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	<title>TFE - User contributions [en]</title>
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	<updated>2026-06-10T07:35:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Minotaur&amp;diff=2211</id>
		<title>Minotaur</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Minotaur&amp;diff=2211"/>
		<updated>2025-10-04T05:42:32Z</updated>

		<summary type="html">&lt;p&gt;Royal: Changed Cloven Hooves name to Bull Rush&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Strong&#039;&#039; -&#039;&#039;&#039; Begin game with +1 Strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Woodlander&#039;&#039;&#039;&#039;&#039; &#039;&#039;-&#039;&#039; Receive a 1 SP discount on &#039;&#039;All Levels of Farming&#039;&#039; and &#039;&#039;Survival&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Make Up&#039;&#039;:&#039;&#039;&#039; Bovine like features mask/make up, bull horns, and furry legs if not covered by costume.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Magic Inept (can only use potions or a Novice Rune; may not directly cast spells)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Legacy of Oppression&#039;&#039;:&#039;&#039;&#039; Cannot resist &#039;&#039;Charm&#039;&#039; effect from any source (passive shields will still stop it)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Vegetarian Diet:&#039;&#039;&#039;&#039;&#039; As vegetarians you may not consume meat based cooking items. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&#039;&#039;Powers:&#039;&#039;&#039;&#039;&#039; ===&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Longhorn-&#039;&#039;&#039;&#039;&#039; You are so large that you can purchase a second +1 (+2 Total) for 15 SP.  Also an additional +1 Strength, for a total of +3 Strength, for an additional 20SP; additionally for the purpose of &#039;&#039;Feats of Strength&#039;&#039; your base strength is always doubled. If purchased you may not take &#039;&#039;Shaman&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Shaman -&#039;&#039;&#039;&#039;&#039; You have proven yourself so adept that your tribe has appointed you with this title, allowing you to cast up to your class spell level cap. If purchased you may not take &#039;&#039;Longhorn&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Bull Rush&#039;&#039; -&#039;&#039;&#039; Your feet have pronounced cloves allowing you to really dig into the ground and pick up speed at a moment&#039;s notice. Grants the character the ability &#039;&#039;Flee&#039;&#039; twice each reset, and additionally allows the character to &#039;&#039;Flee&#039;&#039; into combat.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Overwhelming Force -&#039;&#039;&#039;&#039;&#039; Your weapon strikes are so brutal with your strength that they not only toll the body of your targets but strikes fear into their mind as well; this grants them the Effect Carrier &#039;&#039;Fear&#039;&#039; for 5 minutes or one Encounter.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Thick Hide:&#039;&#039;&#039;&#039;&#039; This Power grants the character +10 Natural armor that may be stacked with regular armor but may not exceed class maximum, with physical armor. (Example: a class with access to costume armor may take this power and they will no longer be required to craft costume armor in game. They will still be required to wear a fitting costume for the theme of the game). May purchase a second Natural Armor +10, for 15sp.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&#039;&#039;Heroic Powers:&#039;&#039;&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Chieftain&#039;&#039;&#039; - pre-req: Longhorn. You have been recognized as the leader of your tribe. Most Minotaurs, both NPC and PC, recognize and respect your word. Your might has earned you this title. Twice per reset you may call upon your tribe to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your tribe create a distraction allowing you to skip an Encounter or two of a Module.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Combat&amp;diff=1927</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Combat&amp;diff=1927"/>
		<updated>2024-11-05T17:23:45Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Safety: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee:          ==&lt;br /&gt;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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Lastly, have to be delivered - the usual ways in which an attack gets from point A to point B is either a weapon or a packet (or a dart, but remember that darts are affected by packet defenses).  Resist Ranged is out there in places, Parry is a sort of Resist Melee.  This is almost never called; it&#039;s pretty obvious in almost all cases.  Voice-delivered also happens and it&#039;s just as obvious but usually signifed by &amp;quot;Voice&amp;quot; at the beginning of the call.   &lt;br /&gt;
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         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;
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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;
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         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;
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         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;
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== Guns: ==&lt;br /&gt;
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=== 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 do get to 120 and should be clocked before use.  If you&#039;re getting your dart blasters from the usual toy store 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;
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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 darts, 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.  (Gunmen this close are restricted to damage.) 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;
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After a bit of field time, we&#039;re experimentally allowing for low-speed pistols in close combat.  Pistols that clock no higher than 70fps can be used inside the 10&#039; engagement zone, where more powerful weapons are forbidden and forced to voice delivery instead.  Low-speed pistols must be obviously marked so opponents know the projectiles aren&#039;t going to cause welts or bruises.  For a frame of reference, Nerf Hammershots clock between 65 and 75 feet per second out of the box.  With 1 gram dart weight, that ends up being less kinetic energy delivery than the average sword swing (for loose values of &#039;average&#039;).   Please be aware that fps varies with darts, so a weapon that clocks 70fps with full darts will break the cap using half-darts - test them with the ammunition you intend to use.  This doesn&#039;t apply to rifles regardless of muzzle velocity, simply because the chances of inadvertently banging the rifle into the opponent are much, much higher with a longer, unwieldy weapon.&lt;br /&gt;
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=== &#039;&#039;&#039;Performance&#039;&#039;&#039; ===&lt;br /&gt;
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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;
*Ammo:&lt;br /&gt;
**Ammo modifications are generally banned.  There are a couple that don&#039;t pose safety problems (drawing on your darts with a UV marker so you can find them in the dark with blacklights, cutting down a thin-plastic drinking straw to stiffen up standard long-form darts, and that&#039;s all that come to mind) but most ammo mods are dangerous.  3d printed hard-plastic spinner tips are great for extra accuracy but hit way harder than conventional darts, so do darts soaked overnight and frozen until combat breaks out, so do FVJ darts in any iteration.  Any ammo modification, regardless of how innocuous you may feel it to be, has to be brought up and approved before use and Staff has no sense of humor about this.   (&#039;&#039;This specifically includes rolling your damn dart in weak glue and glitter so it&#039;ll shower its target in sticky, reflective confetti, Jim&#039;&#039;.)&lt;br /&gt;
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=== &#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;
There&#039;s one special rules interaction with darts and shields:  If you&#039;re using a shield, you can call &#039;blocked&#039; to any voice-delivered gun attack that doesn&#039;t have &amp;quot;Pierce&amp;quot; in the verbal.  &lt;br /&gt;
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=== &#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;
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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;
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&#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 species, 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 species 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>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=1919</id>
		<title>MediaWiki:Sidebar</title>
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		<updated>2024-10-21T19:43:01Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
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		<author><name>Royal</name></author>
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	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=1917</id>
		<title>Spells</title>
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		<updated>2024-10-16T19:38:29Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* 4th Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Spell Rules ==&lt;br /&gt;
Spells are delivered with spell packets.  Full construction rules are available under Combat but they&#039;re small pieces of cloth wrapped around bird seed.  Spells typically have incants, which are short phrases used to indicate which spell is being cast.  Incants must be completed before the packet is thrown.  Before.  &#039;&#039;Before&#039;&#039;.  Start your incant, finish your incant, and &#039;&#039;then&#039;&#039; throw your packet. Incants don&#039;t have to be heard - battles can get very loud - but they should be spoken loud enough that your target could have heard it, absent a bunch of out of game noise.  Throwing too early, or flubbing the incant, results in a miscast - the mana is spent and the packet has no effect.  The incants below are common but not absolute.  &amp;quot;I call upon the homeland&amp;quot; is predominant for Biomancer Mages, bug mages are frequently bred with &amp;quot;We invoke the Queen and Hive&amp;quot; for Evocation, and so on.  We don&#039;t expect everyone to memorize every possible incant for every path; we&#039;re counting on players to police their own incant failures.  That said, a couple of us do know the ones that have been released and if this gets abused we&#039;ll react accordingly. You must have at least one free hand with which to cast a spell unless otherwise stated (as in the case of Invoked spells, the spell type not the incant word).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells, generally, require that your packet connect with your target&#039;s body.  Spells that clip cloaks, or wings, or other decorative outcroppings do not generally deliver their effects and are treated as having missed entirely.  This is a small deviation from other larps and we&#039;re including it here to encourage more cinematic costuming; a number of veteran players absolutely refuse to consider a cloak, a robe, loose flowy pants, or anything else that increases our attack surface and we refuse for exactly this reason.  We&#039;re reducing attack to surface to &amp;quot;person&amp;quot; in the hopes of relaxing that constraint and encouraging better costuming.  That said:  we are also keenly aware of how easy it is to abuse this.  It&#039;s not all that tough to put small motors, rods, and curtains on your shoulders and wall off ten feet to either side of you.  It&#039;s easier than that to devise a Cousin Itt-style &#039;cloak&#039; out of sheer material that covers your torso but doesn&#039;t seriously impair your vision, and now you&#039;re immune to packets.  If you can come up with wings, you can make them enormous if you can solve the practicality problems out of combat.  There are a hundred ways to abuse this; please don&#039;t.  We&#039;ll certainly make allowances for excellent costuming; if your dragonfly just doesn&#039;t feel right without a wingspan and also looks like you&#039;re just larping in between takes of your stage play or feature film, we&#039;ll work something out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mana ===&lt;br /&gt;
Mana is the fuel by which spells are generated.  Spells are leveled 1-9 and every spell costs an amount of mana equal to its level to cast.  Mages pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point up to 120.   Collectively, a Mage&#039;s available mana is referred to as a pool, despite the confusing overlap with the unrelated &amp;quot;spell pool&amp;quot; used for linear magic delivery.  Mages on every world refer to things like the &amp;quot;depth&amp;quot; of their mana pools.  It&#039;s an odd idiosyncrasy of the cosmos.&lt;br /&gt;
&lt;br /&gt;
Mana is the most common source of magical energy.  It is not the &#039;&#039;only&#039;&#039; source.  Various cultures in various places have found other power supplies, in varying degrees of effectiveness and efficiency.  The people using those alternate sources know what they are and how to replenish them; it&#039;s raised here to explain why some casters can continue operating in mana voids or similar mana-less conditions and why some can&#039;t cast a single thing despite drowning in mana.  For mechanical purposes, if your skill is listed as &amp;quot;Mana&amp;quot;, it&#039;s affected by and affects like all other Mana sources.&lt;br /&gt;
&lt;br /&gt;
=== Incants ===&lt;br /&gt;
A spell incant, as noted above, is a short phrase that casts your spell.  We&#039;ve provided some examples below but you&#039;re free to design your own within some boundaries:&lt;br /&gt;
&lt;br /&gt;
# Your incant requires a certain number of syllables, depending on the spell level:&lt;br /&gt;
## 1st-3rd level spells require at least six syllables&lt;br /&gt;
## 4-6th level spells require at least seven syllables.&lt;br /&gt;
## 7-9th level spells require at least eight syllables.&lt;br /&gt;
# Your incant must be grammatically coherent, if not necessarily correct.  (T&#039;&#039;here are a lot of reasons for this.  The official reason is immersion.  The unofficial reason is preventing me from writing an incant that&#039;s 6/7/8 repetitions of the letter &amp;quot;r&amp;quot;, pronounced more or less like [https://www.youtube.com/watch?v=MdBd6yNalHs this.]&#039;&#039;&lt;br /&gt;
# Your incant must end with the effect name you intend to deliver, plus or minus a &amp;quot;you&amp;quot; if it helps with grammatical coherence.&lt;br /&gt;
# Your incant can&#039;t contain game tags - as hilarious as it is, you can&#039;t use &amp;quot;Arcane chemical magic &amp;lt;effect&amp;gt;&amp;quot;  - as a playability concern.  This is raised here not because I worry that people will deliberately write confusing incants but because things like &amp;quot;I invoke arcane wrath to &amp;lt;whatever&amp;gt;&amp;quot; seem perfectly reasonable until holds get called to sort out what you just did.  While we&#039;re at it, avoid words like &amp;quot;Irresistible&amp;quot; or &amp;quot;Unshieldable&amp;quot; - also hilarious, also troublesome.&lt;br /&gt;
# And finally - I shouldn&#039;t have to say it but here it is anyway - it must be reasonably clean.  I am not putting up with calls from angry parents because you can say a given swear at warp 5.&lt;br /&gt;
&lt;br /&gt;
Within those bounds, you can decide your incant for any spell you&#039;ve learned from a skill points or any scroll unless the scroll has a specific incant on it then you must use the incant provided on the scroll..  &#039;&#039;&#039;If you opt instead to learn your spell from a teacher, you learn it with your instructor&#039;s incant.&#039;&#039;&#039;  In each case, incants are fixed before use; you&#039;re free to write your own incant but once it is written, it cannot later be altered.&lt;br /&gt;
&lt;br /&gt;
=== Starting Spells ===&lt;br /&gt;
Upon entering the game, your character may select a number of spells form their main school (first purchased for Mages, all other classes only have one school) equal to their level +1. For new Mages that purchase both schools, they will also select a number of spells equal to their level for their secondary school to have memorized for free. So a brand new Mage character at first level would have a maximum of 3 spells for free. Two from their 1st school and 1 form their second. Further, if a character were to come in at 5th level they would have 6 free spells from their primary school and in the case of mages 5 from their secondary school if they purchased that secondary school at character creation.  Further schools down the road may or may not come with a starting set of spells.&lt;br /&gt;
&lt;br /&gt;
===  Learning Spells ===&lt;br /&gt;
Your spellcaster can learn spells in three basic ways:&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself. &lt;br /&gt;
# If the scroll is troublesome, and you simply cannot stomach the skill point cost (believe me, I sympathize), you can learn the spell from someone who already knows it.  This can be done at any time during an event, and takes your instructor five minutes per spell level to pass it on to you.  Similarly, you may teach any spell you know.&lt;br /&gt;
&lt;br /&gt;
Scrolls are not distinguished by class.  Your Paladin can learn Life from any Life scroll despite casting it somewhat differently than a Mage.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Potion-ability&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with # are able to be made into Potions&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Chain Spell&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with * are able to be [[Effects#Chain Spell|Chain Spell]]&amp;lt;nowiki/&amp;gt;ed&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Invoked Spells&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with ^ are &#039;invokable&#039; and are used with just the spell name and not a full incant. Invoked spells have no free hand requirement.&lt;br /&gt;
&lt;br /&gt;
=== Durations ===&lt;br /&gt;
All spells will have a duration though some may be lumped into categories that will denote their duration. For example all spells designated as &#039;Buff&#039; spells have a duration of &#039;until used&#039; or the end of the event, whichever comes first. So if you get a Magic Shield friday night and don&#039;t get hit with a magical effect until Sunday you can call your shield. Remember that all spell durations end when your character is in the Dead state unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
== Evocation ==&lt;br /&gt;
Standard Incantation: &amp;quot;With eldritch might I...&amp;quot;&amp;lt;grammatically correct effect phrase using &#039;&#039;&#039;grant&#039;&#039;&#039; for protectives like &#039;Featherfall&#039; or &#039;an elemental shield&#039;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 1: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Detect Magic&#039;&#039;:  This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm&#039;&#039;:  This spell causes the targets hand held object, most commonly a weapon, to become unwieldable for 5 seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. This means any attacks that hit the weapon they will take, as though they were unskilled in the weapon. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Featherfall*#&#039;&#039;: This spell counters all damage taken from the next fall the recipient suffers.  It does nothing help with hazards at the landing point.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Light:&#039;&#039;  This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first. Standard Incant: &amp;quot;With Eldritch Force I Create Light”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shielding*#&#039;&#039;:  This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 2: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Might*#&#039;&#039;:  This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039;:  This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so.  At the end of the count they will suffer 4 points of [[Health, Death, and Dying|Body]] damage. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shatter&#039;&#039;:  This spell renders useless one weapon, small-sized shield, or other object which is no larger than a Small Shield, giving it the Broken status. If used against a suit of armor, it will breach the armor, reducing it to 0. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Detonate: This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Blade*#:&#039;&#039;  This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. Standard Incant: &amp;quot;With Ethereal Might, I grant you a blade&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*#:&#039;&#039;  This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Elemental Shield*#&#039;&#039;: This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Repel:&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken*#:&#039;&#039;  This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind:&#039;&#039;  This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Base Strength this effect can be broken free from on a 3 counted action, at the end of the count they will suffer 8 points of Body damage. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Knock:&#039;&#039;  This spell will instantly open a sealed object; in the case of a door it will open it with the force of +4 Strength, in the case of a lock it will open any lock lower than a level 10 Basic Lock. This does not break or damage the door or lock it simply cause them to open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secure Door:&#039;&#039;  This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spell&#039;s duration&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shun:&#039;&#039;  This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 5: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Erupt&#039;&#039;:  This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Magic Shield*#:&#039;&#039;  This spell will negate the next spell or effect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Refit*#&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;:  This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Silence&#039;&#039;:  This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Unfetter Pool*#&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;:  This spell removes the cap on Spell Pool and adds the &#039;critical&#039; tag to the attack for one use.  This allows a Mage to dump his/her entire spool as one devastating burst.  To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 6: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039;:  This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Sleep:&#039;&#039;  This spell will cause the affected character to fall unconscious, slipping into a deep sleep. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Stoneskin*#:&#039;&#039;  This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wall of Force:&#039;&#039;  This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, vectors like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Web&#039;&#039;:  This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Base Strength or greater to break free from, at the end of the count they will suffer 12 points of Body damage. The target is considered helpless and is searchable by anyone while under this effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 7: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle:&#039;&#039;  This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Gaseous Form*#:&#039;&#039;  This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Push:&#039;&#039;  This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secret Box#&#039;&#039;:  This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most  means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in  conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wizard Lock:&#039;&#039;  This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. Used defensively on a cabin, Wizard Lock accounts for the residents of the cabin and any of those individuals can pass freely therein. This spell cannot be placed on a building that has the Grove effect on it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 8: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Dispel Magic#&#039;&#039;: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all non-permanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Drain:&#039;&#039;  This spell saps the targets power and leaves them weakened. The target will lose a type of resource based on their power set. If they have techniques, then they will lose 8 Energy, if they have mana they will lose 15 mana, if they have neither they will lose 5 unused times per reset skills. If the target lacks any of these, they will instead suffer 20 points of Body Damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Mind Guard*#:&#039;&#039;  This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Rebuild*#:&#039;&#039;  This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Weapon*#:&#039;&#039;  This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not  Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 9: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Evocation#&#039;&#039;:  This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Implosion#:&#039;&#039;  This spell floods the target with elemental energy; first the spell will instantly Breech physical armor and then will deal 100 points of damage to the target; if the target is a Construct or Elemental the spell will reduce it to 0 HP. This is a Slay effect.   &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Innervate#&#039;&#039;:  This spell gives the target a burst of insight and focus, refreshing their expended potential. When cast the target will regain a single expended times per reset Skill, 4 Energy or 8 mana. The target has until the end of the encounter to use skill that was restored, after which it will fade if not used. This spell cannot be cast upon oneself.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Prison&#039;&#039;:  This spell immobilizes the target by containing their entire body in a magical field, though the Prison can be moved with no special strength necessary. Prison cannot normally be broken free from, though creatures with +10 Base Strength or higher can break free with a 3 counted action, at the end of which they will suffer 50 points Body damage. The caster can search the target, and can issue a Killing Blow, though doing so ends the prison effect, even if it had no effect. The caster can end a Prison effect they created by touching it and calling “Prison Down”. This spell may be used to restrain most targets that are not of massive size.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Minion&#039;&#039;: Summon Minion reinforces you before a battle; it conjures one of the following:&lt;br /&gt;
&lt;br /&gt;
* Water Elemental&lt;br /&gt;
* Stone Elemental&lt;br /&gt;
* Fire Elemental&lt;br /&gt;
* Air Elemental&lt;br /&gt;
* Iron Golem&lt;br /&gt;
* Bone Golem&lt;br /&gt;
&lt;br /&gt;
General stats will be provided for summoned minions, but be aware that the vagaries of magic mean that any given summon may be weaker or stronger than the card indicates.  Also - and this is important - Plot will never, ever, ever provide a rep for your Summon.  You can ask other players, or bring your own NPC, whatever works for you, but there is no case under which Plot will dedicate event resources to your butler.  Ever.  Summoned minions last for one hour or module, at which point they either return to their home planes or crumble into dust.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spirit ==&lt;br /&gt;
Standard Incantation: &amp;quot;With occult power I...&amp;quot;(grammatically correct effect phrase using &#039;&#039;&#039;grant&#039;&#039;&#039; for protectives like &#039;grant you a Featherfall&#039; or &#039;grant you a poison shield&#039;)&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 1&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Detect Magic:&#039;&#039; This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-a item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Endurance*#&#039;&#039;: This spell grants the recipient 10 Temporary Body Points. These Body Points are the first Body Points lost and are not healable. This spell will not stack with itself. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Featherfall*#&#039;&#039;: This spell will allow the character to call, “Slow Fall!” as a defense on the next occasion they fall. They cannot choose when to call it. The spell will go off at the first opportunity, or not at all. This will not prevent the recipient from ending up wherever the fall would have dropped them. The spell will not slow their descent but will negate any ill effects they would have received from the fall.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Light&#039;&#039;: This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Weakness&#039;&#039;: This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 2&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Disease*#&#039;&#039;: This spell will end the duration of all normal diseases on a living target. Some rare diseases will require a specific level caster to remove.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Displacement*#&#039;&#039;: This spell causes the targets image to become slightly off center, making it hard to attack them from ranged. The character takes Reduced: Half from ranged effects that have a number in the call, for the first 3 effects that strike them. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Might*#&#039;&#039;: This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total. Multiple spells cannot be active at the same time to gain more than a +4 bonus to strength. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039;: This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so, at the end of the count they will suffer 4 points of Body damage. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shackle&#039;&#039;: This spell binds a Helpless target’s hands and feet, which requires +6 Strength to break free from. In addition to being bound the spell also neutralizes Magic, Elemental, Poison, and Natural abilities.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 3&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Blade*#&#039;&#039;: This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*#&#039;&#039;: This spell allows the recipient to Breathe water  for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Poison Shield*#&#039;&#039;: This spell protects the target from the next attack with the Poison Delivery Type that strikes them. When this effect is used, the character must announce “Poison Shield”. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Repel&#039;&#039;: This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Terror&#039;&#039;: This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 4&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken*#&#039;&#039;: This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind&#039;&#039;: This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Base Strength this effect can be broken free from on a 3 counted action, at the end of the count they will suffer 8 points of Body damage. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind Form#&#039;&#039;: This spell allows a character that has died to be resurrected without the use of a Life Well. A character still needs to have the Resurrection skill to do so, without the normal penalties of resurrecting without using a Life Well. The resurrection will still take 15 minutes, and the target must still make a Contested Roll to resurrect. When this spell is cast, the caster must declare his target. The target can choose to refuse the spell and seek a Life Well to resurrect if they wish. Additionally, this spell will have an adverse effect on non-corporeal creatures. It forces them into the material world a little more. If they were “Magic” to hit, they become “Silver” to hit. If they were “Silver” to hit, they can be hit with a normal weapon.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Metabolic*#&#039;&#039;: This spell will end the duration of any normal Metabolic effect upon a single target. Some strong effects will require a specific level caster to remove.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shun&#039;&#039;: This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 5&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Freedom*#&#039;&#039;: This spell will instantly release a target from all things magically or physically binding, holding, or restraining the target. Physical Bindings will fall open to the ground, and Magical Bindings will be considered Dispelled. This spell will have no effect against creatures or items that are under a Prison effect. Any persons or creatures holding them will be affected as though disarmed. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Magic Shield*#&#039;&#039;: This spell will negate the next spell or effect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Refit*#&#039;&#039;: This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast, Repairing the armor.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secure Door&#039;&#039;: This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spells duration.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Silence&#039;&#039;: This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 6&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Sleep&#039;&#039;: This spell will cause the affected character to fall unconscious, slipping into a coma like sleep. This is a Mental effect. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Stoneskin&#039;&#039;*#&#039;&#039;: This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. This is a Buff spell.   &#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Regenerate*#&#039;&#039;: This spell will cause the target to regrow all missing or damaged limbs; this includes limbs lost to maim and sever effects. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wall of Force&#039;&#039;: This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, Delivery Types like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Web&#039;&#039;: This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Base Strength or greater to break free from, at the end of the count they will suffer 12 points of Body damage. The target is considered helpless, and is searchable by anyone while under this effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 7&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Charm&#039;&#039;: This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle&#039;&#039;: This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Gaseous Form*#&#039;&#039;: This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane Delivery Types. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secret Box#&#039;&#039;: This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wizard Lock#&#039;&#039;: This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. Used defensively on a cabin, Wizard Lock accounts for the residents of the cabin and any of those individuals can pass freely therein. This spell cannot be placed on a building that has the Grove effect on it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 8&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Command&#039;&#039;: This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Dispel Magic&#039;&#039;: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Foresight*#&#039;&#039;: This spell gives the target a small glimpse into their future allowing them heightened protection. “Foresight” can be called as a defense against any single attack, that would cause you to become Helpless, this includes an attack that reduces you to -1. This is a Buff Spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Rebuild*#&#039;&#039;: This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Weapon*#&#039;&#039;: This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 9&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Evocation#&#039;&#039;: This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Heroism#&#039;&#039;: This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Life#&#039;&#039;: This spell will return a creature to life at 1 Body Point. It will also remove any negative physical effects that were on the body at the time of death such as missing limbs. This spell will only work on a target that is in their 4-minute dissipation count. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Petrify&#039;&#039;: This spell turns the target to stone, though Huge or Massive creatures may reduce this effect. Once turned to stone, the target’s status is paused, meaning if they were under an effect with duration, then it is paused, and the remaining duration will resume when the petrified state is removed. Bleed out and dissipation counts will be paused. The stone form can be moved but requires +6 Strength to do so. A petrified person is a viable target for a Destroy effect, which will end the Petrify effect and the target would then be considered Dead. If this spell is cast upon a target that is already Petrified, it will end the effect. Duration: 1 hour&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Nature ==&lt;br /&gt;
Nature primarily uses one of two base incants. Either &amp;quot;I summon the Wilds to grant you aspect of the (spell name)&amp;quot; or &amp;quot;I curse you with &amp;quot;spell name&amp;quot;. As such each spell is denoted with Aspect or Curse tags for easy incant placement. If anything deviates from this taxonomy, it will be noted with it&#039;s own incant text. All aspect spells have a duration of 1 hour unless they are &amp;quot;on use&amp;quot; spells like Deer or Ram unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
