039;s okay too - one of the most successful groups ever in LARPing were a bunch of people that didn&#039;t know each other when they started - and it&#039;s easier to meet people during events than you might fear.  We&#039;ve taken pains to cultivate a playerbase that isn&#039;t prone to discrimination on any out-of-game grounds; no one will come for you about race, religion, sexual orientation, or any of the dozen things I&#039;m not thinking of.  We have zero sense of humor for this.  I don&#039;t pretend that we have a legion of saints as a player base.  It&#039;s a fairly large group of people and personality clashes are inevitable.  Some people are just naturally jerks or standoffish but no one (to date) has been accused of getting aggressive with new players or harassing them.  Once you&#039;re in the game and playing, you might get some in-game sass from people, but please know there are at least a dozen highly-skilled veterans that show up to every game hoping they get to punish someone for this.   If you&#039;re facing harassment, it&#039;s overwhelmingly for one crime:  &#039;&#039;Pretending to skill you do not have&#039;&#039;.  If you strut like Bruce Lee and tell people you&#039;re the deadliest warrior that ever lived, someone&#039;s going to put that to the test.  Taking yourself Very Very Seriously isn&#039;t great.  Insisting that everyone else take you Very Very Seriously is going to get that superiority challenged and I have never seen this work out well for the VIP.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I put this up at the top because it is more often than not the difference between a game you can enjoy and a game where you end up bored and feeling overlooked or ignored.  It&#039;s also the easiest thing to overlook.  There are a lot of rules, there&#039;s way more game lore (it&#039;s not published for obvious reasons but it&#039;s there and I know because I stay up nights writing and expanding just my bit of it), and they don&#039;t cover socializing.  They can&#039;t.  Staff can&#039;t and shouldn&#039;t be in the business of telling player who they have to associate with or why they should associate with anyone.  We can and do encourage it where we see opportunities.  We can&#039;t legislate it.  &lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
Your character is probably the most important bit of your game.  Certainly at the beginning, when it&#039;s the only connection you really have to the game yet.  Play what think you&#039;ll enjoy.  Don&#039;t worry about pure mathematical superiority.  The classes are by design all at least reasonably effective at their roles.  If you like throwing stuff at people (I love throwing stuff at people) Mage and Ranger are here for you.  If you liked dueling with wrapping paper rolls every Christmas, Champion, Warrior, and Trooper are here for you.  If you like sneaking around, Rogue is here for you.  The major consideration is whether or not you want to be in melee or at a distance.  If you&#039;re a high-energy type, you&#039;ll be bored out of your skull with a Mage.  If you&#039;re not, you&#039;ll be exhausted playing a Warrior or a Rogue.  Pick something that sounds fun and give it a shot.  We&#039;ll allow rewrites for three games, if something turns out to be less fun than you thought or someone sold you on some other class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get too wrapped around the axle of skill points and character builds.  Take skills you like that you think you&#039;ll have fun with.  If you like tightly optimized characters, there are a number of players that take a sort of sadistic delight in squeezing every single ounce of utility out of every single skill point.  Most of those people are happy to help streamline your character sheet as tightly as it can go for whatever purpose you want.  Not every player you talk to is a vicious numbermancer, but every person you talk to you can point out or introduce one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s also another bit of making a character, one that&#039;s frequently and easily overlooked.  Your Class tells you what your character can do.  It doesn&#039;t tell you who they are.  That kind of insight and depth go a long way towards making the game more fun, too.  There are always stories going on (that&#039;s why we&#039;re here) and if we know who your character is, what they want, what they hate, it&#039;s easier for us to find spaces they&#039;ll fit neatly into and you&#039;ll enjoy.  Out of the gate, you probably won&#039;t have enough game lore to get into the details of where they&#039;re from in specific, but the usual tropes are all here and your Background can suggest some possibilities.  It doesn&#039;t have to be really deep or detailed.  Some of us can do an awful lot with very little.  One of my favorite stories started with a Paladin and a little yellow bee on her armor.  &lt;br /&gt;
&lt;br /&gt;
=== Packing ===&lt;br /&gt;
If you&#039;re coming out for a weekend event, you&#039;ll want to bring some stuff with you.  You will forget something.  It&#039;s as inevitable as sunrise.  My first larp event was in September of 1995 and I have never once arrived at site with everything I intended to bring.  The mission critical things, though, I can usually manage.  Things like (in no particular order):&lt;br /&gt;