=== Level 1: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Boar (Aspect)*#:&#039;&#039;  This spell grants the target 10 points of Natural Armor. These points stack with all other forms of armor up to the character’s maximum armor value. Natural Armor can be readjusted in addition to being healed.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Brook (Aspect)*:&#039;&#039;  This spell enchants the caster with the healing power of nature, granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural 2 Healing”.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Exhaustion (Curse):&#039;&#039; Duration: 60 Minutes This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fish (Aspect)*#&#039;&#039;:  Duration: 60 Minutes This spell summons the power of the fish to grant the target the ability to breathe liquid.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Owl (Aspect)*#&#039;&#039;:  This spell grants the target the ability Glide. This effect functions like Featherfall with the difference that instead of landing on the ground directly below they can choose to land up to 100 feet from where the effect is triggered.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 2: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Deer (Aspect)*#:&#039;&#039;  This spell grants the target with a once ever Flee that lasts until the player resets or it is used.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Endure (I call upon Nature to grant you the power to Endure)*#&#039;&#039;: Duration: 60 Minutes This spell summons up the energy of the Prime and wraps the target with an invisible field that protects them from the natural elements. This will protect them from extreme heat/cold, as well as effects like a sandstorm or infection from being exposed to bogs and such. This will also increase the amount of time it takes for Fatigue to set in.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fumble (Curse)&#039;&#039;: Duration: 10 Seconds This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Hawk (Aspect)*#&#039;&#039;:  Duration: 10 Minutes This spell grants the target exceptional vision, allowing them to see even the most remote movements. This grants them 3 levels of Tracking for the duration, and allows them to Track, even if they have not purchased the skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Sapling (Aspect)*#&#039;&#039;:  This spell grants the target a Shield effect that will passively negate the next legal weapon or natural attack that strikes them. They must call ‘Physical Shield’.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ash (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell hardens the targets skin warding off certain carrier attacks. For the duration, the target will not take the effect of the following Carrier Attacks: Rot and Venom; this only stops the effect not the damage from the attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fog (Curse)&#039;&#039;: Duration: 10 Minutes This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration the target cannot make any ranged attacks.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mole (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell grants the target the ability to Burrow for a short time. This will function as the Burrow effect in all ways, save for once the target surfaces, the effect ends.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ram (Aspect)*#&#039;&#039;:  This spell grants the target the Massive Modifier, useable twice ever.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Tsunami*# (I call upon Nature to grant you the power of a Tsunami)&#039;&#039;:  This spell enchants the caster with the power of the ocean waves granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural Repel Massive”. This aspect is suppressed while the target is shape changed, this does not pause the duration.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Day (Aspect)*#&#039;&#039;:  Duration: 10 Minutes This spell causes the target to glow per the Light effect which has several benefits; first it allows the player to use an approved light source and second the target cannot be affected by melee attacks from  creatures with the Shadow subtype. Must announce “Empowered by Day” often during combat so others are aware, this is a visible effect. Taking offensive actions will end this effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Roc (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell grants the target the ability to fly for a short time. This will function as the Fly effect in all ways, save for once the target lands, the effect ends.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Spider (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell allows the character to climb surfaces on a counted action, typically a 3 count for each 10 feet. While climbing the target can take no other actions or use other skills. Additionally, the character gains the ability “Natural Web”, which can be used 2 times ever.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stream (Aspect)*#&#039;&#039;:  This spell, when cast, will cause the target to heal themselves in various ways. This effect takes 1 minute to take affect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting, however, the character can still perform non-strenuous actions. At the end of the minute the character will heal for half of their max Body Points, with a minimum of 10 and be cured of 1 metabolic effect, have one maimed limb restored and have 1 curse removed.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Venom (Curse)&#039;&#039;: Duration: 60 Minutes This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to  dead. This is a Metabolic effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 5: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bear (aspect)*#&#039;&#039;: Duration: 5 Minutes This spell grants the target some of the might of a wild bear. This grants the target +2 Permanent Strength. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Command Animal (Curse)&#039;&#039;: Duration: 10 Minutes This spell will cause the target to become bent to the casters will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not&lt;br /&gt;
&lt;br /&gt;
cause direct harm to themselves.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Oak (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell hardens the target’s skin, warding off certain carrier attacks, for the duration the target will not take the effect of the following Carrier Attacks: Wither and Plague; this only stops the effect not the damage from the attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Polymorph (Curse)&#039;&#039;: Duration: 10 Minutes This spell forcibly changes the target into a harmless critter that is unable to use any skills or take any actions, other than walking. While under the effects of this spell the target must raise both hands above their head and wave them slightly, so others are aware they are under this effect. This effect will end early if the target takes more than 10 points of damage. Additionally, upon breaking, the target will suffer 15 points of Body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Wolf Pack*&#039;&#039;:  This spell allows the caster to call a group Flee. When used the caster must howl and announce, “Wolf Pack Flee”. At that time, the caster and all allies (up to 10) can Flee; however, they can only do so if they are conscious or being carried by an ally and are not being physically prevented from fleeing such as being bound.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 6: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ancient Aspect# (I call upon Nature to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Entangle (Curse)&#039;&#039;: Duration: 30 Seconds This spell causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fox (Aspect)*#:&#039;&#039;  This spell gives the target a once ever “Resist Mind”. This effect lasts until used.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Night*# (I call upon nature to grant you the power of Night)&#039;&#039;: Duration: 10 Minutes This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Snake*# (Aspect)&#039;&#039;: This spell allows the character to escape from a single binding effect once ever. When used, they must announce “I escape”.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 7: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle&#039;&#039;: Duration: 60 Minutes This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is&lt;br /&gt;
&lt;br /&gt;
the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Glitterdust (I call upon Nature to grant the power of Glitterdust)&#039;&#039;: Duration: One Encounter This spell fills the area with glowing pollen that makes the use of skills and abilities that cause a target to be Hidden to not have an effect. This will even cause Invisible targets to be seen. This effects the area for the encounter&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Rive&#039;&#039;r&#039;&#039;*#&#039;&#039; &#039;&#039;(Aspect)&#039;&#039;:  This spell, when cast, will cause the target to be rapidly cleansed of aliments. This effect takes 1 minute to take effect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting; however, the character can still perform non-strenuous actions. After 1 minute the target will be cured of all Metabolic, Disease, and Curse effects. In addition, all Maimed/Withered limbs are regenerated. This effect can only be touch cast.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ruin (Curse)&#039;&#039;:  This spell deals a fatal blow to unnatural creatures. This spell deals 100 points that only affects creatures of the Abomination or Undead type.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Typhoon (I call upon Nature to grant the power of the Typhoon)&#039;&#039;:  This spell grants the caster with the blessings of the typhoon&#039;s high winds. This spell grounds all Flying creatures in the area for an encounter. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 8: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Beast* &#039;&#039;(Aspect)&#039;&#039;: Duration: 10 Minutes This spell summons a natural beast upon the target, overtaking them. While active, the target cannot use any of their normal skills or abilities and can only use the stats gained from this spell. Any effect that would render the target down or incapacitated will end this effect, at which time the target becomes free to act normally. The stats for the Beast are as follows: &amp;lt;blockquote&amp;gt;25 Body Points&lt;br /&gt;
&lt;br /&gt;
40 Natural Armor&lt;br /&gt;
&lt;br /&gt;
Short Claws ( If the caster already has claws, then they become Medium. The benefits of this spell do not stack with Shapechange.)&lt;br /&gt;
&lt;br /&gt;
+4 Base Strength, &lt;br /&gt;
&lt;br /&gt;
Resist Toxin x 1&lt;br /&gt;
&lt;br /&gt;
Resist Physical x 1&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Faultline (I call upon Nature to create a Faultline)&#039;&#039;:  This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 packets attacks. Each packet is thrown individually with a call of “Natural Knockdown Massive”. This aspect is suppressed while the target is shape changed, this does not pause the duration.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Spinneret (Curse)&#039;&#039;: Duration: 1 Month This spell traps a helpless target in a heavy chrysalis; this will pause all durations and counts on the target and can even be used on a target that is dead and in need of a Life spell. This effect will last for up to 1 month, or until is it removed with a Freedom, or is cut open on a 10 counted action, at which time all counts, and durations will resume where they were frozen.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Whirlwind (Curse):&#039;&#039;  This spell summons a powerful gust that will launch the target through the air, away from the caster. If used outdoors the target will be removed from the combat and suffer 50 points of physical damage. Finding where they went is not impossible but can be difficult. If used inside of a natural enclosure the target is thrown up to 100 feet away and suffer 25 points of damage and Daze them. This will not move creatures of larger than Great Size but will still deal damage. This cannot be used indoors.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants. Many are melee modifications and simply modify a weapon call. Any spell that&#039;s not is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).  Paladins follow the usual rules (above) for learning spells.&lt;br /&gt;
&lt;br /&gt;
==== 1st Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Stalwart&#039;&#039; - immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating. This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Shining Blade&#039;&#039; - swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Cure Weakness&#039;&#039; - ends the duration of all Weakness effects currently active on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells. Smite is not called; the damage is simply added to the weapon damage call.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Rest In Peace&#039;&#039; - immediately destroys one willing target.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead. Rest in Peace is weapon delivered.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bodyguard&#039;&#039;- diverts all damage (but not effects) from a friendly target in melee range to the Paladin casting this spell.  Once cast, that damage is not optional - whatever hits your ward hits you instead, not matter how much you would rather it didn’t.  Bodyguard continues transferring damage into bleed-out and like most effects, ceases when the death count begins. Bodyguard is cast by weapon strike and called simply as &amp;quot;Bodyguard&amp;quot; - the weapon strike is required both to limit range and notify your protected that you&#039;re taking the damage and he/she is not.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Resolve&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Cure Disease&#039;&#039; - Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3rd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;- this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot; and I will slap the shit out of the first plot guy that puts Resist Divine on anything shadow-based.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Strength of Will&#039;&#039; - renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Immovable&#039;&#039; - an Immovable Paladin is immune to any effect other than his own free will that would cause to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect Immoveable”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Block&#039;&#039; - Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^#Cure Metabolic&#039;&#039; - Cure Metabolic immediately ends the duration of all Metabolic effects on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Sacrifice&#039;&#039; - Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obivous visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines. Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her. Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note: Plot will never reduce your Conviction for refusing to cast this spell. It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence. Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bane&#039;&#039; -  adds +5 to  Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Miracle&#039;&#039; - Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle, but it is otherwise deliberately left undefined.  Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable. There is no mechanics-enforced prohibition against multiple castings of this spell. Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Divine Shield&#039;&#039;:  Divine Shield stops any one weapon-delivered attack that uses a vector other than Physical or Divine.  It&#039;s effective at blocking spellstrikes, elemental strikes, arcane strikes, take your pick, but it does not block Massive (usually, Massive is almost always Physical) or a hypothetical Divine Slay Strike.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Life&#039;&#039; - Life interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Standard incantation for offensive spells or buffs: &amp;quot;By the elements I (grant) (spell name)&amp;quot; Spells marked with a ^ sign are cast on the Spellblade by invoking just the spell name&lt;br /&gt;
&lt;br /&gt;
==== 1st Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Mending&#039;&#039; - immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating. his is called simply as &amp;quot;Mending&amp;quot;, so your opponent understands why you just refuse to fall down.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Elemental Blade&#039;&#039; - swings +5 [Elemental Carrier] for one swing hit or miss. The currently available elements are Water, Wind, Stone, and Fire.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weaken&#039;&#039; - Weakens the target for 5 minutes or until the end of the encounter&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Shielding*#&#039;&#039;: This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039; - Generates the Pin effect as defined in the effects section. Duration: 1 encounter&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead. This is called as a response and cannot be cast in advance.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Burning Rage&#039;&#039; - Adds 10 to base damage and alters carrier to Fire for 1 swing. This can stack with &#039;&#039;Elemental Blade&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Earth&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Detonate&#039;&#039; - This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;^Surf the Wind&#039;&#039;:  This will allow a Spellblade to &amp;quot;surf&amp;quot; the wind and bypass any physical challenge obstacle where the marshal rules it is reasonable to do so, i.e. jumping stones or a large crevasse but will not work on challenges that happen to by physical like puzzles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shun-&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Physical effect. Duration: 1 encounter&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3rd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Purity of Cleansing Water&#039;&#039;- this will dispel any non instant effect that the character is aware of. This will not work on things like Sleep, Petrify, Prison or Cocoon but will work on any other contain effect, metabolic effect that the character is in game aware of. This is self only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;#*Breathe Liquid&#039;&#039; - This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Refit -&#039;&#039; This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Erupt&#039;&#039;: This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;#*Elemental Shield -&#039;&#039; This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unfetter Pool*#&#039;&#039;: This spell removes the cap on Spell Pool and adds the &#039;critical&#039; tag to the attack for one use. This allows a Mage to dump his/her entire spool as one devastating burst. To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039; - This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Stoneskin&#039;&#039; - This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Gaseous Form&#039;&#039; - This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Push:&#039;&#039; This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Summon Weapon - This spell summons a +0 Magic (but must include an element as well so your call will be &amp;quot;# Magic [element]&amp;quot;). This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Faultline (I call upon the Earth to create a Faultline)&#039;&#039;: This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 physical attacks. Each attack is delivered individually with a call of “Natural Knockdown Massive” and must be the next two swings taken by the caster. These attacks can last unused for up to one Encounter or 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ancient Aspect (I call upon the Elements to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Heroism&#039;&#039; - This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Nova&#039;&#039; - Harnesses the true power of the elements to deliver a powerful blast at the caster&#039;s command. When used the caster declares &#039;Elemental 40 [Element] Burst&#039; dealing 40 points of damage to all within weapon range. Note: this specifically hits allies if they are close enough.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warlock Spells (Void) ==&lt;br /&gt;
The default incant for Warlock spells is: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to grantyou/create/nothing &amp;lt;effect&amp;gt;&amp;quot; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness-&#039;&#039;&#039;This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.  Duration: 1 encounter&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pin&lt;br /&gt;
Fumble&lt;br /&gt;
&lt;br /&gt;
Terror&lt;br /&gt;
&lt;br /&gt;
Blade&lt;br /&gt;
|&#039;&#039;&#039;Pin-&#039;&#039;&#039;This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so, at the end of the count they will suffer 4 points of Body damage. Duration: 1 encounter&lt;br /&gt;
&#039;&#039;&#039;Fumble-&#039;&#039;&#039; This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it. Duration: 10 seconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror-&#039;&#039;&#039; This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect. Duration: 10 seconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade#*-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. This is a Buff spell&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 60 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog-&#039;&#039;&#039; This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb-&#039;&#039;&#039; This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon. Duration: Until cured/end of the event&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Awaken&lt;br /&gt;
Shun&lt;br /&gt;
&lt;br /&gt;
Venom&lt;br /&gt;
|&#039;&#039;&#039;Awaken*#-&#039;&#039;&#039; This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&lt;br /&gt;
&#039;&#039;&#039;Shun-&#039;&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom-&#039;&#039;&#039; This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to Dead. This is a Metabolic effect.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Silence&lt;br /&gt;
Terror Mask&lt;br /&gt;
&lt;br /&gt;
Night&lt;br /&gt;
|&#039;&#039;&#039;Silence-&#039;&#039;&#039; This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is a Mental effect. Duration: 1 encounter&lt;br /&gt;
&#039;&#039;&#039;Terror Mask^-&#039;&#039;&#039; This spell allows the caster to protect themselves from attack by granting them three uses of &amp;quot;Magic Terror Aura&amp;quot;. This is a Buff spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night*-&#039;&#039;&#039; This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect. This is a Buff spell&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Charm&lt;br /&gt;
Fear&lt;br /&gt;
&lt;br /&gt;
Remove Curse&lt;br /&gt;
|&#039;&#039;&#039;Charm-&#039;&#039;&#039; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect. Duration: 1 encounter&lt;br /&gt;
&#039;&#039;&#039;Fear-&#039;&#039;&#039; This spell has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Curse*#-&#039;&#039;&#039; This spell removes all metabolic and mental effects from the recipient.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Circle&lt;br /&gt;
Summon Weapon&lt;br /&gt;
&lt;br /&gt;
Stun&lt;br /&gt;
&lt;br /&gt;
Watchful Eye&lt;br /&gt;
|&#039;&#039;&#039;Circle-&#039;&#039;&#039; This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel. Duration: 1 hour&lt;br /&gt;
&#039;&#039;&#039;Summon Weapon-&#039;&#039;&#039; This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends. Duration: 1 encounter &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun-&#039;&#039;&#039; This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watchful Eye-&#039;&#039;&#039; This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dispel&lt;br /&gt;
Devastate&lt;br /&gt;
&lt;br /&gt;
Command&lt;br /&gt;
&lt;br /&gt;
Mind Guard&lt;br /&gt;
|&#039;&#039;&#039;Dispel-&#039;&#039;&#039; This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This spell causes the target to take double damage from all attacks that have a numerical value in their call.  This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the Brook and River spells. Duration: 1 hour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command-&#039;&#039;&#039; This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. This is a mental effect. Duration: 10 minutes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Guard*#-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration the target is immune to Mental effects. Duration: 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Wail&lt;br /&gt;
Shadow Step&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Death Wail-&#039;&#039;&#039;&#039;&#039; This spell draws upon the terrors that lie within the hearts of all who live, manifesting in visions perceivable only by the recipient. The Spell is called as &amp;quot;all enemies in the sound of my voice magic Fear&amp;quot; and imparts a magical Fear effect to each affected creature.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shadow Step^-&#039;&#039;&#039;&#039;&#039; This spell draws upon the casters strong ties to shadows to transport themselves from one shadow to another. This effect may only target the caster and allows the caster to enter a shadow and emerge from another one within range. Upon successfully completing the incant while within a shadow the caster will place their hand or weapon on top of their head and may walk up to twenty steps to any other shadow and immediately re enter the game.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=1916</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=1916"/>
		<updated>2024-10-16T19:08:15Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* 3rd Level  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Paladins at their core are defenders of right.  These are the people driven or called to stand firm against the forces of evil. Right is a big topic and definitions vary, but commitment does not.   &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  Paladins are trained for combat and as such may wear up to heavy armor.  &lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction|&#039;&#039;&#039;Weapons&#039;&#039;&#039;]]:  Paladins are trained by default in long weapons, medium weapons, small shields, and medium shields.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Lay Hands:&#039;&#039;  Perhaps the most common signature of Paladins across the worlds, Lay Hands allows your Paladin to relieve suffering at a touch.  Lay Hands  immediately ends the duration of all negative effects on a friendly target, regardless source, vector, or any other consideration.  Lay Hands only affects willing targets, and requires that you actually touch your target with your hand (or a short weapon if your target is one of those people who hates being touched, like me.)  Lay Hands can be used twice per reset, and gains an additional use at level 10/20/30/40.  Lay Hands can always be used by any given Paladin on herself, given a hand to use for it and the free will to do so (enemy mind controllers cannot, for example, Command you to burn out all your Lay Hands on yourself unless you wanted to anyway.)  This is called as &amp;quot;Lay Hands Cleanse&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Conviction: &#039;&#039; This is a measure of how well and how consistently your Paladin adheres to her oath.  It costs no SP, and caps at Rank 10 (for now).  A Paladin’s base weapon Focus is equal to one-third of her Conviction Rank (rounded down).  Conviction also influences her base mana pool, in a somewhat less linear fashion.  Extra weapon Focus is available at 20sp each.  Extra mana is available at one SP each.&lt;br /&gt;
&lt;br /&gt;
Conviction typically accumulates at two points per event.    Further noteworthy acts can accumulate as many as four in one event, but the curve steepens for the third and fourth points and cannot be counted on.  Conviction Rank is equal to one-fifth of earned Conviction, rounded down.  (Conviction’s also trivially easy to lose. If it ever reaches zero, a Plot event ensues.)  For the benefit of people who prefer the visualization:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wikitable,style=&amp;quot; text-align: center; color: black;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Conviction Total&lt;br /&gt;
!Conviction Rank&lt;br /&gt;
!Base Main Hand Melee Damage&lt;br /&gt;
!Base Mana Pool&lt;br /&gt;
!Aura&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6-10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |15&lt;br /&gt;
|Hardening Aura (+10 Armor for all allies, one encounter per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |11-15&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |16-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|Aura of Courage (removes Fear effects, once per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |21-25&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |26-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|Fortitude (0self only, 1 module per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |31-35&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |36-40&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|Freedom Aura (ends duration of binding &amp;amp; mind-affecting on allies one encounter per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |41-45&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |46-50&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |35&lt;br /&gt;
|Adds a second use to every previous Aura and Fortitude&lt;br /&gt;
|}&lt;br /&gt;
For the rare-but-inevitable cases of Paladin characters starting above 1st level, they&#039;ll be afforded a measure of Conviction to start.  The specifics will vary on a number of factors but if you retire a high-level character and apply the build to a new Paladin, you shouldn&#039;t worry about starting with 10 mana and base weapon damage.  For the initial cases, new Paladins coming in as replacements for characters lost to reset, they&#039;ll start at 25 Conviction.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Oathsworn: &#039;&#039; This is both the source of and the counterweight to Conviction.  A Paladin has to have a Code.  There’s a good bit of latitude here for individual Paladin characters.  Some examples are provided below, but that list is not exhaustive.  Paladins occur in any culture that survives long enough to support them, and a Desert Elf Paladin warding off the winds and sands will have a different Code than a Paladin on the front lines of a war against evil.&amp;lt;blockquote&amp;gt;The details of Codes and their development are listed below.&amp;lt;/blockquote&amp;gt;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills]]:&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Martial&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus + 1&lt;br /&gt;
|None&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus +2 &lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Focus +2&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (17-24)&lt;br /&gt;
|16 Energy&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Parry|Parry]]&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Riposte|Riposte]]&lt;br /&gt;
|Parry&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Disarm|Disarm]] Strike&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blitz&lt;br /&gt;
|Disarm Strike&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Maim|Maim]] Strike&lt;br /&gt;
|Blitz&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Stun|Stun]] Strike&lt;br /&gt;
|Maim Strike&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;
|&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mana (1-20)&lt;br /&gt;
|None&lt;br /&gt;
|1/2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mana (21-40)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#1st Level|1st Level]] Paladin Spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|1 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#2nd Level|2nd Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|2 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#3rd Level|3rd Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|3 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#4th Level|4th Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|4 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#5th Level|5th Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|5 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 1]]&lt;br /&gt;
| None&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 2]]&lt;br /&gt;
|Healing Pool I&lt;br /&gt;
|5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Chain Spell|Chain Spell]] 1-2&lt;br /&gt;
| None&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Barrier&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Craft Holy Symbol&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|passive&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Strength of Conviction&lt;br /&gt;
|Conviction Rank 2&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Lending of Conviction&lt;br /&gt;
|Conviction Rank 3&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blinding Aura&lt;br /&gt;
|None&lt;br /&gt;
|8&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Auras ==&lt;br /&gt;
&#039;&#039;&#039;Hardening&#039;&#039;&#039;: Grant all allies +10 repairable/refitable armor for one encounter per reset. This armor stacks with all other forms of extra armor except the Shielding spell and goes over class maximum. &amp;quot;All allies Divine Shielding&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courage&#039;&#039;&#039;: This aura removes the fear effects from allies once per reset. &amp;quot;All allies Courage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortitude:&#039;&#039;&#039; This increases the base body for the Paladin by 30 for a module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of Freedom:&#039;&#039;&#039; This aura (ends duration of binding &amp;amp; mind-affecting effects on allies when called once per reset. &amp;quot;All allies Magic Freedom&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants.  Even if their spells do require incants, those and any Invoked spells are able to be done without the requirement of a &#039;free hand&#039;. Many are melee modifications and simply modify a weapon call.  Very few Paladin spells that are not a weapon call require incants (Cure spells mostly) and any spell that&#039;s Invoked and not a weapon swing is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).&lt;br /&gt;
&lt;br /&gt;
Spellcasting classes can learn spells in one of two ways:&lt;br /&gt;
&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event.  This doesn&#039;t cost skill points.&lt;br /&gt;
# Find someone who knows the spell and convince them to teach it to you.  This doesn&#039;t cost skill points, either.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Symbol key reminder: &lt;br /&gt;
&lt;br /&gt;
* spells are chainable *&lt;br /&gt;
* spells are potion-able #&lt;br /&gt;
* Spells are invoked on use, no incant ^&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;1st Level&amp;quot;&amp;gt;&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t: Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Stalwart&#039;&#039;: immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating.  This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.  Stalwart can also heal 5 body, in the rare cases where it&#039;s needed to do so, but it&#039;s almost always better to use Heal Pool for body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Shining Blade&#039;&#039;: swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;*#Cure Weakness:&#039;&#039; ends the duration of all Weakness effects currently active on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Weakness&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells.  Smite is not called; the damage is simply added to the weapon damage call.  Smite does not stack with Blitz.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Rest In Peace&#039;&#039;: immediately sets one willing target&#039;s [[Conditions and Cures|Condition]] to dead.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead.  Rest in Peace is weapon delivered as &amp;quot;Divine Rest in Peace&amp;quot;.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;2nd Level&amp;quot;&amp;gt;&#039;&#039;&#039;2nd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039;: prevents one attack from going to body, damage is applied normally to armor, instead. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bodyguard&#039;&#039;: diverts all effects (but not direct damage) from a friendly target in melee range to the Paladin casting this spell.  Once cast, this is no longer optional - whatever hits your ward hits you instead, not matter how much you would rather it didn’t.  Bodyguard continues transferring effects into bleed-out and like most effects, ceases when the death count begins.  Bodyguard is cast by weapon strike and called simply as &amp;quot;Bodyguard&amp;quot; - the weapon strike is required both to limit range and notify your protected that you&#039;re taking the damage and he/she is not.  Your ward should be careful to notify you when you&#039;re afflicted.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Resolve&#039;&#039;: adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Cure Disease:&#039;&#039; Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Disease&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;3rd Level&amp;quot;&amp;gt;&#039;&#039;&#039;3rd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;: this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot;.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Will:&#039;&#039; renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Immovable:&#039;&#039; an Immovable Paladin is immune to any effect other than his own free will that would cause him to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect Immoveable”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Block&#039;&#039;: Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;4th Level&amp;quot;&amp;gt;&#039;&#039;&#039;4th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;#*Cure Metabolic:&#039;&#039; Cure Metabolic immediately ends the duration of all unwanted Metabolic effects on the target. This can be weapon or packet delivered as &amp;quot;Divine Cure Metabolic&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Sacrifice&#039;&#039;: Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obvious visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines.  Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her.  Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note:  Plot will never reduce your Conviction for refusing to cast this spell.  It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence.  Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bane:&#039;&#039; adds +5 to  Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;5th Level&amp;quot;&amp;gt;&#039;&#039;&#039;5th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Miracle&amp;quot;&amp;gt;&amp;lt;i&amp;gt;^Miracle:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle can get, but it is otherwise deliberately left undefined.  The actual effect of any given Miracle is defined by a Marshal; you can narrow down what kind of good thing you&#039;d like but Miracle is an ask, not an order. Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable.  There is no mechanics-enforced prohibition against multiple castings of this spell.  Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Divine Shield&#039;&#039;:  Divine Shield stops any one weapon-delivered attack that uses a vector other than Physical or Divine.  It&#039;s effective at blocking spellstrikes, elemental strikes, arcane strikes, take your pick, but it does not block Massive (usually, Massive is almost always Physical) or a hypothetical Divine Slay Strike.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Life&#039;&#039;: [[Effects#Life|Life]] interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills|Skill]] Descriptions:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Focus + X&#039;&#039;:  This is directly added to a Paladin’s base weapon damage with any weapon in which the Paladin is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Barrier&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; This skill allows the character to funnel their magic into damage absorbing barrier on themselves. This grants the character 20 points of damage negation, which cannot be readjusted, does stack with other temporary armor buffs, but are the first points lost.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Craft Holy Symbol&#039;&#039;:  A very narrow crafting skill, this ingests 2 Uncommon Components (preferably Ore but any of herbal/residuum/ore will do in a pinch) and produces a small item that can be consumed to cast Life instantly.  For now, holy symbols work only for their creators; this may open a bit as time goes by and options are discovered.  Crafting a holy symbol takes fifteen minutes but requires no special tools or equipment.  Paladins with various craft powers can apply those to this process.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mana&#039;&#039;:  Mana is the fuel by which spells are generated.  Purchased mana stacks on top of mana earned by Conviction.  Spells cost an amount of mana equal to their level.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Paladin Spells&#039;&#039;:  These are the tools of a Paladin’s magical trade.  They are purchased once and usable with mana from that point forward.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Energy&#039;&#039;:  This is the fuel that powers a Paladin’s martial skills.   Paladins may purchase up to 24 Energy.  Unlike their Warrior cousins, this is their limit - Paladins count on their magic and Conviction in a way Warriors do not, and consequently do not drive or direct Energy as well as Warriors do.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Aura Blade&#039;&#039; &#039;&#039;&#039;-&#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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weapon Ward: &#039;&#039; [[Effects#Weapon Ward|Weapon Ward]] counters any effect that would render a Paladin’s weapon or shield useless, including Shatter, Disarm, and Destroy.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Parry&#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.   &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Riposte:&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Paladin’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm Strike: &#039;&#039; Disarm Strike is delivered via melee weapon and causes the [[Effects#Disarm|Disarm]] effect on a successful hit.  Disarm Strike, as an exception to the usual melee hit rules, does take effect on a successful strike directly to the target item. (&#039;&#039;I know, I know, I’m just worn out explaining this to literally everyone that purchases this skill and opening it up saves my aspirin budget.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Maim Strike:&#039;&#039;  Maim Strike inflicts the [[Effects#Maim Limb|Maim Limb]] effect on a successful melee hit.  Limbs can be specified, but if they are not, the choice of afflicted limb goes to the defender.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Slay Strike&#039;&#039;:  Slay Strike inflicts [[Effects#Slay|Slay]] on a successful melee hit.  This is identical in effect to other Slays, but bear in mind that Fighters aren&#039;t being judged for their body counts and Paladins are.  Slay Strike is here to remove unrepentant evil (however you define that); slobbering it all over everything like ketchup on fries has... consequences.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stun Strike&#039;&#039;:  Stun Strike inflicts the [[Effects#Stun|Stun]] effect on a successful melee hit&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Healing Pool&amp;quot;&amp;gt;&#039;&#039;Healing Pool 1 &amp;amp; 2&#039;&#039;&amp;lt;/span&amp;gt;  A Healing Pool is a small volume of raw mana a Paladin can use to seal up wounds.  Each level of Healing Pool awards 25 points of healing; this is packet- or weapon-delivered in increments of 5 as &amp;quot;Divine X healing&amp;quot;.  Paladins may heal themselves without an in-game incant or a free hand (which here means that Paladins can self-heal while Silenced, confined, or deprived of both arms), announced as &amp;quot;Divine Heal X&amp;quot;, also in increments of 5, up to 25 total healing per rank of spell pool. Each rank of spell pool also increases the cap of per use healing by 5, thus a Paladin with Spell Pool 2 a Paladin could heal for 10 points at a time.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Skills ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Strength of Conviction:&#039;&#039;  Through your ties to your belie3fs, you are able to shake off a a command that would force you to violate your tenants Verbal: &amp;quot;Divine Resist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lending of Conviction:&#039;&#039; This skills allows you to use your loyalty to your path and companions to help them shake off that which is influencing their mind. This is used as &#039;Divine Dispel Mental&#039; and works on any mental effect that isn&#039;t Nightmare or Horrify.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blinding Aura:&#039;&#039; This skill allows the Paladin and their companions to skirt by an encounter on a module bypassing it completely with the power of belief in [https://knowyourmeme.com/memes/you-cant-see-me John Cena.]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin Powers:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Desperate Rush&#039;&#039;:  This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset.  This can be learned multiple times, handy for slow learners and the defensively challenged.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Righteous Chorus&#039;&#039;:  Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet.  It can deliver Life, and if this is not also &#039;&#039;Desperate Rush&#039;&#039;ed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target.  Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five.  Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Divine Wrath&#039;&#039;: Divine Wrath is a path that not all Paladins follow, though those who often see themselves delivering their Conviction&#039;s message to the lawless in the wastelands of the un-righteous find it a handy tool for their kit. Divine Wrath allows for the Purchase of the Slay Strike skill for 7 SP which can then be fueled with 4 energy per use&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Only When Called:&#039;&#039;  This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied.  For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Codes:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Code is nothing more or less than a statement of what a given Paladin holds as &amp;quot;right&amp;quot;.   Codes in place are &#039;&#039;absolute&#039;&#039;.  There are no exceptions for expediency, or the greater good, or external pressure.  A Paladin does not waver from Right simply because Right isn&#039;t popular or profitable.  This is, both literally and symbolically, the core of their power.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That said, Right and Wrong can be very big concepts.  It&#039;s good for people to learn, to grow, and to allow wisdom to influence Right.  Rigid adherence to unchanging laws, even in the face of revelatory learning, is not a good in itself.  Too much of this can easily lead to real evil being perpetrated in the name of good.  To reflect that, new Paladins are only required to uphold one central Tenet - this is the base from which all other conclusions are drawn.  As they interact with the world and grow, they add more tenets to help them define Right from Wrong in a more specific sense.  A Paladin adds a new Tenet to her Code at every other Conviction Rank, to a minimum of four.&amp;lt;blockquote&amp;gt;Since that abstraction can be a little tough to wrangle, consider two Paladins that both start with &amp;quot;help the needy&amp;quot; as their initial Tenet.  One, after spending some time at soup kitchens and shelters, decides that it&#039;s also good to attack this problem at it source, and adds Tenets to lobby for change, to improve conditions, and to avoid the actions they believe to result in more needy people.  The other, having spent her nights fending off bandits and other predators, adds Tenets to prosecute victimizers so they can&#039;t inflict further harm on people that were already troubled - &amp;quot;zero tolerance for bullies&amp;quot;, maybe.  The goal is the same - alleviating need - but the approach is very different.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
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Similarly, things that seemed absolute at the outset of a Paladin&#039;s career may seem less so after some time in the worlds.  If your Paladin grew up in a human town constantly subjected to Elven Raiders, you might have started with &amp;quot;suffer not the Elf to live&amp;quot; as your core tenet.  Fast forward five years, when you&#039;ve actually met some Elves and realized that it&#039;s almost always wrong to generalize like this; you can (and should) expand your thinking.  Revising your Code is possible, even your core tenet if it&#039;s proven less than what you imagined, but it comes at a cost.  Beliefs become harder to release the longer they&#039;re held.  Changing your Code costs ten percent of your accumulated Conviction; this makes it cheap to do early and progressively more painful as your beliefs mature and solidify. &lt;br /&gt;
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	These are some examples from various places, intended here as fuel for thought. Again, this is not exhaustive and we’ll work with you on whatever weirdo corner case your Paladin might need.&lt;br /&gt;
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&#039;&#039;&#039;[[Priya]]’s Samurai&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This is the oath sworn by the few [[Deep Elf]] Paladins remaining in [[Anteris]] and sworn by all the ghosts back when they were alive.  &lt;br /&gt;
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* &#039;&#039;Not One More&#039;&#039;:  The safety of Deep Elves is the highest duty.  Everything else is secondary to this consideration.&lt;br /&gt;
* &#039;&#039;Blade of the Empress&#039;&#039;: The Empress’s word is law.  Her commands are carried out without hesitation and only so many questions as are required to understand her will.  &lt;br /&gt;
* &#039;&#039;No Fear&#039;&#039;: Samurai do what is right regardless of the opposition.  If a Lord of [[Acheron]] moves to harm a [[Deep Elf]], that Lord will be attacked with all that a Samurai can muster.  No elf is above failure.  No failure must ever come from cowardice.&lt;br /&gt;
* &#039;&#039;Bladesworn:&#039;&#039; Samurai fight in the open, honestly.  Samurai do not poison their enemies’ food or drink, do not strike from stealth, and do not strike from behind.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&amp;lt;blockquote&amp;gt;&#039;&#039;Contrition:&#039;&#039; Where the creed contradicts itself (slaying an enemy with a bow in order to save a Deep Elf’s life, or refusing an order from the Empress that will bring harm to a Deep Elf), a Samurai must act guided by his own conscience and then spend at least one hour in meditation repenting for his crime.  This meditation must occur as soon as feasible without incurring further breaches of the creed.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Knights of [[Summerfall]]&#039;&#039;&#039;&#039;&#039;: &#039;&#039; This was the Code sworn by [[human]] knights of [[Anteris]] before their near-extermination. &lt;br /&gt;
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	&#039;&#039;Protect the Innocen&#039;&#039;t: “Innocent” is always a complicated concept but protection is not:  A Knight must put herself between harm and people she regards as innocent.  (Many postwar Knights toss the word ‘human’ in there at the end of this but the original form of the creed swore Knights to protect any innocent person regardless of species.)&lt;br /&gt;
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* &#039;&#039;Help the Helpless:&#039;&#039; Knights assist the defenseless in any way that the defenseless need, to the limits of their own abilities.&lt;br /&gt;
* &#039;&#039;Eyes Wide Open&#039;&#039;: a Knight does not turn a blind eye to corruption, injustice, or cruelty…&lt;br /&gt;
* &#039;&#039;Above It&#039;&#039;: …nor she does accept these things in herself.  The ends do not justify the means.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;&#039;&#039;Balance the Scales&#039;&#039;:  Knights of Summerfall that break the Code are generally required to make amends in whatever way brings their conscience back into harmony with the Code.  Apologies, damages paid, services owed, debts taken on, there are many forms of this.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Whiteblades&#039;&#039;&#039;:  Typical of Codes sworn by [[Acheron]]’s [[Biomancers]].  Presented here as a less typical form of Paladin.&lt;br /&gt;
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* &#039;&#039;Hold the Line&#039;&#039;… : No evil steps foot into [[Home]].&lt;br /&gt;
* &#039;&#039;Against the Night…&#039;&#039; : Suffer not the minions of Death.  (This is currently in some flux, with the recent overtures from [[Zilicus]] and some odd corner-cases introduced by interaction with the Prime.  Until a decision is made, act as your conscience guides you.)&lt;br /&gt;
* &#039;&#039;No Matter the Cost…&#039;&#039; : Once a stand is taken, it is carried out to the end. (‘stand’ is interpreted broadly.  By intent, a Whiteblade defends any position he stakes out, whether it&#039;s on a battlefield or a court martial.  “To the end” is deliberate to disambiguate from ‘to the death’ - [[Biomancers|Biomancer]] Command frequently plays all kinds of funny games with feints and diversions.  Paladins may be expected to break ranks and flee and that’s okay, as long as ‘break ranks and flee’ was the plan going in or an acceptable branch of the decision tree.)&lt;br /&gt;
* &#039;&#039;Even to Thyself.&#039;&#039;:   Do not become the monster you fight.  (Back Home, Whiteblades are scheduled time with therapists trained in seeing the warning signs of a Paladin in psychological danger of giving in to the darkness.  Usually monthly, sometimes weekly in periods of abnormally high stress.)  &lt;br /&gt;
* &#039;&#039;Amends:&#039;&#039;&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;Whiteblades rarely find themselves in contradictory situations.  The Code is clear and their environment has clearly drawn lines.  Consequently, lapses are immediately regarded as failures in character and referred for psychological evaluation.  This is not as much fun as it seems.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=BGA&amp;diff=1913</id>
		<title>BGA</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=BGA&amp;diff=1913"/>
		<updated>2024-10-11T14:53:17Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Cooperating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Between Game Actions are things your character does when there&#039;s not an event happening.  Commonly, these are things that are either undesirable or impractical to do in the middle of a game - traveling moderate distances, holing up in a museum to learn something, visiting with a busy NPC that can&#039;t make time during games, and so on.  BGA&#039;s are great for laying foundations for things to do at events.  They&#039;re not mandatory (I have a twitch about games that require attention all day, every day) and you can survive just fine without ever opening the form.  They&#039;re available if you&#039;d like some more depth, or to get some things done that aren&#039;t time-critical but are still interesting.  Here&#039;s the brief description from the form (https://www.thefallenempires.net/between-game-actions)&lt;br /&gt;
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== The Rules ==&lt;br /&gt;
Each month a character can take up to 4 actions between games (representing the roughly 4 weeks between games), this limitation is placed 1) to represent the free time each character may have during the month, and 2) it is a constraint on the plot team for the time taken to process the additional work and get the results put out on a whole. The following are the types of actions that can be taken and the requirements.&lt;br /&gt;
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* &#039;&#039;&#039;Research&#039;&#039;&#039;- This action allows a character to hit the books and look for more in depth answers. When taking this action to research a topic you must submit a question, along with up to 2 Knowledge Areas you are using to find an answer; additionally noting where you are doing the research may affect outcomes. Characters with the Researcher Power can submit 2 research questions to be asked for each action, these do not have to be on the same topic. This can also be used for the action of Recipe research by noting which Recipe submission you are working on.&lt;br /&gt;
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* &#039;&#039;&#039;Training&#039;&#039;&#039;- Characters can spend their downtime learning skills that require an instructor from a prearranged teacher. Keep in mind that non-Advanced class skills require no teacher.&lt;br /&gt;
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* &#039;&#039;&#039;Contact&#039;&#039;&#039;- Traveling to a known location to make contact with a character&#039;s Attunement or NPC, this takes into account for travel time as well as standard tasks a character would perform while reporting to a base for their group or having an extended conversation with the NPC. This also will give the player access to potential plot info as it pertains to the organization.&lt;br /&gt;
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* &#039;&#039;&#039;Duty&#039;&#039;&#039;- If your character has a set role in the game, be it a noble title that requires your efforts and attention, holding a guild position or other important role in game, it takes time from your life to do so. This action represents your service and grants benefits to the position you serve.&lt;br /&gt;
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* &#039;&#039;&#039;Legwork&#039;&#039;&#039;-- This action is for short travel to a specific location, that you have the means to travel to, for the purpose of info collection on said location or to meet with an NPC for the same reason. This action requires the following to be submitted (single sentence responses),&lt;br /&gt;
** Location and how you are getting there,&lt;br /&gt;
** What you are looking for or what the goal of going there is,&lt;br /&gt;
** Specific location or NPC name if you know it that you are trying to meet or learn about.&lt;br /&gt;
&lt;br /&gt;
== Some Extra Guidelines ==&lt;br /&gt;
Training, Duty and Contact are pretty self-explanatory and rarely need elaboration.  Contact can get a little dicey if you&#039;re visiting someone in a hostile environment or very far away or reclusive - you&#039;ll have to explain how you&#039;re getting an appointment and keeping it - but it&#039;s interactive in a way Research and Legwork are not.&lt;br /&gt;
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=== Research ===&lt;br /&gt;
Research actions are done with the intent to learn &#039;&#039;something&#039;&#039;.  What that thing is can vary a lot from case to case.  This can get tricky and gets harder to manage as it gets more abstract.  Consider this:&lt;br /&gt;
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You overheard someone talking about some mineral that makes food taste better.  That&#039;s what you know and where you&#039;re starting.  You need more of this, and in order to get more you have know what it is, where it comes from, how to extract it, maybe how to refine it if the raw form isn&#039;t good.  It&#039;s a perfectly reasonable Research option.  The actual request when we get it can take a lot of forms and this is where confusion sets in.  It&#039;s very hard to respond to something like this:&lt;br /&gt;
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* &#039;&#039;Research - &amp;quot;Researching food minerals&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Because we don&#039;t know who you&#039;re asking, or what you&#039;re asking, and very likely we don&#039;t know what the actual end goal is.  You&#039;ll get something, probably something very broad and not very useful for your project, because it&#039;s all we can provide under those circumstances.  This is better:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Research:&#039;&#039;  &amp;quot;&#039;&#039;Researching edible minerals at the Dwarven Institute of Dirt Stuff Or Whatever, looking for the one people were talking about putting on fries.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now we know what you&#039;re looking for and we know what the Institute knows about your question.  That&#039;s a much easier, more informative response to write.  The dwarves probably already have that answer but if they don&#039;t, they know who does and they can easily point you in the right direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As questions get broader, answers get less useful.  They have to.  If you&#039;re asking about Sea Elves via &amp;quot;researching Sea Elves&amp;quot;, the only commonalities we can provide are things like &amp;quot;blue, pointed ears, live in saltwater&amp;quot; and you probably already knew that.  If you&#039;re looking for their history, or culture, or tech, those are cleaner questions, and if you&#039;re looking for the history of a specific enclave of Sea Elves, you can get a lot better information.  What you&#039;re looking for is important.  So is why you&#039;re looking for that thing.  You can accumulate facts without a reason, but in the more common case that you&#039;re researching to a purpose, it helps us help you if that purpose is outlined. &lt;br /&gt;
&lt;br /&gt;
=== Legwork ===&lt;br /&gt;
Legwork shares a lot of issues with Research.  Legwork is going to &#039;&#039;do&#039;&#039; something, rather than &#039;&#039;learn&#039;&#039; something, and it&#039;s easier to compute the results of an action than it is to divine the purpose behind a question.  It&#039;s still easier for us to match up your actions with your intent if we know what that intent it.  If you file &amp;quot;Legwork - snooping around Watch HQ&amp;quot;, we can tell you who comes and goes publicly, maybe who works the front desk, maybe or maybe not anything you cared to know.   &amp;quot;&#039;&#039;Legwork - sniffing out corrupt cops&#039;&#039;&amp;quot; is better, &amp;quot;&#039;&#039;Legwork - tailing Watchman Dane to see if he&#039;s doing something shady on the side&#039;&#039;&amp;quot; is great.  Intelligence actions are frequently opposed by counterintelligence measures, and that alone makes Legwork harder than Research.  Some shops have world-class counterintelligence shops and it is very, very hard to dig out anything they don&#039;t want you to know.  Some aren&#039;t fantastic at counterintel but known to be very harsh on spies when they do catch them.  Sometimes it&#039;s worth a Research action to study the feasibility of a Legwork action - &amp;quot;Research - checking with local snitches to see how past intelligence incursions against Trust-A-Bro Moving have gone&amp;quot; can get you a better starting point or maybe convince you that that isn&#039;t a great idea after all.&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Plot won&#039;t kill your character via BGA (&#039;&#039;we might make exceptions for things like &amp;quot;Legwork - yelling YOLO and jumping into an active volcano&amp;quot; but I&#039;ve been told even then we should set up the encounter and kill your character at an event&#039;&#039;).  That&#039;s not to say that your BGA&#039;s are free of consequences.  You can be detected, subjected to someone else&#039;s investigation, or cornered and frozen until an event happens, or receive any number of other unpleasant consequences.  Some legwork actions can be insanely dangerous and this is worth considering before sending them.  BGA&#039;s like &amp;quot;breaking into Watch HQ&amp;quot; are very likely to get &amp;quot;see us at the start of next event&amp;quot;, at which point you&#039;re probably going to be detained and interrogated (unless you&#039;re a better infiltrator than most).  &lt;br /&gt;
&lt;br /&gt;
=== Cooperating ===&lt;br /&gt;
We love teamwork and we&#039;re happy to have people coordinate on tasks.  That said, we have to have it from all the involved participants.  If we get &amp;quot;Legwork - taking butcher shop leftovers to the graveyard with Larry, Curly, and Moe&amp;quot;, that&#039;s great but we have to see BGA&#039;s from Larry, Curly, and Moe that corroborate that.  That&#039;s not us being pedantic, although I know it feels that way if you&#039;re leading a team and dragging your teammates out for some late night worm feeding.  It&#039;s the only stopgap we have against you filing &amp;quot;Legwork - taking Larry, Curly, and Moe to break into the Tower of Eternal Darkness&amp;quot; without telling them you&#039;re doing that.  They&#039;ll all be upset when lay-on happens and the three of them are alone against a necromancer&#039;s stronghold and probably about to die.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=BGA&amp;diff=1912</id>
		<title>BGA</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=BGA&amp;diff=1912"/>
		<updated>2024-10-10T19:43:08Z</updated>

		<summary type="html">&lt;p&gt;Royal: Created page with &amp;quot;Between Game Actions are things your character does when there&amp;#039;s not an event happening.  Commonly, these are things that are either undesirable or impractical to do in the middle of a game - traveling moderate distances, holing up in a museum to learn something, visiting with a busy NPC that can&amp;#039;t make time during games, and so on.  BGA&amp;#039;s are great for laying foundations for things to do at events.  They&amp;#039;re not mandatory (I have a twitch about games that require attenti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Between Game Actions are things your character does when there&#039;s not an event happening.  Commonly, these are things that are either undesirable or impractical to do in the middle of a game - traveling moderate distances, holing up in a museum to learn something, visiting with a busy NPC that can&#039;t make time during games, and so on.  BGA&#039;s are great for laying foundations for things to do at events.  They&#039;re not mandatory (I have a twitch about games that require attention all day, every day) and you can survive just fine without ever opening the form.  They&#039;re available if you&#039;d like some more depth, or to get some things done that aren&#039;t time-critical but are still interesting.  Here&#039;s the brief description from the form (https://www.thefallenempires.net/between-game-actions)&lt;br /&gt;
&lt;br /&gt;
== The Rules ==&lt;br /&gt;
Each month a character can take up to 4 actions between games (representing the roughly 4 weeks between games), this limitation is placed 1) to represent the free time each character may have during the month, and 2) it is a constraint on the plot team for the time taken to process the additional work and get the results put out on a whole. The following are the types of actions that can be taken and the requirements.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Research&#039;&#039;&#039;- This action allows a character to hit the books and look for more in depth answers. When taking this action to research a topic you must submit a question, along with up to 2 Knowledge Areas you are using to find an answer; additionally noting where you are doing the research may affect outcomes. Characters with the Researcher Power can submit 2 research questions to be asked for each action, these do not have to be on the same topic. This can also be used for the action of Recipe research by noting which Recipe submission you are working on.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Training&#039;&#039;&#039;- Characters can spend their downtime learning skills that require an instructor from a prearranged teacher. Keep in mind that non-Advanced class skills require no teacher.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Contact&#039;&#039;&#039;- Traveling to a known location to make contact with a character&#039;s Attunement or NPC, this takes into account for travel time as well as standard tasks a character would perform while reporting to a base for their group or having an extended conversation with the NPC. This also will give the player access to potential plot info as it pertains to the organization.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Duty&#039;&#039;&#039;- If your character has a set role in the game, be it a noble title that requires your efforts and attention, holding a guild position or other important role in game, it takes time from your life to do so. This action represents your service and grants benefits to the position you serve.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Legwork&#039;&#039;&#039;-- This action is for short travel to a specific location, that you have the means to travel to, for the purpose of info collection on said location or to meet with an NPC for the same reason. This action requires the following to be submitted (single sentence responses),&lt;br /&gt;
** Location and how you are getting there,&lt;br /&gt;
** What you are looking for or what the goal of going there is,&lt;br /&gt;
** Specific location or NPC name if you know it that you are trying to meet or learn about.&lt;br /&gt;
&lt;br /&gt;
== Some Extra Guidelines ==&lt;br /&gt;
Training, Duty and Contact are pretty self-explanatory and rarely need elaboration.  Contact can get a little dicey if you&#039;re visiting someone in a hostile environment or very far away or reclusive - you&#039;ll have to explain how you&#039;re getting an appointment and keeping it - but it&#039;s interactive in a way Research and Legwork are not.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
Research actions are done with the intent to learn &#039;&#039;something&#039;&#039;.  What that thing is can vary a lot from case to case.  This can get tricky and gets harder to manage as it gets more abstract.  Consider this:&lt;br /&gt;
&lt;br /&gt;
You overheard someone talking about some mineral that makes food taste better.  That&#039;s what you know and where you&#039;re starting.  You need more of this, and in order to get more you have know what it is, where it comes from, how to extract it, maybe how to refine it if the raw form isn&#039;t good.  It&#039;s a perfectly reasonable Research option.  The actual request when we get it can take a lot of forms and this is where confusion sets in.  It&#039;s very hard to respond to something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Research - &amp;quot;Researching food minerals&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Because we don&#039;t know who you&#039;re asking, or what you&#039;re asking, and very likely we don&#039;t know what the actual end goal is.  You&#039;ll get something, probably something very broad and not very useful for your project, because it&#039;s all we can provide under those circumstances.  This is better:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Research:&#039;&#039;  &amp;quot;&#039;&#039;Researching edible minerals at the Dwarven Institute of Dirt Stuff Or Whatever, looking for the one people were talking about putting on fries.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now we know what you&#039;re looking for and we know what the Institute knows about your question.  That&#039;s a much easier, more informative response to write.  The dwarves probably already have that answer but if they don&#039;t, they know who does and they can easily point you in the right direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As questions get broader, answers get less useful.  They have to.  If you&#039;re asking about Sea Elves via &amp;quot;researching Sea Elves&amp;quot;, the only commonalities we can provide are things like &amp;quot;blue, pointed ears, live in saltwater&amp;quot; and you probably already knew that.  If you&#039;re looking for their history, or culture, or tech, those are cleaner questions, and if you&#039;re looking for the history of a specific enclave of Sea Elves, you can get a lot better information.  What you&#039;re looking for is important.  So is why you&#039;re looking for that thing.  You can accumulate facts without a reason, but in the more common case that you&#039;re researching to a purpose, it helps us help you if that purpose is outlined. &lt;br /&gt;
&lt;br /&gt;
=== Legwork ===&lt;br /&gt;
Legwork shares a lot of issues with Research.  Legwork is going to &#039;&#039;do&#039;&#039; something, rather than &#039;&#039;learn&#039;&#039; something, and it&#039;s easier to compute the results of an action than it is to divine the purpose behind a question.  It&#039;s still easier for us to match up your actions with your intent if we know what that intent it.  If you file &amp;quot;Legwork - snooping around Watch HQ&amp;quot;, we can tell you who comes and goes publicly, maybe who works the front desk, maybe or maybe not anything you cared to know.   &amp;quot;&#039;&#039;Legwork - sniffing out corrupt cops&#039;&#039;&amp;quot; is better, &amp;quot;&#039;&#039;Legwork - tailing Watchman Dane to see if he&#039;s doing something shady on the side&#039;&#039;&amp;quot; is great.  Intelligence actions are frequently opposed by counterintelligence measures, and that alone makes Legwork harder than Research.  Some shops have world-class counterintelligence shops and it is very, very hard to dig out anything they don&#039;t want you to know.  Some aren&#039;t fantastic at counterintel but known to be very harsh on spies when they do catch them.  Sometimes it&#039;s worth a Research action to study the feasibility of a Legwork action - &amp;quot;Research - checking with local snitches to see how past intelligence incursions against Trust-A-Bro Moving have gone&amp;quot; can get you a better starting point or maybe convince you that that isn&#039;t a great idea after all.&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Plot won&#039;t kill your character via BGA (&#039;&#039;we might make exceptions for things like &amp;quot;Legwork - yelling YOLO and jumping into an active volcano&amp;quot; but I&#039;ve been told even then we should set up the encounter and kill your character at an event&#039;&#039;).  That&#039;s not to say that your BGA&#039;s are free of consequences.  You can be detected, subjected to someone else&#039;s investigation, or cornered and frozen until an event happens, or receive any number of other unpleasant consequences.  Some legwork actions can be insanely dangerous and this is worth considering before sending them.  BGA&#039;s like &amp;quot;breaking into Watch HQ&amp;quot; are very likely to get &amp;quot;see us at the start of next event&amp;quot;, at which point you&#039;re probably going to be detained and interrogated (unless you&#039;re a better infiltrator than most).  &lt;br /&gt;
&lt;br /&gt;
=== Cooperating ===&lt;br /&gt;
We love teamwork and we&#039;re happy to have people coordinate on tasks.  That said, we have to have it from all the involved participants.  If we get &amp;quot;Legwork - taking butcher shop leftovers to the graveyard with Larry, Curly, and Moe&amp;quot;, that&#039;s great but we have to see BGA&#039;s from Larry, Curly, and Moe that corroborate that.  That&#039;s not us being pedantic, although I know it feels that way if you&#039;re leading a team and dragging your teammates out for some late night worm feeding.  It&#039;s the only stopgap we have against you filing &amp;quot;Legwork - taking Larry, Curly, and Moe to break into the Tower of Eternal Darkness&amp;quot; without telling them you&#039;re doing that.  They&#039;ll all be upset when lay-on happens and the three of them area alone against a necromancer&#039;s stronghold and probably about to die.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Basics&amp;diff=1911</id>