&lt;br /&gt;
* Costuming, whether it&#039;s my tunic and some pants stuffed into a backpack or an Aladdin-style parade of porters lugging your wardrobe&lt;br /&gt;
* Boots.  Footwear is crucial.  You&#039;ll be on your feet a lot and you want boots that can handle it.  Good fantasy-styled boots can cost a fortune, but you can get good tactical boots at reasonable prices.&lt;br /&gt;
* Water.  We make every effort to have a bottomless well of water available at every event.  You&#039;ll still want a bottle on you.  It is very, very easy to dehydrate under the Southern sun and no one wants that.  &lt;br /&gt;
* A pillow.  Campsites are equipped with rudimentary sleeping cots.  They&#039;re not (usually) awful but they&#039;re not (ever) amazing.  Taste in bedding varies from person to person but everyone likes a pillow and they&#039;re easy to forget.&lt;br /&gt;
* Gear.  If you&#039;re a fighter, you&#039;ll want your weapons, armor, and/or shield.  If you&#039;re a caster, you&#039;ll want spell packets.  I am here to tell you life is miserable as a caster with no packets. &lt;br /&gt;
* Deodorant.   I don&#039;t really have a sense of smell but please think of the poor people that do.  It gets real sweaty real fast fighting under the sun.&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Basics&amp;diff=655</id>
		<title>Basics</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Basics&amp;diff=655"/>
		<updated>2024-05-15T12:56:55Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Corrected Spelling &amp;quot;Supercedence&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Cognitive Load]]&lt;br /&gt;
&lt;br /&gt;
[[Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Effects]]&lt;br /&gt;
&lt;br /&gt;
[[Harvesting]]&lt;br /&gt;
&lt;br /&gt;
[[Production]]&lt;br /&gt;
&lt;br /&gt;
[[Health, Death, and Dying]]&lt;br /&gt;
&lt;br /&gt;
[[Rituals]]&lt;br /&gt;
&lt;br /&gt;
[[Supercedence]]&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=659</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=659"/>
		<updated>2024-05-15T12:55:29Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Adjusted grammar and punctuation for the sentence starting with &amp;quot;Sam has four ranks of smithing...&amp;quot;, under &amp;quot;Deficit Crafting&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each production item has a rank, and that rank affects the cost and time required create the item In Game as well the Production Point cost of the Item. In the case of Runes and Potions, the rank is based on the spell’s level, shown on the table on this page. Each Event, a character can produce several basic items at Check In with production points (no components are used), as long as they have the Recipe. The character is limited to items within the ranks known by the character for check-in production. Each rank of a production skill grants the character 3 Production Points each Event, for that skill.&lt;br /&gt;
&lt;br /&gt;
Once in game, a character can produce more items at an appropriate workshop as long as they also have a Recipe and Components by spending 5 minutes per rank of the item working for items. Creation cost will be noted on the individual recipes. Creation time can never be lowered further than 1 minute per item rank and may only be reduced if the character has the rank required for the item. Once a character has finished crafting, they must go to the marshal station and turn over the components and present the recipe to receive the item tag(s).&lt;br /&gt;
&lt;br /&gt;
At character creation, a character will start with 1 Recipe for each rank of a single crafting skill they have.&lt;br /&gt;
&lt;br /&gt;
A character, with the appropriate rank of a given Production skill, can create a copy of a Recipe they have access to by spending 15 minutes copying it. The cost to copy a Recipe is equal to the normal Component cost of the recipe to be copied.&lt;br /&gt;
&lt;br /&gt;
Workshops can be acquired in-game by either being created or purchasing them. Only Minor workshops can be purchased, Standard and Major workshops are built in place and cannot be moved once built. Smithing and Engineering require a Forge, Brew Potion and Chemistry require a Laboratory, and Scribe Rune requires a Reliquary. Cooking may be done anywhere that has a kitchen (tavern, no need to actually be in the kitchen), Fireplace or camp fire.&lt;br /&gt;
&lt;br /&gt;
Ore- Used for Smithing and Engineering &lt;br /&gt;
&lt;br /&gt;
Herbs- Used for Chemistry and Potions &lt;br /&gt;
&lt;br /&gt;
Residuum- Used for Potions and Runes&lt;br /&gt;
&lt;br /&gt;
Food Stuff- Used for Cooking&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Deficit crafting:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A character who has purchased the first rank of any production skill may create any item within that production skill even items that denote a rank higher than the character possesses. All be it at a penalty in both time and resource. Any skills, abilities, or other effects that augment crafting may NOT be applied to deficit crafting. &lt;br /&gt;
&lt;br /&gt;
Crafting time for deficit crafting will be adjusted as follows: the level of deficit will be counted and have a base of one added to it. This new total will be multiplied against the base time required to craft the desired item. &lt;br /&gt;
&lt;br /&gt;