		<title>Basics</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Basics&amp;diff=1911"/>
		<updated>2024-10-10T18:31:53Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Getting Started]]&lt;br /&gt;
&lt;br /&gt;
[[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[BGA|Between Game Actions (BGAs)]]&lt;br /&gt;
&lt;br /&gt;
[[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
[[Cognitive Load]]&lt;br /&gt;
&lt;br /&gt;
[[Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Conditions and Cures]]&lt;br /&gt;
&lt;br /&gt;
[[Conventions]]&lt;br /&gt;
&lt;br /&gt;
[[Effects]]&lt;br /&gt;
&lt;br /&gt;
[[Harvesting]]&lt;br /&gt;
&lt;br /&gt;
[[Novices]]&lt;br /&gt;
&lt;br /&gt;
[[Production]]&lt;br /&gt;
&lt;br /&gt;
[[Progression]]&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;br /&gt;
&lt;br /&gt;
[[Weapon Construction]]&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Research&amp;diff=1910</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Research&amp;diff=1910"/>
		<updated>2024-10-09T19:15:53Z</updated>

		<summary type="html">&lt;p&gt;Royal: Created page with &amp;quot;== The Basics == Sooner or later, your character will be faced with a question that doesn&amp;#039;t have a readily available answer.  It&amp;#039;s inevitable.  It&amp;#039;s also common.  Lots of people have made serious studies in lots of fields, though, so sometimes you can dig through their work and derive some answers for yourself.  Scholars and other academic types aren&amp;#039;t perfect, and there are always some maddening gaps in what they record, but with some practice and a good starting point,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Basics ==&lt;br /&gt;
Sooner or later, your character will be faced with a question that doesn&#039;t have a readily available answer.  It&#039;s inevitable.  It&#039;s also common.  Lots of people have made serious studies in lots of fields, though, so sometimes you can dig through their work and derive some answers for yourself.  Scholars and other academic types aren&#039;t perfect, and there are always some maddening gaps in what they record, but with some practice and a good starting point, it&#039;s likely that you can at least push forward on an answer even if you can&#039;t derive the entirety of it.  It&#039;s also likely that the answer leads to more questions, which lead to more answers, which lead to more questions and so on; science at its core depends on this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anyone can do basic research.  It&#039;s just a matter of looking into a question, as basically as asking around or as specifically as grilling one curator at one museum that specializes in ancient dwarven beard painting.  It doesn&#039;t take any specialized skills to ask someone for an answer.  It&#039;s axiomatic in research that the better your question, the better the answer can be, so it&#039;s helpful to be at least conversant with the material but it&#039;s not mandatory.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More advanced or specialized research can require more specific skills.  If you&#039;re researching formulae or schematics, you&#039;ll have to have the relevant skills, and may also need materials with which to experiment and lab space in which to use them.  The rules for researching existing recipes are outlined [[Production|here]].  Developing all-new recipes is a difficult, demanding task and the specifics will vary depending on the end result.&lt;br /&gt;
&lt;br /&gt;
== How To Get Started On Lore Research ==&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
There&#039;s a BGA category for Research.  Drop your question in there, along with where you&#039;re starting your research.  You&#039;ll get one of three types of response:&lt;br /&gt;
&lt;br /&gt;
* An answer to your question.  Maybe not a complete, comprehensive, useful answer to your question, but an answer.&lt;br /&gt;
* An apology that we don&#039;t have that information along with a referral to someone who might.&lt;br /&gt;
* An assertion that this is outside the realm of viability for research (you can check every library in every world and not one of them will know why your wife insists on putting pickles - &#039;&#039;pickles&#039;&#039; - on her burgers).&lt;br /&gt;
&lt;br /&gt;
A referral can lead to another referral, and for really obscure or deliberately concealed information this can be maddening.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s easier to find more specific answers for more specific questions.  Consider the scope of your research and if it&#039;s very broad, consider narrowing it.  &amp;quot;I&#039;m researching sea elves&amp;quot; is troublesome because we don&#039;t know what you&#039;re actually looking for, and you&#039;ll be unhappy to get &amp;quot;They&#039;re blue and live underwater&amp;quot; back as an answer despite it being the only commonality across all the permutations of sea elves that could be in focus here.    &amp;quot;I want to know everything about $subject&amp;quot; is almost inevitably doomed out of the gate.  Almost no one knows everything about anything.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your starting point matters because it decides the chain of events if the answer isn&#039;t readily available.  Without it, we can&#039;t distinguish between library research, lab research-by-experimentation, or hanging out at a busy intersection with a sign that reads &amp;quot;WILL WORK FOR INFO ABOUT MUSHROOM ANTITOXINS&amp;quot;.   Easy questions are easily answered; for more complicated questions, the journey can be as valuable as the destination.  It may suggest some side quests along the way, or introduce people you might not otherwise have ever encountered.  If you don&#039;t have a fantastic starting point, any of the Nexus libraries can get you on your way; if the building you&#039;re in doesn&#039;t have your answer, the staff can refer to you a different building with better chances of having what you&#039;re looking for.  If it&#039;s a question that&#039;s never been asked before, you might be able to synthesize an answer from disparate data points and the more data points you have the more likely you are to develop your own correct answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, there are some things that just aren&#039;t vulnerable to research.  No one outside of the Grandmaster Mistweavers knows where Mistweaver orders originate, for example.  It&#039;s not written down, it never has been, and the small handful of people with firsthand knowledge won&#039;t talk about it.  One person in the worlds knows how to create a Hive Knight and she can&#039;t read or write.  It&#039;s difficult to conceal something so completely that even rumors don&#039;t crop up, but whether by design or obscurity there are questions to which no one&#039;s bothered to publish answers.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Main_Page&amp;diff=1909</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Main_Page&amp;diff=1909"/>
		<updated>2024-10-09T17:28:18Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Useful Links: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
== Important Notice: ==&lt;br /&gt;
At present, this is a workspace, not a rules system.  Nothing here is solid, not yet.  It&#039;s the collective space we&#039;re using to centralize ideas for each other.  If you see something you utterly despise, please don&#039;t panic.  Or at least, don&#039;t panic yet.  There&#039;s a lot here and we&#039;re getting through it as fast as we can without sacrificing quality.        &lt;br /&gt;
&lt;br /&gt;
Pre-RFC FAQ is available [[FAQ|here.]]        &lt;br /&gt;
&lt;br /&gt;
== Some Opening Thoughts ==&lt;br /&gt;
This is the start point for Rules.  Everything you need to know to play your character should be here eventually.    &lt;br /&gt;
&lt;br /&gt;
It&#039;s a lot.  We&#039;re aware.  As time goes by, it&#039;ll probably get more added and then it&#039;ll be even more of a lot.  We&#039;ve taken specific pains to see that you don&#039;t have to know all of this to play the game successfully and have fun doing it.  The basic principle we&#039;ve been using to minimize what any one person has to know is [[Cognitive Load]].  If we&#039;ve done this right, you should never be required to know anything other than the things on the [[Classes]] page that apply to your character and things on the [[Effects]] page that apply to all characters.  You may elect to go into [[Species]], or Everyman [[Skills]], or [[Production]] skills, and then you&#039;d need to know the bits of those things that apply to your character too, but that should never be mandatory.  It&#039;s not perfect yet.  It may never be.  What&#039;s important is that you don&#039;t feel overwhelmed at the raw volume of information available.  Classes, for the most part, pretty well describe what they do in general terms, so you can go through the ones that appeal and make some decisions.        &lt;br /&gt;
&lt;br /&gt;
There&#039;s one overarching principle, a sort of metarule under which all other rules operate.     &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;Don&#039;t be a jerk.&#039;&#039;&#039;&#039;&#039;  ==&lt;br /&gt;
When we say that, what we mean is &#039;&#039;don&#039;t use the rules here to make the game not fun for other people&#039;&#039;.  All of Staff has struggled with rules systems that intend to eradicate undesired behavior.  Not one of those has even gotten close.  One of them trained some of the worst rules technicians in the country.  You can&#039;t legislate sportsmanship, although it&#039;s been attempted.  The kind of behavior you target with those rules always has a way out from under and I&#039;m not guessing.     You also (by self-obvious definition) can&#039;t prevent cheating by adding rules.  There&#039;s a lot of room for honest misinterpretation and there&#039;s nothing wrong with that.  There&#039;s a lot more room to push rules in ways we never saw coming and that&#039;s okay too, until it starts stepping on someone else&#039;s game.          &lt;br /&gt;
&lt;br /&gt;
This applies &#039;&#039;everywhere&#039;&#039;.  Players usually take the brunt of this, but Plot is just as capable of jerk behavior as anyone else.  It&#039;s worse when Plot does it, because the impact tends to be a lot more broad, and because Plot is tasked with playing antagonists and making things tough on characters.  There&#039;s still a line between &amp;quot;challenging encounters&amp;quot; and &amp;quot;punitive measures&amp;quot; and if Plot steps across it, we&#039;re just encouraging it by example.  Tensions run high in combat and everyone eventually gets carried away, Plot included.  It&#039;s frustrating to see people struggle with something that&#039;s intuitively easy for you.  It&#039;s frustrating to have your planned epic battle get kneecapped by Batman carrying a weapon you forgot existed.  If Plot&#039;s running painfully difficult meat-grinder modules, that&#039;s part of the job.  If you feel like Plot is being a jerk and ruining your game, please let Staff know.  If you&#039;re not comfortable, for whatever reason, telling me my monster was stupid and no fun to fight, you can and should escalate it through the Player Reps.  There are a few that are overcome with joy at any opportunity to remind me I&#039;m not as good as I think I am.          &lt;br /&gt;
&lt;br /&gt;
Most of us that are prone to this are very keenly aware of when it&#039;s happening.  It&#039;s a design goal, frequently as an escalation response.         &lt;br /&gt;
&lt;br /&gt;
Please don&#039;t.         &lt;br /&gt;
&lt;br /&gt;
== Useful Links: ==&lt;br /&gt;
[[Introduction]]  &lt;br /&gt;
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[[Attunements]]&lt;br /&gt;
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[[Backgrounds]]&lt;br /&gt;
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[[Effects]]&lt;br /&gt;
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[[Powers]]&lt;br /&gt;
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[[Professions]]&lt;br /&gt;
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[[Progression]]&lt;br /&gt;
&lt;br /&gt;
[[Research]]&lt;br /&gt;
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[[Species]]&lt;br /&gt;
&lt;br /&gt;
[[Skills]]&lt;br /&gt;
&lt;br /&gt;
[[Spells]]&lt;br /&gt;
&lt;br /&gt;
[[Previous Order Abilities|Previous Attunement Powers]]&lt;br /&gt;
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[[Weapon Construction]]&lt;br /&gt;
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[https://www.thefallenempires.net/contact Contact Us Page]&lt;br /&gt;
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		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=1871</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=1871"/>
		<updated>2024-09-27T18:51:07Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
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= Warlock =&lt;br /&gt;
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=== &#039;&#039;&#039;(Editor&#039;s Note: Warlock is in its infancy. What follows are placeholder values for skills and costs. This is posted as a place for Rules to iron out the details and turn a concept into a functioning character class. We are well aware of the issues presented by and facing the class and it may turn out to be unworkable for any number of reasons. Until this notice is taken down, please consider the state of the class before lighting fuses.)&#039;&#039;&#039;[edit | edit source] ===&lt;br /&gt;
Warlocks are the small fraction of those individuals who for a number of reasons Howled into the void in a time of need. These are the &amp;quot;fortunate&amp;quot; souls who received a response. Warlocks function as casters focusing predominantly on de-buffing and generally make life difficult for their foes.&lt;br /&gt;
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&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Warlocks are casters but are limited and as such have additional training in armor and can wear up to Medium armor.&lt;br /&gt;
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&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Warlocks are proficient with Short, Medium, and Long Weapons.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Spell Pool:&#039;&#039;&#039;  Warlocks can call forth the direct ire of their masters through force of will and use it to attack their foes.  Doing this is faster and less stressful than formal spellcasting.  One point of spell pool generates 1 point of damage to a limit of 10 points at a time at Spell Pool I.  This is cast as &amp;quot;Magic X &amp;lt;damage type&amp;gt;&amp;quot; and packet delivered.  Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 3 you may use 20 points of pool at a time.  Spell Pool must be delivered in increments of 5.  Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level Mage effect Evocation.  Warlocks flavor for their spell pool is Void.&lt;br /&gt;
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&#039;&#039;&#039;Other worldly Knowledge:&#039;&#039;&#039; Warlocks tie to their power from other and older sources they enjoy a discount to KA skills (reflected in their class chart). Warlocks will always count as having an instructor for Rare Knowledge areas with plot approval.&lt;br /&gt;
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&#039;&#039;&#039;Other Worldly Pact:&#039;&#039;&#039; As a step to unlocking their power, warlocks make a pact with the beyond to tap into the other worldly power and master the forces of the shadows. Once a player has chosen their pact it is their path for life. In addition to the below the character receives focused training in a Rare Knowledge Area. &lt;br /&gt;
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&#039;&#039;&#039;“Ban”:&#039;&#039;&#039; these are conditions of their pact and as such MUST be adhered to, several are clean cut game mechanics others are slightly vaguer RP directives. In either case if these are violated one of two things will happen if it is a status i.e. unarmed/armored then you will lose all Warlock skills and abilities tied to your pact until the condition is corrected, if it is a prohibited act that is committed then the same penalty applies until the Warlock has meditated to atone and reestablish their connection to their source. The OOG mechanic for meditation is they must reset. &lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Gur’adon&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Warfare&lt;br /&gt;
** Increases Base weapon damage by 1 when wielding a single 1 handed weapon&lt;br /&gt;
** Ban: Must never be unarmed, will always have a their weapon either on them or in their immediate proximity (6 feet max). Also will never kill a sentient opponent who was beneath/greatly weaker than themselves as there is no honor in it, It would be better to allow them to continue to improve until they do pose a challenge and then defeat them.  &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Rastronor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Planes&lt;br /&gt;
** Reduces the Mana cost of a few of their spells (Terror, Terror Mask, Death Wail), by 1 Mana.&lt;br /&gt;
** Ban: May not generate &#039;&#039;Light&#039;&#039; effects and abhors direct or bright light in any form, will always stand/walk in shadows/shade if available if not will be angry the entire time.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Brellmalan&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Magic&lt;br /&gt;
** They gain an additional 20 Pool each reset.&lt;br /&gt;
** Ban: May never be unarmored, if caused to be unarmored by an opponent will immediately take any action necessary to become armored again unless doing so would cause their death. Many devotees of Brellmalan will carry back up armor just for this eventuality. Additionally May never personally take a foe as a prisoner nor allow a defeated foe to live.  &lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Vrolgor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Astronomy&lt;br /&gt;
** Reduces the count to enter &#039;&#039;Hide&#039;&#039; from the normal 5 count to a 3 counted action, and reduces the cost of &#039;&#039;Move Silent&#039;&#039; by 2SP.&lt;br /&gt;
** Ban: May not generate or cause to be generated a &#039;&#039;life&#039;&#039; effect (spell, or potion) may utilize mundane means to stabilize/heal allies&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisite Skill&lt;br /&gt;
!SP cost&lt;br /&gt;
|-&lt;br /&gt;
|Mana (1-30)&lt;br /&gt;
|None&lt;br /&gt;
|1/2 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ley Magic Points&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Mana (31-60)&lt;br /&gt;
|30 Mana&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ritualism&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool I (Void)&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cancel Magic&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool II (Void)&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (common)&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool III (Void)&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (Rare)&lt;br /&gt;
|See Skill Description&lt;br /&gt;
|2&lt;br /&gt;
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|Void familiar (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 1&lt;br /&gt;
|1 Mana&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Imbody the Shadow (Mastery)&lt;br /&gt;
|Cap at 1 per. 2lvls.&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 2&lt;br /&gt;
|2 Mana&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Shadow Meld &lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 3&lt;br /&gt;
|3 Mana&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Darkness&#039; Ally&lt;br /&gt;
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|9&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 4&lt;br /&gt;
|4 Mana&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
!Advanced&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 5&lt;br /&gt;
|5 Mana&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
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|Hasten Spell&lt;br /&gt;
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|2&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 6&lt;br /&gt;
|6 Mana&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
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|Forked Spell&lt;br /&gt;
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|3&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 7&lt;br /&gt;
|7 Mana&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
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|Penetrating Spell&lt;br /&gt;
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|2&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 8&lt;br /&gt;
|8 Mana&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|Arcane Spell&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 9&lt;br /&gt;
|9 Mana&lt;br /&gt;
|1&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|Dampen (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
!Techniques&lt;br /&gt;
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|Dark Pact&lt;br /&gt;
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|20&lt;br /&gt;
|-&lt;br /&gt;
|Move Silent&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
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|Blitz&lt;br /&gt;
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|4&lt;br /&gt;
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|-&lt;br /&gt;
|Smoke Screen&lt;br /&gt;
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|6&lt;br /&gt;
|3&lt;br /&gt;
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|-&lt;br /&gt;
|Conceal&lt;br /&gt;
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|6&lt;br /&gt;
|3&lt;br /&gt;
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|-&lt;br /&gt;
|Energy (1-12)&lt;br /&gt;
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|1&lt;br /&gt;
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|Energy (13-24)&lt;br /&gt;
|12 Energy&lt;br /&gt;
|2&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;CLASS SKILL DESCRIPTIONS:&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to cast a spell in its rawest form. When used, the character substitutes the normal spell casting incant with “Arcane ” for a single spell; or if used with Spell Pool points, it changes the Delivery Type for the current Pool. Example: Instead of the incant “I force the will to Charm You”, the call would become “Arcane Charm”. This skill costs 3 Ley Points.  &lt;br /&gt;
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&#039;&#039;&#039;Blitz-&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 Temporary Weapon Damage, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
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&#039;&#039;&#039;Cancel Magic-&#039;&#039;&#039; This skill allows the character to end the duration of any spell that they encounter. The time it takes to cancel the spell depends on the spells duration: if the spell’s duration is in minutes, it takes 1 minute of concentration; if the spell’s duration is in hours, it takes 10 minutes of concentration; and if the spell’s duration is in days, or is a lasting effect, it takes 1 hour of concentration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conceal-&#039;&#039;&#039; A character using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dampen (Mastery):&#039;&#039;&#039; By weaving the power of the shadows around yourself you dampen hostile magic that might strike you. The next 2 offensive spells, with an effect other than numerical damage, that hits you deals 5 Body Damage to you instead of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Pact-&#039;&#039;&#039; Your study of the beyond has opened your mind to its understanding and allows you to access further knowledge and power. Each Pact furthers your connection to the voices from beyond.&lt;br /&gt;
&lt;br /&gt;
* Pact of the Blade- Furthering your pact you receive the Boon of a One Handed Bladed weapon of your choosing. The blade gains the property &#039;&#039;Un-shatterable,&#039;&#039; and gains the benefits of the &#039;&#039;Spirit linked&#039;&#039; ritual and cannot be the target of &#039;&#039;rituals&#039;&#039; or have other modifications. This weapon is sacred to your pact and you will not allow others to use it willingly. Further, you can channel your Shadow spell pool through your pact weapon like a Spellblade. This still follows the rules for spell cap.&lt;br /&gt;
* Pact of Iron- Your pact combined with rigorous exposure to the power that comes from beyond has riddled you with a bit of “Iron” in the blood. Once each reset you can tap into this and gain Damage Cap 5 for an Encounter.  &lt;br /&gt;
* Pact of the Eye- You are granted the awareness of a “Third Eye” gifted with a bit of protection as the shadows watch over you. You gain “Danger Sense” once each reset and one use of “true sight”  each reset which allows you to see something for what it really is whether it has been magically or mundanely altered or obfuscated. (disguise, illusory form)&lt;br /&gt;
* Pact of Knowledge- The strengthening of your pact opens new pathways to magic. You receive the Boon of a magical Tome containing magic foreign to your own study. The Tome holds 3 spells from the Mage General spell list, 2 spells up to 3rd level and 1 spell up to 6th level. Once the spells are chosen they are locked in and become part of your known Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkness&#039; Ally:&#039;&#039;&#039; This is a persistent effect that renders the Warlock immune to Blindness and Darkness effects and at plots discretion may be given additional description in dark settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forked Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to split their spell, so it can hit more targets. When using this skill, the player adds “Forked “to the end of their normal spell incant, and then can throw “Magic ” twice in succession, and only expend the requisite mana once. This skill costs 2 Ley Points to use.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hasten Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to cast spells faster than normal, using the Magic Delivery Type. When used, the character substitutes the normal spell incant with “Magic ”, or if used with Spell Pool, it changes the Delivery Type for the current pool. Example: the spell incant “I force the will to Charm You” would instead become “Magic Charm”. This skill costs 1 Ley Point to use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imbody the Shadow (Mastery)-&#039;&#039;&#039; This ability turns the recipient into a shadow, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for &#039;&#039;Circle, Dispel, light, Implosion, Wall of Force&#039;&#039;, and &#039;&#039;Wizard Lock&#039;&#039;, as well &#039;&#039;Voice&#039;&#039; and &#039;&#039;Arcane Delivery&#039;&#039; Types. While in this form they may move normally but only in shade or shadows and they cannot speak, they also cannot use any skills (except shadow meld), abilities, or items. Additionally, to maintain this form, the character must maintain concentration. This is done in the form of a hand gesture. To maintain this form, the character must keep their thumbs and fore fingers in an inverted triangle over their chest. This skill is usable once per reset per purchase and may be ended by the user, a &#039;&#039;dispel,&#039;&#039; or any light effect.  &lt;br /&gt;
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&#039;&#039;&#039;Knowledge Area (Common/Rare)-&#039;&#039;&#039; This skill allows the character to purchase any of the &amp;quot;Known&amp;quot; Knowledge Areas without the need of an instructor up to five ranks each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Silent-&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&lt;br /&gt;
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&#039;&#039;&#039;Penetrating Magic (Ley Magic)-&#039;&#039;&#039; This skill allows a character to add the “Body” Modifier to the next two uses of Spell Pool. This does NOT affect the rest of your current pool. This skill costs 1 Ley Point to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Familiar (Mastery)-&#039;&#039;&#039; Warlocks may have a Familiar that functions differently than most Familiars. The Familiar is always with the Warlock but may only be usable in shadowy light or darker. When in conditions that do not meet the Shadowy or darker requirement it familiar is concealed on the Warlocks person. When in a usable environment the Familiar gives the Warlock one use of Danger sense per reset, and at Plots discretion the Familiar may be used on modules to complete simple tasks within a range of sixty feet from the Warlock while remaining in shadowy or darker conditions (i.e. push a button, leave or retrieve a small item that weighs less than a pound). The Familiar is a creature of pure shadow and as such has no physical body and only requires contiguous shadow to move through. You may complete two actions with your familiar per reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Meld-&#039;&#039;&#039; Allows the Warlock use of the Hide Skill only in Anything less than direct light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke screen-&#039;&#039;&#039; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the character must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;SPELL LIST&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks cast exclusively Void magic The default incant for void spells is:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to &#039;&#039;grant you/create/*nothing*&#039;&#039; &amp;lt;effect&amp;gt;&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness-&#039;&#039;&#039;This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pin&lt;br /&gt;
Fumble&lt;br /&gt;
&lt;br /&gt;
Terror&lt;br /&gt;
&lt;br /&gt;
Blade&lt;br /&gt;
|&#039;&#039;&#039;Pin-&#039;&#039;&#039;This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so, at the end of the count they will suffer 4 points of Body damage.&lt;br /&gt;
&#039;&#039;&#039;Fumble-&#039;&#039;&#039; This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror-&#039;&#039;&#039; This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade#*-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, blade spells cannot stack onto a single swing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 60 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog-&#039;&#039;&#039; This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb-&#039;&#039;&#039; This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon.  &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Awaken&lt;br /&gt;
Shun&lt;br /&gt;
&lt;br /&gt;
Venom&lt;br /&gt;
|&#039;&#039;&#039;Awaken*#-&#039;&#039;&#039; This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&lt;br /&gt;
&#039;&#039;&#039;Shun-&#039;&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom-&#039;&#039;&#039; This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to Dead. This is a Metabolic effect.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Silence&lt;br /&gt;
Terror Mask&lt;br /&gt;
&lt;br /&gt;
Night&lt;br /&gt;
|&#039;&#039;&#039;Silence-&#039;&#039;&#039; This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Terror Mask^-&#039;&#039;&#039; This spell allows the caster to protect themselves from attack by granting them three uses of &amp;quot;Magic Terror Aura&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night*-&#039;&#039;&#039; This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Charm&lt;br /&gt;
Fear&lt;br /&gt;
&lt;br /&gt;
Remove Curse&lt;br /&gt;
|&#039;&#039;&#039;Charm-&#039;&#039;&#039; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Fear-&#039;&#039;&#039; This spell has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Curse*#-&#039;&#039;&#039; This spell removes all curses, i.e. anything that has &amp;quot;curse&amp;quot; in the delivery or incant. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Circle&lt;br /&gt;
Summon Weapon&lt;br /&gt;
&lt;br /&gt;
Stun&lt;br /&gt;
&lt;br /&gt;
Watchful Eye&lt;br /&gt;
|&#039;&#039;&#039;Circle-&#039;&#039;&#039; This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&lt;br /&gt;
&#039;&#039;&#039;Summon Weapon*-&#039;&#039;&#039; This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun-&#039;&#039;&#039; This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watchful Eye-&#039;&#039;&#039; This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dispel&lt;br /&gt;
Devastate&lt;br /&gt;
&lt;br /&gt;
Command&lt;br /&gt;
&lt;br /&gt;
Mind Guard&lt;br /&gt;
|&#039;&#039;&#039;Dispel-&#039;&#039;&#039; This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This spell causes the target to take double damage from all attacks that have a numerical value in their call. This effect lasts for one hour. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the Brook and River spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command-&#039;&#039;&#039; This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Guard*#-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Wail&lt;br /&gt;
Shadow Step&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Death Wail-&#039;&#039;&#039;&#039;&#039; This spell draws upon the terrors that lie within the hearts of all who live, manifesting in visions perceivable only by the recipient. The Spell is called as &amp;quot;all enemies in the sound of my voice magic Fear&amp;quot; and imparts a magical Fear effect to each affected creature.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shadow Step^-&#039;&#039;&#039;&#039;&#039; This spell draws upon the casters strong ties to shadows to transport themselves from one shadow to another. This effect may only target the caster and allows the caster to enter a shadow and emerge from another one within range. Upon successfully completing the incant while within a shadow the caster will place their hand or weapon on top of their head and may walk up to twenty (20) steps to any other shadow and immediately re enter the game.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;POWERS&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heighten Pact (prerequisite &#039;&#039;Dark Pact):&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This power will strengthen one of your Pacts further granting enchanted powers. As well you can purchase a second Pact.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blade&#039;&#039;&#039;- Your weapon from your Boon gains the following additional properties: +1 Base Damage, and Shadow Flavor Carrier&lt;br /&gt;
* &#039;&#039;&#039;Iron&#039;&#039;&#039;-By sacrificing One (1) body point to “bleed” on your weapons you can now swing the Iron carrier for one encounter.&lt;br /&gt;
* &#039;&#039;&#039;Eye&#039;&#039;&#039;- you gain the ability to enter a trance with 60 seconds of concentration to summon an ethereal eye to observe any thing of which you have some amount of first hand knowledge that is on the same plane/prime as you currently are on. The more knowledge the better the “connection” as well as the greater chance the eye goes unnoticed. This ability follows the same rules as ritual casting as far as notification to plot and the need for the presence of a marshal. Also while in this meditative state you are completely unaware you your surroundings and count as “helpless” additionally it is known among Warlocks that this state should never be maintained for more than an hour for fear of “great peril” to the warlock. There are also several ways to guard against this ability. &lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;- Your Tome expands and gains additional Spells, 1 Mage/Caller spell up to 5th level, 1 Mage General Spell up to 9th level. As well as 2 Ley Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Messenger:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are able to infuse your shadow with more ability and mobility. Your shadow can now travel up to a mile from you to complete simple tasks and even spy, returning with information. The caveat to this is the shadow must return within an hour or it expires without relaying any information. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Heroic Powers&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Darken Aura- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You infuse your spirit with shadows allowing it to act as a buffer against magic. You gain the ability &#039;&#039;Resist Magic&#039;&#039; which can be used Twice each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Separate Shadow- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have reached a point where you are able to fully separate your shadow from yourself, it now functions more like a familiar. You can now use the normal ability of the &#039;&#039;Void familiar&#039;&#039; mastery without expending a use. If you have the &#039;&#039;Shadow Messenger Power&#039;&#039; your shadow lasts up to 2 hours and it can follow an individual hiding as their own shadow.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=1860</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=1860"/>
		<updated>2024-09-13T01:30:38Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Effect Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;[[Effect tier breakdown]]&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Effect Categories ==&lt;br /&gt;
Categories are groupings of Effects that operate in a similar fashion.  Fear, Sleep, Shun, Charm, and Command, for example, are all Mental effects - they fiddle with your mind to make you do something you&#039;d rather not.  Most effects belong to at least one category, and this is important for two reasons.  One, there are a variety of curatives and resistances that counter categories rather than specific effects.  Resist Fear blocks fear, but Resist Mental blocks everything mind-affecting.  Two, some characters are unaffected by some categories.  A golem just doesn&#039;t have any parts you can poison to any real end.  Common categories and their common members are listed out here, but neither is exhaustive.  Monsters across the worlds have all kinds of weird effects that may or may not fit into categories, and some natives of different worlds have some resistance to categories not listed here.&lt;br /&gt;
&lt;br /&gt;
=== Mental Effects ===&lt;br /&gt;
As mentioned above, Mental effects influence your target&#039;s mind to cause or deny behavior.  Mental effects include:&lt;br /&gt;
&lt;br /&gt;
* Charm&lt;br /&gt;
* Command&lt;br /&gt;
* Awaken&lt;br /&gt;
* Shun&lt;br /&gt;
* Sleep&lt;br /&gt;
* Fear &lt;br /&gt;
* Feeblemind&lt;br /&gt;
* Pacify&lt;br /&gt;
* Despair&lt;br /&gt;
* Forget&lt;br /&gt;
&lt;br /&gt;
=== Metabolic Effects ===&lt;br /&gt;
&lt;br /&gt;
* Berserk&lt;br /&gt;
* Poison (essentially anything with the word &amp;quot;poison&amp;quot; in the call)&lt;br /&gt;
* Fatigue&lt;br /&gt;
* Nausea&lt;br /&gt;
* Rot&lt;br /&gt;
* Plague&lt;br /&gt;
* Disease&lt;br /&gt;
* Wound&lt;br /&gt;
* Venom&lt;br /&gt;
&lt;br /&gt;
=== Curse Effects ===&lt;br /&gt;
&lt;br /&gt;
* Anything with &amp;quot;Curse&amp;quot; in the call&lt;br /&gt;
* Weakness&lt;br /&gt;
&lt;br /&gt;
=== Impairment Effects:  ===&lt;br /&gt;
Impairment is a catch-all for effects that don&#039;t quite fit anywhere else but are still common enough to warrant Resists and cures.  (&#039;&#039;We are aware that &amp;quot;impairment&amp;quot; covers everything on this list I can do that you don&#039;t want done, but Resist Impairment doesn&#039;t block Paralysis no matter how inconvenient or hampering it is.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* Brutal Strike&lt;br /&gt;
* Exhaustion&lt;br /&gt;
* Cripple&lt;br /&gt;
* Deprive&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;u&amp;gt; &amp;lt;span id=&amp;quot;Standard Effects&amp;quot;&amp;gt;&#039;&#039;&#039;Standard Effects:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/u&amp;gt; ==&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Affinity(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Affinity(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes creatures of the listed type to see the character as one of similar type and will cause it to be fairly neutral to that individual so long as no provocation occurs. This effect will end if offensive actions are taken towards the affected creature. Creatures that are being commanded or controlled may also ignore this effect.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Agility&amp;quot;&amp;gt;&#039;&#039;&#039;Agility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill becomes active by announcing “Agility!” Once activated, it lasts for 5 minutes or 1 Encounter, whichever is longer. While this skill is in use, the character will take Reduced: Half Damage, rounded up, from all numerical damaging effects, such as weapon damage. This ability does not reduce effects, such as Nausea or Sleep, or any other effect that does not deal damage&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aura&amp;quot;&amp;gt;&#039;&#039;&#039;Aura:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is a defense that is triggered by melee weapon attacks. When used the character announces “&amp;lt;Vector&amp;gt;Aura&amp;lt;Flavor&amp;gt;, or &amp;lt;Vector&amp;gt; Aura &amp;lt;Effect&amp;gt;” and the target must then take or defend against the Aura. In the case of the first option, the damage is always 30 points of &amp;lt;Flavor&amp;gt;damage. This is an Active ability. If this defense renders the attacker Helpless, then the defender does not suffer the attack that triggered this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Automatic Success&amp;quot;&amp;gt;&#039;&#039;&#039;Automatic Success:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is an instant success in any Contested Roll that is applicable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Awaken&amp;quot;&amp;gt;&#039;&#039;&#039;Awaken:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Avoidance&amp;quot;&amp;gt;&#039;&#039;&#039;Avoidance:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill will negate all melee weapon delivered attacks against the character for 10 seconds, calling “No Effect” to such attacks while it is active. While active, the character may still attack with ranged weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Bane(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Bane (Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is a damage bonus toward a particular Creature &amp;lt;Type&amp;gt;(Humanoid, Elemental, Fey, etc.). It grants the character a +5 Temporary Weapon Damage increase. It is up to the character using this ability to be aware of whom they get the bonus versus.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Banish&amp;quot;&amp;gt;&#039;&#039;&#039;Banish:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect sends the target back to its plane of origin. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Barrier&amp;quot;&amp;gt;&#039;&#039;&#039;Barrier:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect acts as a damage shield negating 20 points of damage before being exhausted. These points do not stack with other armor buffs, and are the first points lost.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Battlerage&amp;quot;&amp;gt;&#039;&#039;&#039;Battlerage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When this effect is activated the character activating it gains the following temporary benefits- +15 Body Points, +2Permanent Weapon Damage, Immunity to Charm, Fear, Shun, and Sleep. This ability lasts for an encounter. When Battlerage ends the character suffers the effects of Devastate and Slow, as well as the inability to use Energy for 30 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Berserk&amp;quot;&amp;gt;&#039;&#039;&#039;Berserk:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to attack the closest target friend or foe. They will continue to attack all targets until the effect is cured or until thirty minutes have passed. The character will actively seek out new targets during the duration of the effect. This is a Metabolic effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt; &amp;lt;span id=&amp;quot;Bind Form&amp;quot;&amp;gt;&#039;&#039;&#039;Bind Form:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has two uses. First, it may allow a character that has died to be resurrected without the use of a Life Well as long as a character with the Resurrection Skill is available. This circumvents the penalties for resurrecting without a Life Well. Second, it may be used as an offensive effect against non-corporeal creatures. It reduces “Magic to Hit” to “Silver to Hit&amp;quot;, or reduces “Silver to Hit” to “Normal to Hit” for an encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Binding Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Binding Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This can only be performed with Claws/Brawl. The attack must be a legal weapon strike; should the attack land and not be defended the attacker begins a Counted Action. The count begins from the top and the effect is announced once the count ends. While the Counted Action is taking place the target cannot voluntarily move but may use Skills/Abilities that do not require the characters appendages for locomotion. The target can try to Break Free by declaring “Break Free XStrength” where X is their total Strength. The attacker should announce their Strength if greater to keep the target from Breaking Free and may abort the count at any time they chose. Binding Strike’s counted action is not subject to interruption with damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blind&amp;quot;&amp;gt;&#039;&#039;&#039;Blind:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsight&amp;quot;&amp;gt;&#039;&#039;&#039;Blindsight:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Characters with this effect use all of their senses to see. This allows the character to detect Hidden and Invisible targets as well as attack them, which removes them from the Hidden or Invisible state.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Break Enchantments&amp;quot;&amp;gt;&#039;&#039;&#039;Break Enchantments:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect Dispels and removes all negative Mental and Magical effects on the target. This includes Enslavement, as well as Silence generated by any ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Break Free from Binding&amp;quot;&amp;gt;&#039;&#039;&#039;Break Free from Binding:&#039;&#039;&#039;&amp;lt;/span&amp;gt; With increased and immense strength it is possible to break free from some effects. Binding effects each have a specific amount of Strength required to break free. Breaking Free is done on a 3- counted action, and damage does not interrupt this count. Breaking Free from non-physical Binding effects causes the user to suffer body damage equal to double the strength required. Breaking out of Natural/Physical Binding effects uses total +Strength, all other effects only Base Strength is used.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broken&amp;quot;&amp;gt;&#039;&#039;&#039;Broken:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  An item with this status is rendered unusable until fixed. After an item has been broken for longer than 5 minutes, all special properties that are not from Advanced Smithing/Engineering are lost, even after it has been Repaired .Broken weapons and shields may not be used for combat, broken armor has its maximum value reduced to 0 and cannot be readjusted, and special properties on items cannot be used. Items that are broken at the end of an event are removed from game and the tag must be turned in to a Marshal.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Brutal Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Brutal Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  A victim of Brutal Strike takes 10 points of physical damage every time they use a tagged skill - mana, Energy, Dailies, Attunement Powers, or similar abilities.  Brutal Strike lasts for five minutes or one encounter.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burst&amp;quot;&amp;gt;&#039;&#039;&#039;Burst:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to affect all targets in melee weapon range. Any Skill/Ability may be used with Burst. Skill/Abilities that have been used with Burst may be defended against normally, but must be done so for each affected target. This is a weapon attack Modifier.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burst of Strength&amp;quot;&amp;gt;&#039;&#039;&#039;Burst of Strength:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to perform feats of amazing strength. It may be used to either resist or instantly break free of any Binding or Contain effect. This effect can also be used as +20 Temporary Strength for a single action.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burrow&amp;quot;&amp;gt;&#039;&#039;&#039;Burrow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to Burrow underneath the ground. No Skills/Abilities may be used while under the effects of Burrow. Burrow is visually demonstrated by making a circling motion towards the ground continuously with either hand or boffer. The Burrow effect makes the character un-targetable while they maintain the appropriate gesture. It takes a 5-counted action to enter and leave Burrow during which the character is vulnerable to attack, and leaves the user Helpless. Unlike most Counted Actions, taking damage while leaving Burrow does not interrupt the count. Burrow can only be used in natural terrains.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Carrier Attack(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Carrier Attack(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures with noted Carrier Attacks have a flavor or effect call added to weapon swings. Carrier Attacks are static, and the character may not swing any type of damage except that listed by the Carrier Attack ability. Some characters may have the notation “At-Will” added to their Carrier Attack &amp;lt;Type&amp;gt;, which allows them to not swing the listed carrier. A target may never heal from the effect of a Flavor Carrier. Effect Carriers are by default considered Toxins.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Chain Spell&amp;quot;&amp;gt;&#039;&#039;&#039;Chain Spell:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows a character to maximize the efficiency of their mana when casting certain spells. Each time this skill is purchased, the character can affect an additional target with touch cast spells. This skill can only be used in conjunction with the following spell Types: Protective, Blade, Healing, Summon, and Dispel effects. To use this ability, the caster must complete the normal spell incant and add “Chain Spell” to the end of the incant. They must then plant their foot and can then touch each recipient with a packet and call “Magic&amp;lt;Effect&amp;gt;”. This must be done immediately after casting the spell roughly within 5 to 10 seconds. The caster only spends mana for the spell being cast once. This skill can be purchased a maximum of four times.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Charm&amp;quot;&amp;gt;&#039;&#039;&#039;Charm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charm Strike&#039;&#039;&#039; This skill allows the character to deliver a powerful weapon attack as, Charm Strike which will Charm the target. The attack can be delivered with Melee or Ranged weapon and must land a legal weapon blow to affect the target; this is one swing hit or miss.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Clarity&amp;quot;&amp;gt;&#039;&#039;&#039;Clarity:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect gives the recipient the ability to Resist the following effects once: Charm, Command, Sleep, and Terror.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cleave&amp;quot;&amp;gt;&#039;&#039;&#039;Cleave:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls Cleave. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with the Burst or Double Attack Modifiers.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cocoon&amp;quot;&amp;gt;&#039;&#039;&#039;Cocoon:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has several outcomes. First, it acts as a “Natural Prison”. Second, it renders the target to Unconscious at 0Body Points. These effects persist permanently unless ended by cutting the victim free on a 10 counted action, or by use of the Freedom effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conceal&amp;quot;&amp;gt;&#039;&#039;&#039;Conceal:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Command&amp;quot;&amp;gt;&#039;&#039;&#039;Command:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell will cause the target to become bent to the caster&#039;s will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. This is a mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Compulsions&amp;quot;&amp;gt;&#039;&#039;&#039;Compulsions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These are Mental effects that take away the character’s free will and cause them to take actions they would not normally take.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Contain&amp;quot;&amp;gt;&#039;&#039;&#039;Contain:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect creates a transparent barrier that cannot be passed through, even by non-corporeal creatures in most cases, and will stop most effects; however, Delivery Types like Voice will often bypass.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Courage&amp;quot;&amp;gt;&#039;&#039;&#039;Courage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will dispel all Fear/Terror effects from all targets, as well rendering them Immune to Fear/Terror effects for the remainder of the Encounter or up to 5 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Grove&amp;quot;&amp;gt;&#039;&#039;&#039;Create Grove:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The character must spend 5 minutes concentrating and role-playing to create the protective barrier on an area or small building. For the next 5 days the area is protected from unnatural creatures; Undead, Golems, Elementals, Fey, and Abominations, as well as a few other types, cannot enter into the area. A Phys-Rep of green lights must surround the area, if outside; or around the primary doorway if created on a building. This effect cannot be stacked with a Wizard Lock.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Critical&amp;quot;&amp;gt;&#039;&#039;&#039;Critical:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Modifier, when added to an attack, will cause that attack to ignore passive reductions to damage (i.e. Threshold &amp;amp; Damage Cap), and defenses that only reduce damage (such as  Roll), cannot be used as defenses against the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crippling Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Crippling Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This attack is delivered with the call &amp;quot;Crippling Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace, for the remainder of the encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Curse of Death&amp;quot;&amp;gt;&#039;&#039;&#039;Curse of Death:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will not cause the target immediate harm, instead the next time the target receives a Killing Blow effect they will immediately go to resurrect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cyclone&amp;quot;&amp;gt;&#039;&#039;&#039;Cyclone:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Damage Cap&amp;quot;&amp;gt;&#039;&#039;&#039;Damage Cap:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability reduces all damage the character takes to a set amount, no matter the source; this only applies to attacks with a number in the attack&#039;s verbal. The Critical Modifier can overcome this.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Danger S nse&amp;quot;&amp;gt;&#039;&#039;&#039;Danger Sense:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the creature to change what just happened to them, as they foresaw it and changed their action at the last moment. This can be called as the defense Foresight or they can call it to undo/change their last action. This can vary based on the situation, but this could range from having not “Opened that chest!” to “On second thought I don’t play that card”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Daze&amp;quot;&amp;gt;&#039;&#039;&#039;Daze:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be unable to take any action, while not Helpless, they cannot use any skills or abilities, nor can they move from their current location.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Death Throes&amp;quot;&amp;gt;&#039;&#039;&#039;Death Throes:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to make a final attack upon death. Characters with this effect do not choose to activate it, it activates automatically when their status becomes Dead and they have no ability to return to life under their own power. A character who uses Death Throes may not be brought back to life with a spell or ability that restores life. This ability is used with the call “Everyone in the sound of my Voice&amp;lt;Damage&amp;gt;&amp;lt;Flavor&amp;gt;&amp;lt;Effect&amp;gt;”. This attack is Area of Effect and may be defended against as such. Each character with this effect will denote the “volume” at which the ability will affect targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Define Magic&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This ability, if used upon an item that has magical properties, will reveal to the user all such properties in addition to how to use them and the item. This will not reveal if an item is cursed. If used on a person it will reveal all magical effects on a person not actively hidden by another greater effect.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deflect&amp;quot;&amp;gt;&#039;&#039;&#039;Deflect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill negates a single Physical attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the Massive modifier. To use this skill, the character must call “Deflect”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Derangements&amp;quot;&amp;gt;&#039;&#039;&#039;Derangements:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These effects are mental effects on the character that will force some amount of role-play based on the specific condition. These effects can be temporary, lasting a few months, up to permanent. A character is never aware of their condition and must follow the listed role-play and mechanics as defined under the Appendix: Derangements. These conditions are assigned by a Plot Marshal, and under no circumstance can a character cure their own conditions.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Despair&amp;quot;&amp;gt;&#039;&#039;&#039;Despair:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to double the cost of all Technique skills, and all other skills must spend 2 uses to generate a single use. This is a Mental effect that lasts until cured with Psionic Clear or Break Enchantments.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Destroy&amp;quot;&amp;gt;&#039;&#039;&#039;Destroy:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect does the following: destroys one weapon, up to a large-sized shield, suit of armor no matter the size, or other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This does not work on natural weapons like fists or claws.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deprive(Skill)&amp;quot;&amp;gt;&#039;&#039;&#039;Deprive(Skill):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect strips the named skill from the target for twenty-four hours.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Devastate&amp;quot;&amp;gt;&#039;&#039;&#039;Devastate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to take double damage from all attacks that have a numerical value in their call. This effect is permanent, unless a duration is specified by the application, such as Devastate gained from Resurrection. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, or the Brook and River spells.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Diagnose&amp;quot;&amp;gt;&#039;&#039;&#039;Diagnose:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill will allow the character to determine the condition of the creature, by asking the following questions: “Are you- (Dying, Dead, Conscious, Unconscious, Venomed, Diseased, Stunned, Sleeping, How much body are you down)?” The character may also be able to receive other information at the marshal’s discretion. You must be within arm’s reach of the target though you do not have to touch them.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Die Hard&amp;quot;&amp;gt;&#039;&#039;&#039;Die Hard:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This can be used only when a character reaches -1 Body Points. When activated, the character can continue to take actions instead of falling down and can continue to act until they reach negative Body Points equal to their unadjusted maximum Body Points; at which time they will enter the Dying state but only have a 60 count Bleed Out. This effect will end if the user is healed above 0 Body Points.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Difficult Terrain&amp;quot;&amp;gt;&#039;&#039;&#039;Difficult Terrain:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes those in the area or those affected unable to move faster than a walk. This effect is negated by Non-Corporeal, &amp;lt;Flavor&amp;gt;Aligned, or Terrain Adaptation&amp;lt;Type&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disarm&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack MUST hit the item to be affected. this does not effect natural weapons like claws.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Disguise&amp;quot;&amp;gt;&#039;&#039;&#039;Disguise:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The character can give a false answer to &amp;quot;What do I see&amp;quot;, changing their species or other minor features such as glowing hands; or for the same cost they can leave false information for Tracking. Or the character can change their appearance for an entire encounter, or until they engage in combat. This can be used at any time, so long as they are not currently engaged in combat. For example, this feature could be used to change their appearance to that of a Gnoll, causing such NPCs to not attack them and move on to other targets. This skill can be used once each reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disrupt&amp;quot;&amp;gt;&#039;&#039;&#039;Disrupt:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a targets Threshold to be reduced by 3 points, or Damage Cap to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;: This skill allows the character to avoid a single ranged weapon or packet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Double Attack&amp;quot;&amp;gt;&#039;&#039;&#039;Double Attack:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect may be used when a character has successfully made a weapon attack upon a target and the target defended against it in any fashion. The character may then call Double Attack and force the target to defend again or suffer the effect of the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Dragon Fear&amp;quot;&amp;gt;&#039;&#039;&#039;Dragon Fear:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes all targets lower than the designated level to become afraid of the effect’s generator. While under this effect a character cannot take offensive actions or attack the effect’s generator; as well they cannot defend against attacks from the effect’s generator. This is a Mental Effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Dragon Rage&amp;quot;&amp;gt;&#039;&#039;&#039;Dragon Rage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes all affected to enter into a blind rage attacking all targets they can perceive. If there are no such targets in the immediate area, the character becomes winded and falls unconscious for 10 minutes. The call will always have a level as part of its delivery; characters above the level in the call do not suffer the normal effect but are instead affected by Weakness. This is a Mental effect and a Compulsion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;(Effect) Strike&amp;quot;&amp;gt;&#039;&#039;&#039;(Effect) Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These types of attacks are weapon delivered attacks, which are one swing hit or miss. The &amp;lt;Effect&amp;gt; in the call is what the target will suffer should the attack land and not be defended; the Strike portion of the call is to make it clear it is a weapon attack and only good for a single swing.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elemental&amp;quot;&amp;gt;&#039;&#039;&#039;Elemental:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Type denotes that the creature is made up totally of a singular &amp;lt;Flavor&amp;gt;, such as a Fire Elemental. Creatures with this Type are always Extra-Planar, and have the following advantages: Immune to Mental, No Metabolism, and Resistant to their &amp;lt;Flavor&amp;gt;. Their disadvantages are: Vulnerable to their opposing &amp;lt;Flavor&amp;gt;, and Crumbles at 0 Body. Additionally, they often do not have standard sensory features.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Engulf&amp;quot;&amp;gt;&#039;&#039;&#039;Engulf:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a creature to swallow a target whole. Each creature has its own count to use this effect. Once engulfed, a target immediately drops to -1 Body Points, and they may not be targeted with Skills/Abilities; until they are extracted.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enslavement&amp;quot;&amp;gt;&#039;&#039;&#039;Enslavement:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to gain mental control over a target. The character may give any number of orders during the duration of the effect and the target will obey. The target will take no actions without orders from the effects originator. This effect is both a Mental effect and a Compulsion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entangling Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Entangling Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill is used by calling “Entangling Strike” and landing a legal weapon blow; this is one swing, hit or miss. This effect causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Envenom&amp;quot;&amp;gt;&#039;&#039;&#039;Envenom:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When activated the character gains a duplicate of all Blade Poisons currently on the weapon; all stacks of Blade Poison will expire at the end of the Encounter if they are not used. Example, if the characters weapon had 2 Paralysis Blade Poisons on it, it would instead become 4 totals; however they all expire at the end of the Encounter. This skill does not stack with itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Escape from Binding&amp;quot;&amp;gt;&#039;&#039;&#039;Escape from Binding:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability allows the character to free themselves of Binding effects, on a 3 counted action, without taking any damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Expendable Healing/Effect&amp;quot;&amp;gt;&#039;&#039;&#039;Expendable Healing/Effect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This refers to any effect that can only be used in limited amounts in a given time frame. This primarily includes Signature Spell, Potions, and times per reset skills/abilities; skills that do not affect this are ones that have no limit on usage like Healing Arts.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Evade&amp;quot;&amp;gt;&#039;&#039;&#039;Evade:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to Negate any attack with a numerical damage as part of the call, excluding attacks with the Surprise Modifier.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Evasion&amp;quot;&amp;gt;&#039;&#039;&#039;Evasion:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Execute&amp;quot;&amp;gt;&#039;&#039;&#039;Execute:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill causes a target that is Helpless to become Dead and they begin their death count. This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Exhaustion&amp;quot;&amp;gt;&#039;&#039;&#039;Exhaustion:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can move no faster than a walk and cannot Flee combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Expose armor&amp;quot;&amp;gt;&#039;&#039;&#039;Expose armor:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will reduce the targets physical armor (does not affect spells or Natural Armor) to 0 points; though this does not Breach the armor. This attack is delivered as &amp;quot;Voice Expose Armor&amp;quot;. While not standard, this attack can be negated with the Weapon Ward skill.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extra-planar&amp;quot;&amp;gt;&#039;&#039;&#039;Extra-planar :&#039;&#039;&#039;&amp;lt;/span&amp;gt; This means you are native to another pane and not Nexus or one of the various Prime planes. First Aid can affect you only if the practitioner is sufficiently advanced in their knowledge of the planes (KA:Planes 3 or above). In addition, you cannot pass through a Caller&#039;s Grove skill and will be sent back to your home plane if hit with a Banish effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Healing&amp;quot;&amp;gt;&#039;&#039;&#039;Fast Healing:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability allows the character to naturally heal when not in combat or participating in strenuous activates. The character heals X Body Points every 5 minutes, at the end of the count; where X is the amount healed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fatigue&amp;quot;&amp;gt;&#039;&#039;&#039;Fatigue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the character to be reduced to -1 Body Points. A fatigued character cannot be healed by any means. They may receive a Life spell when appropriate but become immediately Fatigued. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fear&amp;quot;&amp;gt;&#039;&#039;&#039;Fear:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Featherfall&amp;quot;&amp;gt;&#039;&#039;&#039;Featherfall: &#039;&#039;&#039;&amp;lt;/span&amp;gt;  Featherfall counters all damage taken from the next fall the recipient suffers.  It does nothing to help with hazards at the landing point.  Featherfall can be cast on others and Chain Spelled.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Feeble mind&amp;quot;&amp;gt;&#039;&#039;&#039;Feeble mind:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause the target to have their mental faculties reduced almost completely. They cannot use any Skills/Abilities, nor do they have the ability to communicate. They can still move and will often wander toward bright colors and noises. This effect lasts for one hour, and is removed by Break Enchantments, Priest Rank 2, or Psionic Clear. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;First Aid&amp;quot;&amp;gt;&#039;&#039;&#039;First Aid:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption. This will not work on Extra-Planar creatures without at least Knowledge Area: Planes at level 3.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;(Flavor Carrier) to Hit&amp;quot;&amp;gt;&#039;&#039;&#039;(Flavor Carrier) to Hit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes a character invulnerable to weapon damage from all but a single source. Common “to Hit” requirements are: Silver, Magic, Fire, etc.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Flee&amp;quot;&amp;gt;&#039;&#039;&#039;Flee:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This effect allows a character to escape combat by running away, so long as escape is not physically blocked. This effect may also be used to Resist or Dispel any effect that would prevent running, such as Rot or Slow. Once a Flee had been used it takes the user 5 minutes to reenter the encounter they left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fly&amp;quot;&amp;gt;&#039;&#039;&#039;Fly:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to fly through the air. No Skills/Abilities may be used while flying. Flying is represented by making the gesture of a circular motion over the character’s head with hand or boffer. It is a 5 count to take off or land from flying, during which the character may be targeted with attacks, this count may not be interrupted with damage, and leaves the user Helpless. While flying outdoors the character may not be the target of any effect that does not specifically target flying targets, Such as Voice Delivery and Gaze Attacks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fog&amp;quot;&amp;gt;&#039;&#039;&#039;Fog:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect limits the vision of a character. While under this effect, the character is unable to make ranged attacks of any kind. This effect lasts 10 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Forget&amp;quot;&amp;gt;&#039;&#039;&#039;Forget:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause a character to forget a certain period of time. All the character will remember from the frame of time is a blank spot in their memory.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Formless&amp;quot;&amp;gt;&#039;&#039;&#039;Formless:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures will this Type have no solid features to them, and gain following Immunities: Binding, Blind, Fog, Maim, Stun, and Slay. Additionally, they can fit through any opening, though items they carry might not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fortitude&amp;quot;&amp;gt;&#039;&#039;&#039;Fortitude:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability increases the character’s Base Body Points by 30, for 1 hour or Module. When this effect expires, the amount is removed from the character’s Base Body Points, not their current Body Points.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Freeze&amp;quot;&amp;gt;&#039;&#039;&#039;Freeze:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become rigid and unable to move or take actions for up to 5 minutes. A creature with +6 Base Strength can break free of this status; as well fatal damage or ten second counted action from another can remove the effect. This effect is physical in nature.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Freezing shot&amp;quot;&amp;gt;&#039;&#039;&#039;Freezing shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to Freeze. This effect is physical in nature and is one attack, hit or miss.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fumble&amp;quot;&amp;gt;&#039;&#039;&#039;Fumble:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A character under this effect will be unable to hold any physical objects in their hands or handle physical objects for ten seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gaze Attack&amp;quot;&amp;gt;&#039;&#039;&#039;Gaze Attack:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is used to deliver an attack to a target with the character’s gaze alone. In order to use this effect, the character must maintain eye contact with the target for three full seconds, or may deliver this effect with a packet. At the end of the time or when the packet gets delivered the call is “Target Arcane Gaze&amp;lt;Effect&amp;gt;”.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Glide&amp;quot;&amp;gt;&#039;&#039;&#039;Glide:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability functions much like Feather fall with the difference that they can choose where to land so long as the location is lower than where they started and within 100 yards.