Example: Gath has one rank of Smithing and wishes to craft a Large shield, a rank five item. With a deficit of 4 ranks (rank 5 item minus one rank of skill purchased) plus the one base gives him a total multiplier of 5. The base time for a rank 5 crafted item is 25 minutes (5min/rank of item) 5X25min= 125 minutes to craft a large shield with 1 rank of smithing. Sam has four ranks of smithing, and could craft the rank five large shield at a deficit of 1 rank plus the base of one rank (giving a total multiplier of 2) multiplied by the base time of 25 minutes, for a total time of 50 minutes crafting time.  &lt;br /&gt;
&lt;br /&gt;
Crafting cost will also be adjusted for deficit crafting. The base cost of the item will always apply and any adjustment made under this section will be in addition to the base cost. Coast adjustment is also scaled off of the deficit without a base modifier added to it. &lt;br /&gt;
&lt;br /&gt;
The scale is as follows:&lt;br /&gt;
&lt;br /&gt;
One rank deficit: 25% cost increase &lt;br /&gt;
&lt;br /&gt;
Two rank deficit: 50% cost increase&lt;br /&gt;
&lt;br /&gt;
Three rank deficit: 75% cost increase&lt;br /&gt;
&lt;br /&gt;
Four rank deficit: 100% cost increase&lt;br /&gt;
&lt;br /&gt;
All percentage cost increase are rounded to a whole number in the players favor minimum increase of 1.&lt;br /&gt;
&lt;br /&gt;
Example: The cost adjustment for Gath the rank one smith to craft a rank five large shield would be 200% (double) the listed cost on the recipe used. Where as Sam has four ranks of smithing, so she could craft a rank five large shield for 125% the listed cost on the recipe.&lt;br /&gt;
&lt;br /&gt;
[[Brew Potion]]&lt;br /&gt;
&lt;br /&gt;
[[Chemistry]]&lt;br /&gt;
&lt;br /&gt;
[[Cooking]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Scribe Rune]]&lt;br /&gt;
&lt;br /&gt;
[[Smithing]]&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=654</id>
		<title>Champion</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=654"/>
		<updated>2024-05-15T12:40:09Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Changed &amp;quot;of&amp;quot; to &amp;quot;or&amp;quot; under &amp;quot;Defend&amp;quot;.&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;Class Features&#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>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Ogre&amp;diff=622</id>
		<title>Ogre</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Ogre&amp;diff=622"/>
		<updated>2024-05-14T03:03:31Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Clarified description of &amp;quot;Strong.&amp;quot;  Fixed punctuation on &amp;quot;Behemoth&amp;quot;.  Added &amp;quot;Pre-requisite: +2 strength.&amp;quot; to &amp;quot;Behemoth&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Advantages&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 Strong- Begin game with +1 Strength at no cost and can purchase a second +1 Strength (+2 Strength Total) for 15 Sp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 Slow Wit- 1 SP increased cost on all Read/Write and Knowledge Skills &lt;br /&gt;
&lt;br /&gt;
 Make up- Yellow skin with horns &lt;br /&gt;
&lt;br /&gt;
 Clumsy- Cannot purchase fine manipulation skills like Disable, Chemistry, or Engineering &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Behemoth&#039;&#039;&#039; You are so large that you can purchase an additional +1 Strength, for a total of +3 Strength, for an additional 20SP.  Additionally, for the purpose of Feats of Strength, your base strength is always doubled.  Pre-requisite: +2 strength. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ogre Wit&#039;&#039;&#039; Ogres by breed are not very bright, but you make them look like tacks. You are so slow that you could almost be caught by surprise while looking at the attacker. Any trap or puzzle that you come within 5 feet and that you can see immediately is set off or fails, whichever is worse; you just like to push the button. On the upside you are not affected by Enchantment spells, or any effects that are specific to that School. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pea-Brain&#039;&#039;&#039; As a creature almost as simple as it gets, your mind works in ways that others can&#039;t comprehend. They can communicate with rocks, plants, and simple animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smasher*&#039;&#039;&#039; You know how to throw your weight around to say the least. You can now use the Massive Modifier four times each reset with melee or thrown weapons.&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Merchant&amp;diff=761</id>
		<title>Merchant</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Merchant&amp;diff=761"/>
		<updated>2024-05-14T02:44:51Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Changed &amp;quot;... instead of the normal 6sp/level.&amp;quot; to &amp;quot;... instead of the normal 8sp/level&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small time or big time doesn’t matter. You know the system inside and out and where to get a good deal. You have done well for yourself so far and your skills in trading are unmatched. &lt;br /&gt;
&lt;br /&gt;
* Receive the Estimate Value skill at no SP cost.&lt;br /&gt;
* Can purchase the Merchant skill for 4 SP/level, instead of the normal 8SP/level.&lt;br /&gt;
* Can make an additional trade each time the Merchant skill is used.&lt;br /&gt;