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Good Will&amp;quot;&amp;gt;&#039;&#039;&#039;Good Will:&#039;&#039;&#039;&amp;lt;/span&amp;gt; By channeling your healing power, you give off a calming aura that causes potential hostiles to ignore your party as you avoid them; this allows your party of up to 10 players to move past the encounter without engaging. This skill only works when dealing with sentient living creatures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Guardian Spirit&amp;quot;&amp;gt;&#039;&#039;&#039;Guardian Spirit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill creates a safeguard on the targets spirit, binding it the target’s body. The next time the target drops to -1 Body Points or the Dead status, they will auto-stabilize to 0 Body Points. This effect lasts for one hour or Module, or until used. Additionally, the target is protected from being forcibly transformed into another creature subtype for up to one hour, as a separate duration from the auto-stabilize.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Guarding Light&amp;quot;&amp;gt;&#039;&#039;&#039;Guarding Light:&#039;&#039;&#039;&amp;lt;/span&amp;gt; By channeling positive energy, you create a temporary field that conceals you from certain creature types. This allows your party of up to 10 people to move past an encounter without engaging. This skill only works when dealing with creatures of the following types: Abomination, Deathless, Shadow, and Undead&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harm Touch&amp;quot;&amp;gt;&#039;&#039;&#039;Harm Touch:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability is used with the call &amp;quot;Arcane Harm Touch &amp;lt;Flavor&amp;gt;&amp;quot;. This will deal 75 points of damage to the target and will heal the character for an equal amount, up to their maximum Base Body Points. This attack is delivered with a weapon and is one swing, hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Healing Arts&amp;quot;&amp;gt;&#039;&#039;&#039;Healing Arts:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to treat a targets wounds and injuries. This skill takes 20 minutes and can be applied to 2 targets at once. At the end of the treatment, the targets will be healed for up to half of their maximum Body Points, all Toxins removed from their body and up to 2 limbs regenerated. Alternatively, the user can choose to spend only 10 minutes, but will generate only one of the effects instead of all 3.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Helpless&amp;quot;&amp;gt;&#039;&#039;&#039;Helpless:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A character that is helpless is aware of their surroundings but can take no In-Game actions or use any skills or abilities nor move under their own power.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Heroism&#039;&#039;&#039;:  For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hide&amp;quot;&amp;gt;&#039;&#039;&#039;Hide:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Block&amp;quot;&amp;gt;&#039;&#039;&#039;High Block:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will allow the character to defend against a single attack delivered with a melee weapon, regardless of the Delivery Type. This skill can only be used with Brawl weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Horrify&amp;quot;&amp;gt;&#039;&#039;&#039;Horrify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be overcome by Fear so strong that it can almost kill. Horrify is Permanent, only being removed by: Dream Eater, Break Enchantments, and Resurrection. Creatures that are normally immune to Fear, downgrade this effect to the normal Fear effect lasting 5 minutes. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hold Spirit&amp;quot;&amp;gt;&#039;&#039;&#039;Hold Spirit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect targets a dead character. The target must be in their four-minute death count for this effect to work. The character using this effect touches the target and states, “I hold your spirit &amp;lt;#&amp;gt;” where the &amp;lt;#&amp;gt; is how long the affected target’s spirit remains in their body before seeking resurrection. This effect extends the death count of the target by &amp;lt;#&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hunters Call&amp;quot;&amp;gt;&#039;&#039;&#039;Hunters Call:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to summon an animal natural to the terrain that the character is currently in. This animal can be given a command action which it will perform to the best of its abilities for up to 1 hour. The creatures summoned by this skill are above average intelligence for their species, such that they can comprehend complex commands. This skill cannot be used in combat&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Impale&amp;quot;&amp;gt;&#039;&#039;&#039;Impale:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to add a powerful pull to their ranged attacks. When used the character increases their Base Weapon Damage by 2 points and can add the Critical Modifier to their next 10 packet attacks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Immunity&amp;quot;&amp;gt;&#039;&#039;&#039;Immunity:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Some characters can completely ignore some effects.  This is called as &amp;quot;No Effect&amp;quot; when such an effect would otherwise set in.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Impunity&amp;quot;&amp;gt;&#039;&#039;&#039;Impunity:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the Parry skill are considered negated.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Incinerate&amp;quot;&amp;gt;&#039;&#039;&#039;Incinerate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is always a counted action and causes the target to turn into ash. This destroys Unshatterable items. If used on a living target the body is instantly destroyed and they immediately seek resurrection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inept&amp;quot;&amp;gt;&#039;&#039;&#039;Inept:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will always have some other effect or type listed with it, such as Fire/Swords/Magic. The types listed in the entry are unusable by the character. .&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Initiative&amp;quot;&amp;gt;&#039;&#039;&#039;Initiative:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to make a quick escape from combat. When used, a minor hold occurs that only involves other players engaged with the character. The character may then move up to 10 steps away, after which normal game play will resume.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inspiration&amp;quot;&amp;gt;&#039;&#039;&#039;Inspiration:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Target gains +1 Permanent Weapon Damage or 25 points of Spell Pool for 5 minutes or an Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Instill Rage&amp;quot;&amp;gt;&#039;&#039;&#039;Instill Rage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to incite an ally into battle frenzy; granting them Immunity to Fear and Sleep, +2 Permanent Weapon Damage, and +10 Base Body Points; however, they must continue to engage enemies until there are no enemy targets remaining. If used on oneself the effect is much weaker granting only +2 Permanent Weapon Damage and Immunity to Fear. This effect will last for 5 minutes or one Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Intimidate&amp;quot;&amp;gt;&#039;&#039;&#039;Intimidate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill has two uses: First, this can be used against a target within melee weapon reach and is delivered as &amp;quot; Voice Arcane Terror&amp;quot;. Second, this skill can be used against a Conscious and Helpless target to force them to answer a yes or no question, which must be answered truthfully.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Invisibility&amp;quot;&amp;gt;&#039;&#039;&#039;Invisibility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is similar to the Conceal effect, with the major differences that it has a variable duration and it does not end when the user moves or attacks. This effect can make the character a deadly foe as they are not able to be attacked but can still engage targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Body&amp;quot;&amp;gt;&#039;&#039;&#039;Iron Body:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill gives the character 5 points of Dexterity Armor. This skill can be purchased a maximum of 4 times.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kill&amp;quot;&amp;gt;&#039;&#039;&#039;Kill:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect instantly sets the target to dead. The targets death count begins immediately.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Killing Blow&amp;quot;&amp;gt;&#039;&#039;&#039;Killing Blow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A killing blow is a 3-counted action that instantly sets the target to dead. The targets death count begins immediately.  Killing Blow can only be used on helpless or willing targets, and consists of touching your target on the chest or shoulder with a weapon or packet, then counting down - Killing Blow 3, Killing Blow 2, Killing Blow 1.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Knockdown&amp;quot;&amp;gt;&#039;&#039;&#039;Knockdown:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect does not render the target Helpless, but does prevent the use of Active Skills/Abilities as well as the target cannot walk during the duration, which by default is 10 seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Maim Limb&amp;quot;&amp;gt;&#039;&#039;&#039;Maim Limb:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon. This is one swing hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magnetic Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Magnetic Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This has no effect by itself.  A character affected by Magnetic Shot can be voice-targeted by the character that applied it for five minutes or one encounter. Magnetic Shot is not curable by normal means (although it may be resisted normally).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Manticore Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Manticore Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the characters to unleash toxic ammo that weaken their foes. The characters next 3 ranged attacks become “Poison Weakness”. Each of these attacks is one shot hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Massive&amp;quot;&amp;gt;&#039;&#039;&#039;Massive:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Massive damage affects the target if they are contacted in any way. This may not be blocked by a shield or a weapon. If used in conjunction with a Skill/Ability that allows multiple strikes, then all such strikes are Massive.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mind Guard&amp;quot;&amp;gt;&#039;&#039;&#039;Mind Guard:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell wraps the recipients mind in a protective field. During the duration (normally 10 minutes) the target is immune to Mental effects.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mirror Image&amp;quot;&amp;gt;&#039;&#039;&#039;Mirror Image:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill causes the character to be duplicated by shifting images, causing the next 2 melee/ranged weapon attacks to be Negated. This is a visible effect; and lasts for 5 minutes or one Encounter, or until used, whichever is shorter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mob Scene&amp;quot;&amp;gt;&#039;&#039;&#039;Mob Scene:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Critical Modifier to their next single attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mobility&amp;quot;&amp;gt;&#039;&#039;&#039;Mobility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to resist slowing effects, Pin and Bind effects, and Binding Strike’s up to +4 Strength. Additionally, this skill can remove any of the above effects that are currently affecting the character, as well as allow escape from other non-magical bindings on their person.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Move Silent&amp;quot;&amp;gt;&#039;&#039;&#039;Move Silent:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Armor&amp;quot;&amp;gt;&#039;&#039;&#039;Natural Armor:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect gives the character armor points without the use of a Phys-Rep. These points will stack with all other forms of armor, but will not allow a character to exceed their maximum armor total. These armor points may be healed if a character is at full Body, in addition to all other rules that allow a character to refit armor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Weapons&amp;quot;&amp;gt;&#039;&#039;&#039;Natural Weapons:&#039;&#039;&#039; These weapons are representative of the natural claws found on beasts and some characters throughout the game. They are completely red taped &#039;phys-reps&#039; and come in short, medium, long, and two handed variants. These weapons are immune to disarm, destroy, and shatter. They can be affected by &#039;aura blade&#039; and &#039;summon weapon&#039; skills &amp;amp; spells but cannot be the target of Ritual Enchantments.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nature&#039;s Ire&amp;quot;&amp;gt;&#039;&#039;&#039;Nature&#039;s Ire:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nausea&amp;quot;&amp;gt;&#039;&#039;&#039;Nausea:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become sick and unable to use Active Skills/Abilities for thirty minutes. The target may move at a slow walk and may speak, but the condition of sickness should be role-played. If the condition is not role-played they target may not speak. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Non-corporeal:&#039;&#039;&#039; You are unaffected by binding effects with the exception of Prison. Further, the Magic Carrier must be used in order for you to be affected by physical attacks. You can phase through walls or other solid objects but not people or magical barriers such as wards, circles, etc. &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Negate&amp;quot;&amp;gt;&#039;&#039;&#039;Negate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to cancel another specific effect as it happens. This functions similar to resist, and there is generally a cost to be paid to generate this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nightmare&amp;quot;&amp;gt;&#039;&#039;&#039;Nightmare:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target is overcome by horrible waking nightmares. This effect is permanent and may only be removed by a Dispel Magic cast by a character of level 20 Break Enchantments, Resurrection, or the Dream Eater effect. While under this effect the target suffers the following disadvantages: maximum weapon damage is reduced to two, the character must expend 2 double the Energy/Mana to use/cast a Technique/Spell, the target’s bleed out count is reduced to one minute, and they only receive one point of healing per application by any source.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pacify&amp;quot;&amp;gt;&#039;&#039;&#039;Pacify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause the player to be unable to incite or engage in combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Padded&amp;quot;&amp;gt;&#039;&#039;&#039;Padded:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Flavor Carrier causes all damage to be temporary, this means while the damage is real enough to lower a targets hit points it will never drop them below 0, and after 10 minutes the lost Body Points will return on their own or can be healed. Armor that suffers damage from this carrier is lowered to 0 as well though again the armor does not become broken and can be refitted to full without use of a Patch Kit.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Paralysis&amp;quot;&amp;gt;&#039;&#039;&#039;Paralysis:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target of this effect becomes Paralyzed for the duration, 30 minutes by default. During the duration they are still aware of the world around them so long as they are also conscious, but cannot move, speak, or use Active Skills. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one physical weapon-delivered attack that was successfully landed on the user. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Petrify:&#039;&#039;&#039;  This turns the target to stone, though Huge or Massive creatures may reduce this effect. Once turned to stone, the target’s status is paused, meaning if they were under an effect with duration, then it is paused, and the remaining duration will resume when the petrified state is removed. Bleed out and dissipation counts will be paused. The stone form can be moved but requires +6 Strength to do so. A petrified person is a viable target for a Destroy effect, which will end the Petrify effect and the target would then be considered Dead. If this spell is cast upon a target that is already Petrified, it will end the effect.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Phase&amp;quot;&amp;gt;&#039;&#039;&#039;Phase:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a character to momentarily shift partially to another plane, allowing them to negate a single attack of any type.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Plague&amp;quot;&amp;gt;&#039;&#039;&#039;Plague:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This is a Disease effect. The target of this effect may not be affected by any Restoration effect except Cure Disease. Additionally, if not cured, 2 hours after they are affected they will die and dissipate. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Possession&amp;quot;&amp;gt;&#039;&#039;&#039;Possession:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures with this ability can bond with a host, granting them some amount of control over the host and gaining the hosts body as a defense from attack. The process by which the creature can possess a target varies and will be noted on the card, as well as how much control of the target they have.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Power Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to fire a deadly volley. The characters next 4(four) ranged attacks gain a +10 Temporary Damage bonus. Each of these attacks is one shot hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Purify&amp;quot;&amp;gt;&#039;&#039;&#039;Purify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will remove all Metabolic and Disease effects from the target, no matter how they were generated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&#039;&#039;&#039;Refit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This means to readjust a suit of armor that has received damage to its full value unless breached, in which case its new maximum is adjusted according to the number of breaches to refit armor manually takes a sixty (60) second counted action and any damage received by the person doing the refit resets the counter. Refit from the source of the spell is instantaneous and repairs an breaches.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Read/Write&amp;quot;&amp;gt;&#039;&#039;&#039;Read/Write:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  All characters are assumed to be able to read and write Common.  Some species have their own written languages and characters of those species are presumed to know those as well.  Extra languages can be learned in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Reflect&amp;quot;&amp;gt;&#039;&#039;&#039;Reflect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will rebound an effect back onto the originator of said effect, making them the new target. This does not change the originator of the effect. The type of effects that can be defended with this ability will be noted on the card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Renew&amp;quot;&amp;gt;&#039;&#039;&#039;Renew:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to refresh Skills/Abilities of a target by touch. The effect will list specifically what Skills/Abilities are restored to the target.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resist&amp;quot;&amp;gt;&#039;&#039;&#039;Resist:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability will be specifically noted what the character may use it against. Resists are considered a Passive Ability, and may be used so long as the character is Conscious. Common Resists include: School of Magic, Specific Effect, Delivery Type, or Family (Such as Binding or Mental).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resistant&amp;quot;&amp;gt;&#039;&#039;&#039;Resistant:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability causes the character to take half damage from the designated &amp;lt;Flavor&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Revive&amp;quot;&amp;gt;&#039;&#039;&#039;Revive:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to return to life from the Dead condition at its full Body total. Revive will have conditions listed to which it applies. First, the number of times per day the effect may be used. Second, are effects that can prevent the character from using this ability. Example: a troll may have Revive/Fire. Which means it will continue to revive until it is affected by a Killing Blow with the Fire Carrier.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Roll:&#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;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rot&amp;quot;&amp;gt;&#039;&#039;&#039;Rot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to move no faster than a walk. If not cured within six hours the target dies and dissipates. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sap&amp;quot;&amp;gt;&#039;&#039;&#039;Sap:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect incapacitates a target, denying them the ability to take action and making them unaware of their surroundings. While under this effect they are not Helpless. Any damage or violent movement will end this effect, otherwise they will remain in this state for up to 5 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shatter&amp;quot;&amp;gt;&#039;&#039;&#039;Shatter:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This effect does the following: destroys one weapon, up to a medium-sized shield, long weapon, or other object which is no larger than a Medium Shield; making the item unusable and giving it the Broken status. This does not work on natural weaponry like claws or fists.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield&amp;quot;&amp;gt;&#039;&#039;&#039;Shield:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect functions to passively protect the character against the first effect of the listed Delivery Type to contact them. When a Shield is used the character must announce “Shield &amp;lt;Type&amp;gt;” where type is the Shield effect generated&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Smoke Screen&amp;quot;&amp;gt;&#039;&#039;&#039;Smoke Screen:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the user must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions..&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shun&amp;quot;&amp;gt;&#039;&#039;&#039;Shun:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect cause a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This effect is on the target and not the caster. Dispelling the target will rid them of the effect. This effect is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Silent&amp;quot;&amp;gt;&#039;&#039;&#039;Silent:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Modifier goes at the beginning of an attack, instead of the end. Attacks with this Modifier and any defense called against the attack will make no In Game noise.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slay&amp;quot;&amp;gt;&#039;&#039;&#039;Slay:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect deals 100 points of damage to the target.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sleep Strike:&#039;&#039;&#039; This skill allows the character to deliver a powerful weapon attack announced as, “Sleep Strike” which will Sleep the target. The attack can be delivered with Melee or Ranged weapon and must land a legal weapon blow to affect the target; this is one swing hit or miss.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slow&amp;quot;&amp;gt;&#039;&#039;&#039;Slow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect slows the characters actions; reducing them to a 3 seconds delay between attacks, this includes Melee and Ranged weapons, as well as Bomb, Vials, Spells, and activated special abilities; additionally they cannot run. This has a duration of 1 hour, and the cure is based on the delivery method.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slow Regeneration&amp;quot;&amp;gt;&#039;&#039;&#039;Slow Regeneration:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to spend one hour, which they may not engage in combat, to heal themselves to their maximum Body, remove all Toxins, and Regenerate all missing limbs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slumber&amp;quot;&amp;gt;&#039;&#039;&#039;Slumber:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to fall unconscious. This affects targets that are immune to the Sleep effect. This effect may be ended by shaking the target vigorously for five minutes, or Break Enchantments; otherwise, the effect has duration of permanent.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Snare&amp;quot;&amp;gt;&#039;&#039;&#039;Snare:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become unable to move, suffering the effect of a Natural Pin. (&#039;&#039;Do we still need this?  It seems like if Snare is always going to be Natural Pin, we can cut CL by just replacing the one with the other)&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Soar&amp;quot;&amp;gt;&#039;&#039;&#039;Soar:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability is grants the creature the Fly ability, with the alteration of they can take off and land instantly, negating the normal 5 counted action.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Soul Jar&amp;quot;&amp;gt;&#039;&#039;&#039;Soul Jar:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The ability is a powerful effect that traps some portion of the targets Spirit within an object. This has a number of effects, first the character has their effective Death total increased for the purposes of Resurrection; as well add 5 Negatives to the roll if the object is not present.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stun&amp;quot;&amp;gt;&#039;&#039;&#039;Stun:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Summon/Create Creature(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Summon/Create Creature(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will summon or create a creature of the listed type. These effects are at plot discretion. The character generating this effect must supply the player to Phys-Rep the Summon/Created creature. If the creature leaves Line of Sight from the character who Summoned or Created it for ten seconds, or the caster dies the effect ends immediately. Summoned/Created creatures are under control of the character who generated the effect. A character may only have one Summoned/Created creature at a time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Summon Weapon(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Summon Weapon(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect creates a weapon of the listed (Type). This weapon causes only damage of the (Type). The weapon created may take any form for which there is an appropriate Phys-Rep.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Surprise&amp;quot;&amp;gt;&#039;&#039;&#039;Surprise:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes an attack difficult to defend against. Only Passive Skills/Abilities, such as Resist, may be used to defend against an attack with this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swarm&amp;quot;&amp;gt;&#039;&#039;&#039;Swarm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This descriptor denotes a creature is made up of many smaller monsters or separate parts. This causes all attacks to only harm a single part of the whole. Monsters with this ability often have a Damage Cap but addition any attack that has an Effect instead deals a single point of damage.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sweep&#039;&#039;&#039; This skill allows the character to force aside nearby foes. This can only be used with Great or Brawl weapons, and only when the character is stationary, though they may move immediately after its use. This skill forces all targets within melee weapon range of the user to back away 10 feet and prevent them from approaching the user for 5 seconds. This does not prevent the affected targets from fighting, only from them approaching the character for the 5 seconds.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sympathy&amp;quot;&amp;gt;&#039;&#039;&#039;Sympathy:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to take any negative effect they generate on another character. This is a Mental effect and lasts until cured by Break Enchantments or 24 hours.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Taunt&amp;quot;&amp;gt;&#039;&#039;&#039;Taunt:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Taunt causes the target to focus their attack the generator of the effect.  Until Taunt expires, the victim pays twice the cost for any abilities used for anything not targeting the originator of the Taunt effect.  Taunt lasts for five minutes, one encounter, or until the generator of the effect disengages.  A Taunter that flees, or moves to interpose a third party in between himself and his target, or simply stops fighting, immediately ends the duration of the effect.  In the chaos of combat, this can get fuzzy; a Champion can&#039;t control someone else moving into his line of effect, for example, and we expect a certain degree of latitude in &amp;quot;intentional disengagement&amp;quot;. This is voice delivered &amp;quot;Voice [target] Taunt]&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Mastery&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain Mastery:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to ignore terrain penalties of the listed type.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terror&amp;quot;&amp;gt;&#039;&#039;&#039;Terror:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be unable to move from their current location and only defend themselves for ten seconds. This effect is a Fear effect and Mental.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tether&#039;&#039;&#039;: Restricts the target to a 10&#039; radius around the caster. No effect my force them out of this ten foot space except Banish. Command &#039;come here&#039;, Fear, Horrify, Whirlwind, etc. would only bring them to the edge of that 10 foot circle. Essence and Earth totem abilities that allow someone to move while in a hold similarly would not let the user get out of their tether range.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Thrall&amp;quot;&amp;gt;&#039;&#039;&#039;Thrall:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect functions an Enslavement effect with a permanent duration. This effect may only be removed by [[Psionics#Clear|Psionics]] Break Enchantments ,Dream Eater, or Resurrection. The character who generated the Thrall effect may issue Psionic effects to the target that may not be resisted. This effect is both a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Threshold(#)&amp;quot;&amp;gt;&#039;&#039;&#039;Threshold(#):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a character to call “Threshold” to any attack that does not exceed the (#) listed. This includes weapon delivered and packet delivered attacks. A character with Threshold takes a single point of damage from every attack that would normally affect them but fails to exceed the character’s Threshold (#). Threshold is applied before modifiers due to increased or reduced effects due to damage type.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trackless Step&amp;quot;&amp;gt;&#039;&#039;&#039;Trackless Step:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes the character untraceable. They do not leave footprints of any kind unless they choose to. This makes tracking the character extremely difficult.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;True Sight&amp;quot;&amp;gt;&#039;&#039;&#039;True Sight:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to see things as they truly are. This effect sees through Invisibility, Disguise, and Illusions, and other magical effects at plot discretion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Vampiric&amp;quot;&amp;gt;&#039;&#039;&#039;Vampiric:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to lose five maximum Base Body Points every thirty minutes until cured. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Venom&amp;quot;&amp;gt;&#039;&#039;&#039;Venom:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target of this effect loses the ability to use Skills/Abilities for 1 hour; if this effect is not cured before the end of that time the targets status changes to Dead. This is a Metabolic effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Voice Control(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Voice Control(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to announce “Voice Control (Type)(#)” where (Type) denotes what they may control and (#) is the maximum level of the target allowed. All characters who hear the effect may be affected. Non-Sentient characters affected are enslaved by the character. Sentient characters must be affected by this effect each time they are given a command. This may also be delivered as a single target ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Vulnerable&amp;quot;&amp;gt;&#039;&#039;&#039;Vulnerable&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;Flavor&amp;gt;:&#039;&#039;&#039; This effect causes the creature to take double damage from the listed &amp;lt;Flavor&amp;gt;, or the Ward Flavor Carrier. A target who is Vulnerable to a flavor will always be affected by these attacks, even if they have To Hit on their card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ward&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ward:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Ward is a Flavor of attack against which immunities and x-to-hit effects do not apply.  With (very) few exceptions, if you are hit by ward, you are burning effects to defend or taking the damage.  Ward can be parried, deflected, rolled, etc; it simply cannot be passively ignored. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Signs&amp;quot;&amp;gt;&#039;&#039;&#039;Warning Signs:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  The signs are everywhere if you are looking for them. You can pick out tracks quick enough to notice a bad situation before you walk into, allowing you to find another route. This allows your party of up to 10 players to move past the encounter without engaging. This skill only works so long as there is another way to proceed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;War Cry -&#039;&#039;&#039; This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used. Casting spells under the effect of war cry reduces the spell cost by 2 mana instead of reducing the energy cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weakness&amp;quot;&amp;gt;&#039;&#039;&#039;Weakness:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Ward&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon Ward:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will negate any Disarm/Shatter 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.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Wither&amp;quot;&amp;gt;&#039;&#039;&#039;Wither:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a single limb to become useless on the target. The affected character may choose the limb if the character generating the effect did not specify which limb. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Wound&amp;quot;&amp;gt;&#039;&#039;&#039;Wound:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect reduces the targets maximum Base Body Points by up to 3 points, cannot reduce a target below 1 Base Body Points. This effect will stack with itself and other effects that reduce Base Body Points. This effect lasts until cured. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=1859</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=1859"/>
		<updated>2024-09-13T01:25:30Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Effect Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;[[Effect tier breakdown]]&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Effect Categories ==&lt;br /&gt;
Categories are groupings of Effects that operate in a similar fashion.  Fear, Sleep, Shun, Charm, and Command, for example, are all Mental effects - they fiddle with your mind to make you do something you&#039;d rather not.  Most effects belong to at least one category, and this is important for two reasons.  One, there are a variety of curatives and resistances that counter categories rather than specific effects.  Resist Fear blocks fear, but Resist Mental blocks everything mind-affecting.  Two, some characters are unaffected by some categories.  A golem just doesn&#039;t have any parts you can poison to any real end.  Common categories and their common members are listed out here, but neither is exhaustive.  Monsters across the worlds have all kinds of weird effects that may or may not fit into categories, and some natives of different worlds have some resistance to categories not listed here.&lt;br /&gt;
&lt;br /&gt;
=== Mental Effects ===&lt;br /&gt;
As mentioned above, Mental effects influence your target&#039;s mind to cause or deny behavior.  Mental effects include:&lt;br /&gt;
&lt;br /&gt;
* Charm&lt;br /&gt;
* Command&lt;br /&gt;
* Awaken&lt;br /&gt;
* Shun&lt;br /&gt;
* Sleep&lt;br /&gt;
* Fear &lt;br /&gt;
* Feeblemind&lt;br /&gt;
* Pacify&lt;br /&gt;
* Despair&lt;br /&gt;
* Forget&lt;br /&gt;
&lt;br /&gt;
=== Metabolic Effects ===&lt;br /&gt;
&lt;br /&gt;
* Berserk&lt;br /&gt;
* Poison (essentially anything with the word &amp;quot;poison&amp;quot; in the call)&lt;br /&gt;
* Fatigue&lt;br /&gt;
* Nausea&lt;br /&gt;
* Rot&lt;br /&gt;
* Plague&lt;br /&gt;
* Disease&lt;br /&gt;
* Wound&lt;br /&gt;
* Venom&lt;br /&gt;
&lt;br /&gt;
=== Curse Effects ===&lt;br /&gt;
&lt;br /&gt;
* Anything with &amp;quot;Curse&amp;quot; in the call&lt;br /&gt;
* Weakness&lt;br /&gt;
&lt;br /&gt;
=== Impairment Effects:  ===&lt;br /&gt;
Impairment is a catch-all for effects that don&#039;t quite fit anywhere else but are still common enough to warrant Resists and cures.  (&#039;&#039;We are aware that &amp;quot;impairment&amp;quot; covers everything on this list I can do that you don&#039;t want done, but Resist Impairment doesn&#039;t block Paralysis no matter how inconvenient or hampering it is.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* Brutal Strike&lt;br /&gt;
* Exhaustion&lt;br /&gt;
* Cripple&lt;br /&gt;
* Deprive&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;u&amp;gt; &amp;lt;span id=&amp;quot;Standard Effects&amp;quot;&amp;gt;&#039;&#039;&#039;Standard Effects:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/u&amp;gt; ==&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Affinity(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Affinity(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes creatures of the listed type to see the character as one of similar type and will cause it to be fairly neutral to that individual so long as no provocation occurs. This effect will end if offensive actions are taken towards the affected creature. Creatures that are being commanded or controlled may also ignore this effect.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Agility&amp;quot;&amp;gt;&#039;&#039;&#039;Agility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill becomes active by announcing “Agility!” Once activated, it lasts for 5 minutes or 1 Encounter, whichever is longer. While this skill is in use, the character will take Reduced: Half Damage, rounded up, from all numerical damaging effects, such as weapon damage. This ability does not reduce effects, such as Nausea or Sleep, or any other effect that does not deal damage&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aura&amp;quot;&amp;gt;&#039;&#039;&#039;Aura:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is a defense that is triggered by melee weapon attacks. When used the character announces “&amp;lt;Vector&amp;gt;Aura&amp;lt;Flavor&amp;gt;, or &amp;lt;Vector&amp;gt; Aura &amp;lt;Effect&amp;gt;” and the target must then take or defend against the Aura. In the case of the first option, the damage is always 30 points of &amp;lt;Flavor&amp;gt;damage. This is an Active ability. If this defense renders the attacker Helpless, then the defender does not suffer the attack that triggered this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Automatic Success&amp;quot;&amp;gt;&#039;&#039;&#039;Automatic Success:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is an instant success in any Contested Roll that is applicable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Awaken&amp;quot;&amp;gt;&#039;&#039;&#039;Awaken:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Avoidance&amp;quot;&amp;gt;&#039;&#039;&#039;Avoidance:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill will negate all melee weapon delivered attacks against the character for 10 seconds, calling “No Effect” to such attacks while it is active. While active, the character may still attack with ranged weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Bane(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Bane (Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is a damage bonus toward a particular Creature &amp;lt;Type&amp;gt;(Humanoid, Elemental, Fey, etc.). It grants the character a +5 Temporary Weapon Damage increase. It is up to the character using this ability to be aware of whom they get the bonus versus.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Banish&amp;quot;&amp;gt;&#039;&#039;&#039;Banish:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect sends the target back to its plane of origin. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Barrier&amp;quot;&amp;gt;&#039;&#039;&#039;Barrier:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect acts as a damage shield negating 20 points of damage before being exhausted. These points do not stack with other armor buffs, and are the first points lost.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Battlerage&amp;quot;&amp;gt;&#039;&#039;&#039;Battlerage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When this effect is activated the character activating it gains the following temporary benefits- +15 Body Points, +2Permanent Weapon Damage, Immunity to Charm, Fear, Shun, and Sleep. This ability lasts for an encounter. When Battlerage ends the character suffers the effects of Devastate and Slow, as well as the inability to use Energy for 30 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Berserk&amp;quot;&amp;gt;&#039;&#039;&#039;Berserk:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to attack the closest target friend or foe. They will continue to attack all targets until the effect is cured or until thirty minutes have passed. The character will actively seek out new targets during the duration of the effect. This is a Metabolic effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt; &amp;lt;span id=&amp;quot;Bind Form&amp;quot;&amp;gt;&#039;&#039;&#039;Bind Form:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has two uses. First, it may allow a character that has died to be resurrected without the use of a Life Well as long as a character with the Resurrection Skill is available. This circumvents the penalties for resurrecting without a Life Well. Second, it may be used as an offensive effect against non-corporeal creatures. It reduces “Magic to Hit” to “Silver to Hit&amp;quot;, or reduces “Silver to Hit” to “Normal to Hit” for an encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Binding Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Binding Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This can only be performed with Claws/Brawl. The attack must be a legal weapon strike; should the attack land and not be defended the attacker begins a Counted Action. The count begins from the top and the effect is announced once the count ends. While the Counted Action is taking place the target cannot voluntarily move but may use Skills/Abilities that do not require the characters appendages for locomotion. The target can try to Break Free by declaring “Break Free XStrength” where X is their total Strength. The attacker should announce their Strength if greater to keep the target from Breaking Free and may abort the count at any time they chose. Binding Strike’s counted action is not subject to interruption with damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blind&amp;quot;&amp;gt;&#039;&#039;&#039;Blind:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsight&amp;quot;&amp;gt;&#039;&#039;&#039;Blindsight:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Characters with this effect use all of their senses to see. This allows the character to detect Hidden and Invisible targets as well as attack them, which removes them from the Hidden or Invisible state.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Break Enchantments&amp;quot;&amp;gt;&#039;&#039;&#039;Break Enchantments:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect Dispels and removes all negative Mental and Magical effects on the target. This includes Enslavement, as well as Silence generated by any ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Break Free from Binding&amp;quot;&amp;gt;&#039;&#039;&#039;Break Free from Binding:&#039;&#039;&#039;&amp;lt;/span&amp;gt; With increased and immense strength it is possible to break free from some effects. Binding effects each have a specific amount of Strength required to break free. Breaking Free is done on a 3- counted action, and damage does not interrupt this count. Breaking Free from non-physical Binding effects causes the user to suffer body damage equal to double the strength required. Breaking out of Natural/Physical Binding effects uses total +Strength, all other effects only Base Strength is used.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broken&amp;quot;&amp;gt;&#039;&#039;&#039;Broken:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  An item with this status is rendered unusable until fixed. After an item has been broken for longer than 5 minutes, all special properties that are not from Advanced Smithing/Engineering are lost, even after it has been Repaired .Broken weapons and shields may not be used for combat, broken armor has its maximum value reduced to 0 and cannot be readjusted, and special properties on items cannot be used. Items that are broken at the end of an event are removed from game and the tag must be turned in to a Marshal.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Brutal Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Brutal Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  A victim of Brutal Strike takes 10 points of physical damage every time they use a tagged skill - mana, Energy, Dailies, Attunement Powers, or similar abilities.  Brutal Strike lasts for five minutes or one encounter.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burst&amp;quot;&amp;gt;&#039;&#039;&#039;Burst:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to affect all targets in melee weapon range. Any Skill/Ability may be used with Burst. Skill/Abilities that have been used with Burst may be defended against normally, but must be done so for each affected target. This is a weapon attack Modifier.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burst of Strength&amp;quot;&amp;gt;&#039;&#039;&#039;Burst of Strength:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to perform feats of amazing strength. It may be used to either resist or instantly break free of any Binding or Contain effect. This effect can also be used as +20 Temporary Strength for a single action.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burrow&amp;quot;&amp;gt;&#039;&#039;&#039;Burrow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to Burrow underneath the ground. No Skills/Abilities may be used while under the effects of Burrow. Burrow is visually demonstrated by making a circling motion towards the ground continuously with either hand or boffer. The Burrow effect makes the character un-targetable while they maintain the appropriate gesture. It takes a 5-counted action to enter and leave Burrow during which the character is vulnerable to attack, and leaves the user Helpless. Unlike most Counted Actions, taking damage while leaving Burrow does not interrupt the count. Burrow can only be used in natural terrains.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Carrier Attack(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Carrier Attack(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures with noted Carrier Attacks have a flavor or effect call added to weapon swings. Carrier Attacks are static, and the character may not swing any type of damage except that listed by the Carrier Attack ability. Some characters may have the notation “At-Will” added to their Carrier Attack &amp;lt;Type&amp;gt;, which allows them to not swing the listed carrier. A target may never heal from the effect of a Flavor Carrier. Effect Carriers are by default considered Toxins.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Chain Spell&amp;quot;&amp;gt;&#039;&#039;&#039;Chain Spell:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows a character to maximize the efficiency of their mana when casting certain spells. Each time this skill is purchased, the character can affect an additional target with touch cast spells. This skill can only be used in conjunction with the following spell Types: Protective, Blade, Healing, Summon, and Dispel effects. To use this ability, the caster must complete the normal spell incant and add “Chain Spell” to the end of the incant. They must then plant their foot and can then touch each recipient with a packet and call “Magic&amp;lt;Effect&amp;gt;”. This must be done immediately after casting the spell roughly within 5 to 10 seconds. The caster only spends mana for the spell being cast once. This skill can be purchased a maximum of four times.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Charm&amp;quot;&amp;gt;&#039;&#039;&#039;Charm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charm Strike&#039;&#039;&#039; This skill allows the character to deliver a powerful weapon attack as, Charm Strike which will Charm the target. The attack can be delivered with Melee or Ranged weapon and must land a legal weapon blow to affect the target; this is one swing hit or miss.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Clarity&amp;quot;&amp;gt;&#039;&#039;&#039;Clarity:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect gives the recipient the ability to Resist the following effects once: Charm, Command, Sleep, and Terror.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cleave&amp;quot;&amp;gt;&#039;&#039;&#039;Cleave:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls Cleave. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with the Burst or Double Attack Modifiers.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cocoon&amp;quot;&amp;gt;&#039;&#039;&#039;Cocoon:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has several outcomes. First, it acts as a “Natural Prison”. Second, it renders the target to Unconscious at 0Body Points. These effects persist permanently unless ended by cutting the victim free on a 10 counted action, or by use of the Freedom effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conceal&amp;quot;&amp;gt;&#039;&#039;&#039;Conceal:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Command&amp;quot;&amp;gt;&#039;&#039;&#039;Command:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell will cause the target to become bent to the caster&#039;s will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. This is a mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Compulsions&amp;quot;&amp;gt;&#039;&#039;&#039;Compulsions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These are Mental effects that take away the character’s free will and cause them to take actions they would not normally take.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Contain&amp;quot;&amp;gt;&#039;&#039;&#039;Contain:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect creates a transparent barrier that cannot be passed through, even by non-corporeal creatures in most cases, and will stop most effects; however, Delivery Types like Voice will often bypass.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Courage&amp;quot;&amp;gt;&#039;&#039;&#039;Courage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will dispel all Fear/Terror effects from all targets, as well rendering them Immune to Fear/Terror effects for the remainder of the Encounter or up to 5 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Grove&amp;quot;&amp;gt;&#039;&#039;&#039;Create Grove:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The character must spend 5 minutes concentrating and role-playing to create the protective barrier on an area or small building. For the next 5 days the area is protected from unnatural creatures; Undead, Golems, Elementals, Fey, and Abominations, as well as a few other types, cannot enter into the area. A Phys-Rep of green lights must surround the area, if outside; or around the primary doorway if created on a building. This effect cannot be stacked with a Wizard Lock.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Critical&amp;quot;&amp;gt;&#039;&#039;&#039;Critical:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Modifier, when added to an attack, will cause that attack to ignore passive reductions to damage (i.e. Threshold &amp;amp; Damage Cap), and defenses that only reduce damage (such as  Roll), cannot be used as defenses against the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crippling Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Crippling Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This attack is delivered with the call &amp;quot;Crippling Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace, for the remainder of the encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Curse of Death&amp;quot;&amp;gt;&#039;&#039;&#039;Curse of Death:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will not cause the target immediate harm, instead the next time the target receives a Killing Blow effect they will immediately go to resurrect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cyclone&amp;quot;&amp;gt;&#039;&#039;&#039;Cyclone:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Damage Cap&amp;quot;&amp;gt;&#039;&#039;&#039;Damage Cap:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability reduces all damage the character takes to a set amount, no matter the source; this only applies to attacks with a number in the attack&#039;s verbal. The Critical Modifier can overcome this.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Danger S nse&amp;quot;&amp;gt;&#039;&#039;&#039;Danger Sense:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the creature to change what just happened to them, as they foresaw it and changed their action at the last moment. This can be called as the defense Foresight or they can call it to undo/change their last action. This can vary based on the situation, but this could range from having not “Opened that chest!” to “On second thought I don’t play that card”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Daze&amp;quot;&amp;gt;&#039;&#039;&#039;Daze:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be unable to take any action, while not Helpless, they cannot use any skills or abilities, nor can they move from their current location.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Death Throes&amp;quot;&amp;gt;&#039;&#039;&#039;Death Throes:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to make a final attack upon death. Characters with this effect do not choose to activate it, it activates automatically when their status becomes Dead and they have no ability to return to life under their own power. A character who uses Death Throes may not be brought back to life with a spell or ability that restores life. This ability is used with the call “Everyone in the sound of my Voice&amp;lt;Damage&amp;gt;&amp;lt;Flavor&amp;gt;&amp;lt;Effect&amp;gt;”. This attack is Area of Effect and may be defended against as such. Each character with this effect will denote the “volume” at which the ability will affect targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Define Magic&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This ability, if used upon an item that has magical properties, will reveal to the user all such properties in addition to how to use them and the item. This will not reveal if an item is cursed. If used on a person it will reveal all magical effects on a person not actively hidden by another greater effect.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deflect&amp;quot;&amp;gt;&#039;&#039;&#039;Deflect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill negates a single Physical attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the Massive modifier. To use this skill, the character must call “Deflect”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Derangements&amp;quot;&amp;gt;&#039;&#039;&#039;Derangements:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These effects are mental effects on the character that will force some amount of role-play based on the specific condition. These effects can be temporary, lasting a few months, up to permanent. A character is never aware of their condition and must follow the listed role-play and mechanics as defined under the Appendix: Derangements. These conditions are assigned by a Plot Marshal, and under no circumstance can a character cure their own conditions.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Despair&amp;quot;&amp;gt;&#039;&#039;&#039;Despair:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to double the cost of all Technique skills, and all other skills must spend 2 uses to generate a single use. This is a Mental effect that lasts until cured with Psionic Clear or Break Enchantments.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Destroy&amp;quot;&amp;gt;&#039;&#039;&#039;Destroy:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect does the following: destroys one weapon, up to a large-sized shield, suit of armor no matter the size, or other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This does not work on natural weapons like fists or claws.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deprive(Skill)&amp;quot;&amp;gt;&#039;&#039;&#039;Deprive(Skill):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect strips the named skill from the target for twenty-four hours.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Devastate&amp;quot;&amp;gt;&#039;&#039;&#039;Devastate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to take double damage from all attacks that have a numerical value in their call. This effect is permanent, unless a duration is specified by the application, such as Devastate gained from Resurrection. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, or the Brook and River spells.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Diagnose&amp;quot;&amp;gt;&#039;&#039;&#039;Diagnose:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill will allow the character to determine the condition of the creature, by asking the following questions: “Are you- (Dying, Dead, Conscious, Unconscious, Venomed, Diseased, Stunned, Sleeping, How much body are you down)?” The character may also be able to receive other information at the marshal’s discretion. You must be within arm’s reach of the target though you do not have to touch them.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Die Hard&amp;quot;&amp;gt;&#039;&#039;&#039;Die Hard:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This can be used only when a character reaches -1 Body Points. When activated, the character can continue to take actions instead of falling down and can continue to act until they reach negative Body Points equal to their unadjusted maximum Body Points; at which time they will enter the Dying state but only have a 60 count Bleed Out. This effect will end if the user is healed above 0 Body Points.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Difficult Terrain&amp;quot;&amp;gt;&#039;&#039;&#039;Difficult Terrain:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes those in the area or those affected unable to move faster than a walk. This effect is negated by Non-Corporeal, &amp;lt;Flavor&amp;gt;Aligned, or Terrain Adaptation&amp;lt;Type&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disarm&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack MUST hit the item to be affected. this does not effect natural weapons like claws.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Disguise&amp;quot;&amp;gt;&#039;&#039;&#039;Disguise:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The character can give a false answer to &amp;quot;What do I see&amp;quot;, changing their species or other minor features such as glowing hands; or for the same cost they can leave false information for Tracking. Or the character can change their appearance for an entire encounter, or until they engage in combat. This can be used at any time, so long as they are not currently engaged in combat. For example, this feature could be used to change their appearance to that of a Gnoll, causing such NPCs to not attack them and move on to other targets. This skill can be used once each reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disrupt&amp;quot;&amp;gt;&#039;&#039;&#039;Disrupt:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a targets Threshold to be reduced by 3 points, or Damage Cap to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;: This skill allows the character to avoid a single ranged weapon or packet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Double Attack&amp;quot;&amp;gt;&#039;&#039;&#039;Double Attack:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect may be used when a character has successfully made a weapon attack upon a target and the target defended against it in any fashion. The character may then call Double Attack and force the target to defend again or suffer the effect of the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Dragon Fear&amp;quot;&amp;gt;&#039;&#039;&#039;Dragon Fear:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes all targets lower than the designated level to become afraid of the effect’s generator. While under this effect a character cannot take offensive actions or attack the effect’s generator; as well they cannot defend against attacks from the effect’s generator. This is a Mental Effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Dragon Rage&amp;quot;&amp;gt;&#039;&#039;&#039;Dragon Rage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes all affected to enter into a blind rage attacking all targets they can perceive. If there are no such targets in the immediate area, the character becomes winded and falls unconscious for 10 minutes. The call will always have a level as part of its delivery; characters above the level in the call do not suffer the normal effect but are instead affected by Weakness. This is a Mental effect and a Compulsion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;(Effect) Strike&amp;quot;&amp;gt;&#039;&#039;&#039;(Effect) Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These types of attacks are weapon delivered attacks, which are one swing hit or miss. The &amp;lt;Effect&amp;gt; in the call is what the target will suffer should the attack land and not be defended; the Strike portion of the call is to make it clear it is a weapon attack and only good for a single swing.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elemental&amp;quot;&amp;gt;&#039;&#039;&#039;Elemental:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Type denotes that the creature is made up totally of a singular &amp;lt;Flavor&amp;gt;, such as a Fire Elemental. Creatures with this Type are always Extra-Planar, and have the following advantages: Immune to Mental, No Metabolism, and Resistant to their &amp;lt;Flavor&amp;gt;. Their disadvantages are: Vulnerable to their opposing &amp;lt;Flavor&amp;gt;, and Crumbles at 0 Body. Additionally, they often do not have standard sensory features.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Engulf&amp;quot;&amp;gt;&#039;&#039;&#039;Engulf:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a creature to swallow a target whole. Each creature has its own count to use this effect. Once engulfed, a target immediately drops to -1 Body Points, and they may not be targeted with Skills/Abilities; until they are extracted.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enslavement&amp;quot;&amp;gt;&#039;&#039;&#039;Enslavement:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to gain mental control over a target. The character may give any number of orders during the duration of the effect and the target will obey. The target will take no actions without orders from the effects originator. This effect is both a Mental effect and a Compulsion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entangling Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Entangling Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill is used by calling “Entangling Strike” and landing a legal weapon blow; this is one swing, hit or miss. This effect causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Envenom&amp;quot;&amp;gt;&#039;&#039;&#039;Envenom:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When activated the character gains a duplicate of all Blade Poisons currently on the weapon; all stacks of Blade Poison will expire at the end of the Encounter if they are not used. Example, if the characters weapon had 2 Paralysis Blade Poisons on it, it would instead become 4 totals; however they all expire at the end of the Encounter. This skill does not stack with itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Escape from Binding&amp;quot;&amp;gt;&#039;&#039;&#039;Escape from Binding:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability allows the character to free themselves of Binding effects, on a 3 counted action, without taking any damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Expendable Healing/Effect&amp;quot;&amp;gt;&#039;&#039;&#039;Expendable Healing/Effect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This refers to any effect that can only be used in limited amounts in a given time frame. This primarily includes Signature Spell, Potions, and times per reset skills/abilities; skills that do not affect this are ones that have no limit on usage like Healing Arts.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Evade&amp;quot;&amp;gt;&#039;&#039;&#039;Evade:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to Negate any attack with a numerical damage as part of the call, excluding attacks with the Surprise Modifier.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Evasion&amp;quot;&amp;gt;&#039;&#039;&#039;Evasion:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Execute&amp;quot;&amp;gt;&#039;&#039;&#039;Execute:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill causes a target that is Helpless to become Dead and they begin their death count. This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Exhaustion&amp;quot;&amp;gt;&#039;&#039;&#039;Exhaustion:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Expose armor&amp;quot;&amp;gt;&#039;&#039;&#039;Expose armor:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will reduce the targets physical armor (does not affect spells or Natural Armor) to 0 points; though this does not Breach the armor. This attack is delivered as &amp;quot;Voice Expose Armor&amp;quot;. While not standard, this attack can be negated with the Weapon Ward skill.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extra-planar&amp;quot;&amp;gt;&#039;&#039;&#039;Extra-planar :&#039;&#039;&#039;&amp;lt;/span&amp;gt; This means you are native to another pane and not Nexus or one of the various Prime planes. First Aid can affect you only if the practitioner is sufficiently advanced in their knowledge of the planes (KA:Planes 3 or above). In addition, you cannot pass through a Caller&#039;s Grove skill and will be sent back to your home plane if hit with a Banish effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Healing&amp;quot;&amp;gt;&#039;&#039;&#039;Fast Healing:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability allows the character to naturally heal when not in combat or participating in strenuous activates. The character heals X Body Points every 5 minutes, at the end of the count; where X is the amount healed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fatigue&amp;quot;&amp;gt;&#039;&#039;&#039;Fatigue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the character to be reduced to -1 Body Points. A fatigued character cannot be healed by any means. They may receive a Life spell when appropriate but become immediately Fatigued. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fear&amp;quot;&amp;gt;&#039;&#039;&#039;Fear:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Featherfall&amp;quot;&amp;gt;&#039;&#039;&#039;Featherfall: &#039;&#039;&#039;&amp;lt;/span&amp;gt;  Featherfall counters all damage taken from the next fall the recipient suffers.  It does nothing to help with hazards at the landing point.  Featherfall can be cast on others and Chain Spelled.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Feeble mind&amp;quot;&amp;gt;&#039;&#039;&#039;Feeble mind:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause the target to have their mental faculties reduced almost completely. They cannot use any Skills/Abilities, nor do they have the ability to communicate. They can still move and will often wander toward bright colors and noises. This effect lasts for one hour, and is removed by Break Enchantments, Priest Rank 2, or Psionic Clear. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;First Aid&amp;quot;&amp;gt;&#039;&#039;&#039;First Aid:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption. This will not work on Extra-Planar creatures without at least Knowledge Area: Planes at level 3.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;(Flavor Carrier) to Hit&amp;quot;&amp;gt;&#039;&#039;&#039;(Flavor Carrier) to Hit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes a character invulnerable to weapon damage from all but a single source. Common “to Hit” requirements are: Silver, Magic, Fire, etc.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Flee&amp;quot;&amp;gt;&#039;&#039;&#039;Flee:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This effect allows a character to escape combat by running away, so long as escape is not physically blocked. This effect may also be used to Resist or Dispel any effect that would prevent running, such as Rot or Slow. Once a Flee had been used it takes the user 5 minutes to reenter the encounter they left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fly&amp;quot;&amp;gt;&#039;&#039;&#039;Fly:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to fly through the air. No Skills/Abilities may be used while flying. Flying is represented by making the gesture of a circular motion over the character’s head with hand or boffer. It is a 5 count to take off or land from flying, during which the character may be targeted with attacks, this count may not be interrupted with damage, and leaves the user Helpless. While flying outdoors the character may not be the target of any effect that does not specifically target flying targets, Such as Voice Delivery and Gaze Attacks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fog&amp;quot;&amp;gt;&#039;&#039;&#039;Fog:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect limits the vision of a character. While under this effect, the character is unable to make ranged attacks of any kind. This effect lasts 10 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Forget&amp;quot;&amp;gt;&#039;&#039;&#039;Forget:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause a character to forget a certain period of time. All the character will remember from the frame of time is a blank spot in their memory.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Formless&amp;quot;&amp;gt;&#039;&#039;&#039;Formless:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures will this Type have no solid features to them, and gain following Immunities: Binding, Blind, Fog, Maim, Stun, and Slay. Additionally, they can fit through any opening, though items they carry might not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fortitude&amp;quot;&amp;gt;&#039;&#039;&#039;Fortitude:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability increases the character’s Base Body Points by 30, for 1 hour or Module. When this effect expires, the amount is removed from the character’s Base Body Points, not their current Body Points.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Freeze&amp;quot;&amp;gt;&#039;&#039;&#039;Freeze:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become rigid and unable to move or take actions for up to 5 minutes. A creature with +6 Base Strength can break free of this status; as well fatal damage or ten second counted action from another can remove the effect. This effect is physical in nature.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Freezing shot&amp;quot;&amp;gt;&#039;&#039;&#039;Freezing shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to Freeze. This effect is physical in nature and is one attack, hit or miss.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fumble&amp;quot;&amp;gt;&#039;&#039;&#039;Fumble:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A character under this effect will be unable to hold any physical objects in their hands or handle physical objects for ten seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gaze Attack&amp;quot;&amp;gt;&#039;&#039;&#039;Gaze Attack:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is used to deliver an attack to a target with the character’s gaze alone. In order to use this effect, the character must maintain eye contact with the target for three full seconds, or may deliver this effect with a packet. At the end of the time or when the packet gets delivered the call is “Target Arcane Gaze&amp;lt;Effect&amp;gt;”.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Glide&amp;quot;&amp;gt;&#039;&#039;&#039;Glide:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability functions much like Feather fall with the difference that they can choose where to land so long as the location is lower than where they started and within 100 yards.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Good Will&amp;quot;&amp;gt;&#039;&#039;&#039;Good Will:&#039;&#039;&#039;&amp;lt;/span&amp;gt; By channeling your healing power, you give off a calming aura that causes potential hostiles to ignore your party as you avoid them; this allows your party of up to 10 players to move past the encounter without engaging. This skill only works when dealing with sentient living creatures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Guardian Spirit&amp;quot;&amp;gt;&#039;&#039;&#039;Guardian Spirit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill creates a safeguard on the targets spirit, binding it the target’s body. The next time the target drops to -1 Body Points or the Dead status, they will auto-stabilize to 0 Body Points. This effect lasts for one hour or Module, or until used. Additionally, the target is protected from being forcibly transformed into another creature subtype for up to one hour, as a separate duration from the auto-stabilize.