* Begins game with an additional 10 silver.&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=621</id>
		<title>Guardian</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=621"/>
		<updated>2024-05-14T02:22:57Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Description of &amp;quot;Fire Totem&amp;quot;.  Removed &amp;quot;A character can have 1 Totem active at a time&amp;quot; from &amp;quot;+2 Permanent Strength&amp;quot; description under &amp;quot;Aerial Totem&amp;quot;.&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.&lt;br /&gt;
&lt;br /&gt;
           	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;
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&#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;
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* 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;
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&#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;
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&#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;
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&#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;
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&#039;&#039;&#039;Ambush -&#039;&#039;&#039; No change from main skill list&lt;br /&gt;
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&#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>RichardSingleton</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Barrowmen&amp;diff=775</id>
		<title>Barrowmen</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Barrowmen&amp;diff=775"/>
		<updated>2024-05-14T01:26:42Z</updated>

		<summary type="html">&lt;p&gt;RichardSingleton: Adjusted text under &amp;quot;Awakened Will&amp;quot;.  Added comment to &amp;quot;Extra-Planar&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Advantages&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 Resist Psionics- Resist attacks with the &amp;quot;Psionic&amp;quot; tag; Gains 1 free Resist Psionics at 1st level, and an additional one for every 10 levels of their character. Additional can be purchased for 2 SP each. &lt;br /&gt;
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 Hardened Mind- Immune to Detect Thoughts and Empathic Thoughts. &lt;br /&gt;
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&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; &lt;br /&gt;
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 Extra-Planar (Abyss) &#039;&#039;&#039;&#039;&#039;(Need to define what this means.  What makes it a disadvantage?)&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
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 Make-Up of darken eyes, black make up filling in the area of the eye socket. &lt;br /&gt;
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&#039;&#039;&#039;Powers&#039;&#039;&#039; &lt;br /&gt;
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&#039;&#039;&#039;Abyssal Hunter&#039;&#039;&#039; While some live their existence out in peace you have devoted your life to hunting of the deep beasts. The character gains Favored Enemy: Abominations. Additionally they gain a +3 Bonus on Contested Rolls when Tracking such creatures. &lt;br /&gt;
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&#039;&#039;&#039;Awakened Will&#039;&#039;&#039; (Prerequisite- Character Level 10+, cannot have Psionic Burst) This power allows the character to purchase the Vistek Attunement, with abilities up to rank 10; however, they do not have, nor do they earn favor for it unless they join the Vistek Society. After joining, they will earn phantom Favor until reaching 45, at which time they will begin to accrue Favor normally toward Master and Grand Master ranks. &#039;&#039;&#039;&#039;&#039;Italic text&#039;&#039;&#039;Characters that have Awakened Will may not have Psionic Burst.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Harden Will&#039;&#039;&#039; Through extensive focus you have learned to guard your mind from attacks. This changes their &amp;quot;Resist Psionics&amp;quot; ability into &amp;quot;Resist Mind&amp;quot;. &lt;br /&gt;
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&#039;&#039;&#039;Mind Blank*&#039;&#039;&#039; (Prerequisite- Harden Will) This power allows the character to completely shut their minds off to the outside world. This effect will last for 5 minutes when used, and grants the character the same protection as Mind Guard and their concentration cannot be broken, save for becoming Helpless. This power can be used twice per reset. &lt;br /&gt;
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&#039;&#039;&#039;Psionic Burst&#039;&#039;&#039; (Cannot have Awakened Will) The character can use the ability &amp;quot;Arcane Psionic 10 Body&amp;quot; 2 times each reset, and one additional time for every 10 character levels they possess. This is exclusive to the Awakened Will power. &lt;br /&gt;
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&#039;&#039;&#039;Walker of the Sea&#039;&#039;&#039; In the Abyss you are able to move yourself slowly between land masses; and with Knowledge (Nautical) you are able to navigate using Abyssal ships.&lt;/div&gt;</summary>
		<author><name>RichardSingleton</name></author>
	</entry>
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