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Guarding Light&amp;quot;&amp;gt;&#039;&#039;&#039;Guarding Light:&#039;&#039;&#039;&amp;lt;/span&amp;gt; By channeling positive energy, you create a temporary field that conceals you from certain creature types. This allows your party of up to 10 people to move past an encounter without engaging. This skill only works when dealing with creatures of the following types: Abomination, Deathless, Shadow, and Undead&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harm Touch&amp;quot;&amp;gt;&#039;&#039;&#039;Harm Touch:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability is used with the call &amp;quot;Arcane Harm Touch &amp;lt;Flavor&amp;gt;&amp;quot;. This will deal 75 points of damage to the target and will heal the character for an equal amount, up to their maximum Base Body Points. This attack is delivered with a weapon and is one swing, hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Healing Arts&amp;quot;&amp;gt;&#039;&#039;&#039;Healing Arts:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to treat a targets wounds and injuries. This skill takes 20 minutes and can be applied to 2 targets at once. At the end of the treatment, the targets will be healed for up to half of their maximum Body Points, all Toxins removed from their body and up to 2 limbs regenerated. Alternatively, the user can choose to spend only 10 minutes, but will generate only one of the effects instead of all 3.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Helpless&amp;quot;&amp;gt;&#039;&#039;&#039;Helpless:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A character that is helpless is aware of their surroundings but can take no In-Game actions or use any skills or abilities nor move under their own power.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Heroism&#039;&#039;&#039;:  For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hide&amp;quot;&amp;gt;&#039;&#039;&#039;Hide:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Block&amp;quot;&amp;gt;&#039;&#039;&#039;High Block:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will allow the character to defend against a single attack delivered with a melee weapon, regardless of the Delivery Type. This skill can only be used with Brawl weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Horrify&amp;quot;&amp;gt;&#039;&#039;&#039;Horrify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be overcome by Fear so strong that it can almost kill. Horrify is Permanent, only being removed by: Dream Eater, Break Enchantments, and Resurrection. Creatures that are normally immune to Fear, downgrade this effect to the normal Fear effect lasting 5 minutes. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hold Spirit&amp;quot;&amp;gt;&#039;&#039;&#039;Hold Spirit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect targets a dead character. The target must be in their four-minute death count for this effect to work. The character using this effect touches the target and states, “I hold your spirit &amp;lt;#&amp;gt;” where the &amp;lt;#&amp;gt; is how long the affected target’s spirit remains in their body before seeking resurrection. This effect extends the death count of the target by &amp;lt;#&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hunters Call&amp;quot;&amp;gt;&#039;&#039;&#039;Hunters Call:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to summon an animal natural to the terrain that the character is currently in. This animal can be given a command action which it will perform to the best of its abilities for up to 1 hour. The creatures summoned by this skill are above average intelligence for their species, such that they can comprehend complex commands. This skill cannot be used in combat&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Impale&amp;quot;&amp;gt;&#039;&#039;&#039;Impale:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to add a powerful pull to their ranged attacks. When used the character increases their Base Weapon Damage by 2 points and can add the Critical Modifier to their next 10 packet attacks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Immunity&amp;quot;&amp;gt;&#039;&#039;&#039;Immunity:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Some characters can completely ignore some effects.  This is called as &amp;quot;No Effect&amp;quot; when such an effect would otherwise set in.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Impunity&amp;quot;&amp;gt;&#039;&#039;&#039;Impunity:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the Parry skill are considered negated.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Incinerate&amp;quot;&amp;gt;&#039;&#039;&#039;Incinerate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is always a counted action and causes the target to turn into ash. This destroys Unshatterable items. If used on a living target the body is instantly destroyed and they immediately seek resurrection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inept&amp;quot;&amp;gt;&#039;&#039;&#039;Inept:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will always have some other effect or type listed with it, such as Fire/Swords/Magic. The types listed in the entry are unusable by the character. .&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Initiative&amp;quot;&amp;gt;&#039;&#039;&#039;Initiative:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to make a quick escape from combat. When used, a minor hold occurs that only involves other players engaged with the character. The character may then move up to 10 steps away, after which normal game play will resume.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inspiration&amp;quot;&amp;gt;&#039;&#039;&#039;Inspiration:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Target gains +1 Permanent Weapon Damage or 25 points of Spell Pool for 5 minutes or an Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Instill Rage&amp;quot;&amp;gt;&#039;&#039;&#039;Instill Rage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to incite an ally into battle frenzy; granting them Immunity to Fear and Sleep, +2 Permanent Weapon Damage, and +10 Base Body Points; however, they must continue to engage enemies until there are no enemy targets remaining. If used on oneself the effect is much weaker granting only +2 Permanent Weapon Damage and Immunity to Fear. This effect will last for 5 minutes or one Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Intimidate&amp;quot;&amp;gt;&#039;&#039;&#039;Intimidate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill has two uses: First, this can be used against a target within melee weapon reach and is delivered as &amp;quot; Voice Arcane Terror&amp;quot;. Second, this skill can be used against a Conscious and Helpless target to force them to answer a yes or no question, which must be answered truthfully.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Invisibility&amp;quot;&amp;gt;&#039;&#039;&#039;Invisibility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is similar to the Conceal effect, with the major differences that it has a variable duration and it does not end when the user moves or attacks. This effect can make the character a deadly foe as they are not able to be attacked but can still engage targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Body&amp;quot;&amp;gt;&#039;&#039;&#039;Iron Body:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill gives the character 5 points of Dexterity Armor. This skill can be purchased a maximum of 4 times.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kill&amp;quot;&amp;gt;&#039;&#039;&#039;Kill:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect instantly sets the target to dead. The targets death count begins immediately.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Killing Blow&amp;quot;&amp;gt;&#039;&#039;&#039;Killing Blow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A killing blow is a 3-counted action that instantly sets the target to dead. The targets death count begins immediately.  Killing Blow can only be used on helpless or willing targets, and consists of touching your target on the chest or shoulder with a weapon or packet, then counting down - Killing Blow 3, Killing Blow 2, Killing Blow 1.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Knockdown&amp;quot;&amp;gt;&#039;&#039;&#039;Knockdown:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect does not render the target Helpless, but does prevent the use of Active Skills/Abilities as well as the target cannot walk during the duration, which by default is 10 seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Maim Limb&amp;quot;&amp;gt;&#039;&#039;&#039;Maim Limb:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon. This is one swing hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magnetic Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Magnetic Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This has no effect by itself.  A character affected by Magnetic Shot can be voice-targeted by the character that applied it for five minutes or one encounter. Magnetic Shot is not curable by normal means (although it may be resisted normally).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Manticore Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Manticore Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the characters to unleash toxic ammo that weaken their foes. The characters next 3 ranged attacks become “Poison Weakness”. Each of these attacks is one shot hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Massive&amp;quot;&amp;gt;&#039;&#039;&#039;Massive:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Massive damage affects the target if they are contacted in any way. This may not be blocked by a shield or a weapon. If used in conjunction with a Skill/Ability that allows multiple strikes, then all such strikes are Massive.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mind Guard&amp;quot;&amp;gt;&#039;&#039;&#039;Mind Guard:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell wraps the recipients mind in a protective field. During the duration (normally 10 minutes) the target is immune to Mental effects.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mirror Image&amp;quot;&amp;gt;&#039;&#039;&#039;Mirror Image:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill causes the character to be duplicated by shifting images, causing the next 2 melee/ranged weapon attacks to be Negated. This is a visible effect; and lasts for 5 minutes or one Encounter, or until used, whichever is shorter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mob Scene&amp;quot;&amp;gt;&#039;&#039;&#039;Mob Scene:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Critical Modifier to their next single attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mobility&amp;quot;&amp;gt;&#039;&#039;&#039;Mobility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to resist slowing effects, Pin and Bind effects, and Binding Strike’s up to +4 Strength. Additionally, this skill can remove any of the above effects that are currently affecting the character, as well as allow escape from other non-magical bindings on their person.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Move Silent&amp;quot;&amp;gt;&#039;&#039;&#039;Move Silent:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Armor&amp;quot;&amp;gt;&#039;&#039;&#039;Natural Armor:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect gives the character armor points without the use of a Phys-Rep. These points will stack with all other forms of armor, but will not allow a character to exceed their maximum armor total. These armor points may be healed if a character is at full Body, in addition to all other rules that allow a character to refit armor.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Weapons&amp;quot;&amp;gt;&#039;&#039;&#039;Natural Weapons:&#039;&#039;&#039; These weapons are representative of the natural claws found on beasts and some characters throughout the game. They are completely red taped &#039;phys-reps&#039; and come in short, medium, long, and two handed variants. These weapons are immune to disarm, destroy, and shatter. They can be affected by &#039;aura blade&#039; and &#039;summon weapon&#039; skills &amp;amp; spells but cannot be the target of Ritual Enchantments.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nature&#039;s Ire&amp;quot;&amp;gt;&#039;&#039;&#039;Nature&#039;s Ire:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nausea&amp;quot;&amp;gt;&#039;&#039;&#039;Nausea:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become sick and unable to use Active Skills/Abilities for thirty minutes. The target may move at a slow walk and may speak, but the condition of sickness should be role-played. If the condition is not role-played they target may not speak. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Non-corporeal:&#039;&#039;&#039; You are unaffected by binding effects with the exception of Prison. Further, the Magic Carrier must be used in order for you to be affected by physical attacks. You can phase through walls or other solid objects but not people or magical barriers such as wards, circles, etc. &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Negate&amp;quot;&amp;gt;&#039;&#039;&#039;Negate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to cancel another specific effect as it happens. This functions similar to resist, and there is generally a cost to be paid to generate this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nightmare&amp;quot;&amp;gt;&#039;&#039;&#039;Nightmare:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target is overcome by horrible waking nightmares. This effect is permanent and may only be removed by a Dispel Magic cast by a character of level 20 Break Enchantments, Resurrection, or the Dream Eater effect. While under this effect the target suffers the following disadvantages: maximum weapon damage is reduced to two, the character must expend 2 double the Energy/Mana to use/cast a Technique/Spell, the target’s bleed out count is reduced to one minute, and they only receive one point of healing per application by any source.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pacify&amp;quot;&amp;gt;&#039;&#039;&#039;Pacify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause the player to be unable to incite or engage in combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Padded&amp;quot;&amp;gt;&#039;&#039;&#039;Padded:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Flavor Carrier causes all damage to be temporary, this means while the damage is real enough to lower a targets hit points it will never drop them below 0, and after 10 minutes the lost Body Points will return on their own or can be healed. Armor that suffers damage from this carrier is lowered to 0 as well though again the armor does not become broken and can be refitted to full without use of a Patch Kit.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Paralysis&amp;quot;&amp;gt;&#039;&#039;&#039;Paralysis:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target of this effect becomes Paralyzed for the duration, 30 minutes by default. During the duration they are still aware of the world around them so long as they are also conscious, but cannot move, speak, or use Active Skills. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one physical weapon-delivered attack that was successfully landed on the user. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Petrify:&#039;&#039;&#039;  This turns the target to stone, though Huge or Massive creatures may reduce this effect. Once turned to stone, the target’s status is paused, meaning if they were under an effect with duration, then it is paused, and the remaining duration will resume when the petrified state is removed. Bleed out and dissipation counts will be paused. The stone form can be moved but requires +6 Strength to do so. A petrified person is a viable target for a Destroy effect, which will end the Petrify effect and the target would then be considered Dead. If this spell is cast upon a target that is already Petrified, it will end the effect.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Phase&amp;quot;&amp;gt;&#039;&#039;&#039;Phase:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a character to momentarily shift partially to another plane, allowing them to negate a single attack of any type.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Plague&amp;quot;&amp;gt;&#039;&#039;&#039;Plague:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This is a Disease effect. The target of this effect may not be affected by any Restoration effect except Cure Disease. Additionally, if not cured, 2 hours after they are affected they will die and dissipate. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Possession&amp;quot;&amp;gt;&#039;&#039;&#039;Possession:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures with this ability can bond with a host, granting them some amount of control over the host and gaining the hosts body as a defense from attack. The process by which the creature can possess a target varies and will be noted on the card, as well as how much control of the target they have.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Power Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to fire a deadly volley. The characters next 4(four) ranged attacks gain a +10 Temporary Damage bonus. Each of these attacks is one shot hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Purify&amp;quot;&amp;gt;&#039;&#039;&#039;Purify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will remove all Metabolic and Disease effects from the target, no matter how they were generated.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&#039;&#039;&#039;Refit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This means to readjust a suit of armor that has received damage to its full value unless breached, in which case its new maximum is adjusted according to the number of breaches to refit armor manually takes a sixty (60) second counted action and any damage received by the person doing the refit resets the counter. Refit from the source of the spell is instantaneous and repairs an breaches.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Read/Write&amp;quot;&amp;gt;&#039;&#039;&#039;Read/Write:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  All characters are assumed to be able to read and write Common.  Some species have their own written languages and characters of those species are presumed to know those as well.  Extra languages can be learned in a variety of ways.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Reflect&amp;quot;&amp;gt;&#039;&#039;&#039;Reflect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will rebound an effect back onto the originator of said effect, making them the new target. This does not change the originator of the effect. The type of effects that can be defended with this ability will be noted on the card.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Renew&amp;quot;&amp;gt;&#039;&#039;&#039;Renew:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to refresh Skills/Abilities of a target by touch. The effect will list specifically what Skills/Abilities are restored to the target.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resist&amp;quot;&amp;gt;&#039;&#039;&#039;Resist:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability will be specifically noted what the character may use it against. Resists are considered a Passive Ability, and may be used so long as the character is Conscious. Common Resists include: School of Magic, Specific Effect, Delivery Type, or Family (Such as Binding or Mental).&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resistant&amp;quot;&amp;gt;&#039;&#039;&#039;Resistant:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability causes the character to take half damage from the designated &amp;lt;Flavor&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Revive&amp;quot;&amp;gt;&#039;&#039;&#039;Revive:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to return to life from the Dead condition at its full Body total. Revive will have conditions listed to which it applies. First, the number of times per day the effect may be used. Second, are effects that can prevent the character from using this ability. Example: a troll may have Revive/Fire. Which means it will continue to revive until it is affected by a Killing Blow with the Fire Carrier.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Roll:&#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;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rot&amp;quot;&amp;gt;&#039;&#039;&#039;Rot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to move no faster than a walk. If not cured within six hours the target dies and dissipates. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sap&amp;quot;&amp;gt;&#039;&#039;&#039;Sap:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect incapacitates a target, denying them the ability to take action and making them unaware of their surroundings. While under this effect they are not Helpless. Any damage or violent movement will end this effect, otherwise they will remain in this state for up to 5 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shatter&amp;quot;&amp;gt;&#039;&#039;&#039;Shatter:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This effect does the following: destroys one weapon, up to a medium-sized shield, long weapon, or other object which is no larger than a Medium Shield; making the item unusable and giving it the Broken status. This does not work on natural weaponry like claws or fists.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield&amp;quot;&amp;gt;&#039;&#039;&#039;Shield:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect functions to passively protect the character against the first effect of the listed Delivery Type to contact them. When a Shield is used the character must announce “Shield &amp;lt;Type&amp;gt;” where type is the Shield effect generated&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Smoke Screen&amp;quot;&amp;gt;&#039;&#039;&#039;Smoke Screen:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the user must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions..&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shun&amp;quot;&amp;gt;&#039;&#039;&#039;Shun:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect cause a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This effect is on the target and not the caster. Dispelling the target will rid them of the effect. This effect is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Silent&amp;quot;&amp;gt;&#039;&#039;&#039;Silent:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Modifier goes at the beginning of an attack, instead of the end. Attacks with this Modifier and any defense called against the attack will make no In Game noise.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slay&amp;quot;&amp;gt;&#039;&#039;&#039;Slay:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect deals 100 points of damage to the target.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sleep Strike:&#039;&#039;&#039; This skill allows the character to deliver a powerful weapon attack announced as, “Sleep Strike” which will Sleep the target. The attack can be delivered with Melee or Ranged weapon and must land a legal weapon blow to affect the target; this is one swing hit or miss.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slow&amp;quot;&amp;gt;&#039;&#039;&#039;Slow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect slows the characters actions; reducing them to a 3 seconds delay between attacks, this includes Melee and Ranged weapons, as well as Bomb, Vials, Spells, and activated special abilities; additionally they cannot run. This has a duration of 1 hour, and the cure is based on the delivery method.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slow Regeneration&amp;quot;&amp;gt;&#039;&#039;&#039;Slow Regeneration:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to spend one hour, which they may not engage in combat, to heal themselves to their maximum Body, remove all Toxins, and Regenerate all missing limbs.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slumber&amp;quot;&amp;gt;&#039;&#039;&#039;Slumber:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to fall unconscious. This affects targets that are immune to the Sleep effect. This effect may be ended by shaking the target vigorously for five minutes, or Break Enchantments; otherwise, the effect has duration of permanent.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Snare&amp;quot;&amp;gt;&#039;&#039;&#039;Snare:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become unable to move, suffering the effect of a Natural Pin. (&#039;&#039;Do we still need this?  It seems like if Snare is always going to be Natural Pin, we can cut CL by just replacing the one with the other)&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Soar&amp;quot;&amp;gt;&#039;&#039;&#039;Soar:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability is grants the creature the Fly ability, with the alteration of they can take off and land instantly, negating the normal 5 counted action.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Soul Jar&amp;quot;&amp;gt;&#039;&#039;&#039;Soul Jar:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The ability is a powerful effect that traps some portion of the targets Spirit within an object. This has a number of effects, first the character has their effective Death total increased for the purposes of Resurrection; as well add 5 Negatives to the roll if the object is not present.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stun&amp;quot;&amp;gt;&#039;&#039;&#039;Stun:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Summon/Create Creature(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Summon/Create Creature(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will summon or create a creature of the listed type. These effects are at plot discretion. The character generating this effect must supply the player to Phys-Rep the Summon/Created creature. If the creature leaves Line of Sight from the character who Summoned or Created it for ten seconds, or the caster dies the effect ends immediately. Summoned/Created creatures are under control of the character who generated the effect. A character may only have one Summoned/Created creature at a time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Summon Weapon(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Summon Weapon(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect creates a weapon of the listed (Type). This weapon causes only damage of the (Type). The weapon created may take any form for which there is an appropriate Phys-Rep.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Surprise&amp;quot;&amp;gt;&#039;&#039;&#039;Surprise:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes an attack difficult to defend against. Only Passive Skills/Abilities, such as Resist, may be used to defend against an attack with this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swarm&amp;quot;&amp;gt;&#039;&#039;&#039;Swarm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This descriptor denotes a creature is made up of many smaller monsters or separate parts. This causes all attacks to only harm a single part of the whole. Monsters with this ability often have a Damage Cap but addition any attack that has an Effect instead deals a single point of damage.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sweep&#039;&#039;&#039; This skill allows the character to force aside nearby foes. This can only be used with Great or Brawl weapons, and only when the character is stationary, though they may move immediately after its use. This skill forces all targets within melee weapon range of the user to back away 10 feet and prevent them from approaching the user for 5 seconds. This does not prevent the affected targets from fighting, only from them approaching the character for the 5 seconds.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sympathy&amp;quot;&amp;gt;&#039;&#039;&#039;Sympathy:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to take any negative effect they generate on another character. This is a Mental effect and lasts until cured by Break Enchantments or 24 hours.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Taunt&amp;quot;&amp;gt;&#039;&#039;&#039;Taunt:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Taunt causes the target to focus their attack the generator of the effect.  Until Taunt expires, the victim pays twice the cost for any abilities used for anything not targeting the originator of the Taunt effect.  Taunt lasts for five minutes, one encounter, or until the generator of the effect disengages.  A Taunter that flees, or moves to interpose a third party in between himself and his target, or simply stops fighting, immediately ends the duration of the effect.  In the chaos of combat, this can get fuzzy; a Champion can&#039;t control someone else moving into his line of effect, for example, and we expect a certain degree of latitude in &amp;quot;intentional disengagement&amp;quot;. This is voice delivered &amp;quot;Voice [target] Taunt]&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Mastery&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain Mastery:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to ignore terrain penalties of the listed type.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terror&amp;quot;&amp;gt;&#039;&#039;&#039;Terror:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be unable to move from their current location and only defend themselves for ten seconds. This effect is a Fear effect and Mental.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tether&#039;&#039;&#039;: Restricts the target to a 10&#039; radius around the caster. No effect my force them out of this ten foot space except Banish. Command &#039;come here&#039;, Fear, Horrify, Whirlwind, etc. would only bring them to the edge of that 10 foot circle. Essence and Earth totem abilities that allow someone to move while in a hold similarly would not let the user get out of their tether range.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Thrall&amp;quot;&amp;gt;&#039;&#039;&#039;Thrall:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect functions an Enslavement effect with a permanent duration. This effect may only be removed by [[Psionics#Clear|Psionics]] Break Enchantments ,Dream Eater, or Resurrection. The character who generated the Thrall effect may issue Psionic effects to the target that may not be resisted. This effect is both a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Threshold(#)&amp;quot;&amp;gt;&#039;&#039;&#039;Threshold(#):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a character to call “Threshold” to any attack that does not exceed the (#) listed. This includes weapon delivered and packet delivered attacks. A character with Threshold takes a single point of damage from every attack that would normally affect them but fails to exceed the character’s Threshold (#). Threshold is applied before modifiers due to increased or reduced effects due to damage type.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trackless Step&amp;quot;&amp;gt;&#039;&#039;&#039;Trackless Step:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes the character untraceable. They do not leave footprints of any kind unless they choose to. This makes tracking the character extremely difficult.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;True Sight&amp;quot;&amp;gt;&#039;&#039;&#039;True Sight:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to see things as they truly are. This effect sees through Invisibility, Disguise, and Illusions, and other magical effects at plot discretion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Vampiric&amp;quot;&amp;gt;&#039;&#039;&#039;Vampiric:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to lose five maximum Base Body Points every thirty minutes until cured. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Venom&amp;quot;&amp;gt;&#039;&#039;&#039;Venom:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target of this effect loses the ability to use Skills/Abilities for 1 hour; if this effect is not cured before the end of that time the targets status changes to Dead. This is a Metabolic effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Voice Control(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Voice Control(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to announce “Voice Control (Type)(#)” where (Type) denotes what they may control and (#) is the maximum level of the target allowed. All characters who hear the effect may be affected. Non-Sentient characters affected are enslaved by the character. Sentient characters must be affected by this effect each time they are given a command. This may also be delivered as a single target ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Vulnerable&amp;quot;&amp;gt;&#039;&#039;&#039;Vulnerable&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;Flavor&amp;gt;:&#039;&#039;&#039; This effect causes the creature to take double damage from the listed &amp;lt;Flavor&amp;gt;, or the Ward Flavor Carrier. A target who is Vulnerable to a flavor will always be affected by these attacks, even if they have To Hit on their card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ward&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ward:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Ward is a Flavor of attack against which immunities and x-to-hit effects do not apply.  With (very) few exceptions, if you are hit by ward, you are burning effects to defend or taking the damage.  Ward can be parried, deflected, rolled, etc; it simply cannot be passively ignored. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Signs&amp;quot;&amp;gt;&#039;&#039;&#039;Warning Signs:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  The signs are everywhere if you are looking for them. You can pick out tracks quick enough to notice a bad situation before you walk into, allowing you to find another route. This allows your party of up to 10 players to move past the encounter without engaging. This skill only works so long as there is another way to proceed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;War Cry -&#039;&#039;&#039; This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used. Casting spells under the effect of war cry reduces the spell cost by 2 mana instead of reducing the energy cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weakness&amp;quot;&amp;gt;&#039;&#039;&#039;Weakness:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Ward&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon Ward:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will negate any Disarm/Shatter 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.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Wither&amp;quot;&amp;gt;&#039;&#039;&#039;Wither:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a single limb to become useless on the target. The affected character may choose the limb if the character generating the effect did not specify which limb. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Wound&amp;quot;&amp;gt;&#039;&#039;&#039;Wound:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect reduces the targets maximum Base Body Points by up to 3 points, cannot reduce a target below 1 Base Body Points. This effect will stack with itself and other effects that reduce Base Body Points. This effect lasts until cured. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Psionics&amp;diff=1858</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Psionics&amp;diff=1858"/>
		<updated>2024-09-13T01:24:20Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Telepathy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Basics ==&lt;br /&gt;
Psionics are mental abilities, generated by the minds and will of some creatures.  They&#039;re only available to certain kinds of creature and even then aren&#039;t inherent to most of them.  This makes them comparatively rare across the worlds, and psions inspire a wide range of reactions from people and societies that are aware of them.  The societies that cultivate psions have a pretty stable set of effects that are safe to use (by which we mean they don&#039;t cause any harm to the wielder or any unforeseen side effects).  Some monsters (to use the term loosely) have much stronger or weirder effects; some of those can be taught, some rely on alien physiology, some could be taught but require so much power that they&#039;re guaranteed to kill cross-trained users.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For day to day purposes, Psionics resemble energy-driven skills.  The skill itself costs some number of Skill Points and activating it costs some number of Psionic Points. Every Psionic skill you learn gives you two Psionics Points free of charge.  Your psion can have as many as ten distinct psionic skills (and thus, 20 psionic strength points to fuel them) without any exceptional training or effort.  These are things that are easy to self-teach or commonly taught in places that cultivate psionics.   As your psion encounters other psions, you may or may not be able to learn powers from them or teach your powers to them, with or without some consequential side effects.  As strictly mental powers, Psionics enjoy a bit more latitude in deployment than magic; psionic skills can be activated regardless of restraints or silence, although they require you to be conscious and in control of your own actions.  Psionic skills pass cleanly through magical barriers - wizard locks, Imprison cages, Circles, and similar magically-generated structures.  Psionics are generally packet-delivered and called as &amp;quot;Psionic &amp;lt;effect&amp;gt;&amp;quot;, making them comparatively quick to use.  Some are voice-delivered and these&#039;ll be noted in the relevant skill description.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common, stable psionic skills include: &lt;br /&gt;
&lt;br /&gt;
=== Psychometabolism ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Power Name&lt;br /&gt;
!Skill Point Cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
!Prerequisite Powers&lt;br /&gt;
|-&lt;br /&gt;
|XXXXXXXXXXXXXXXXX&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mind Over Body&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Surgery&lt;br /&gt;
|3&lt;br /&gt;
|1 per effect&lt;br /&gt;
|Mind Over Body&lt;br /&gt;
|-&lt;br /&gt;
|Correct Form&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|Psychic Surgery&lt;br /&gt;
|-&lt;br /&gt;
|Defibrillate&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|Correct Form&lt;br /&gt;
|-&lt;br /&gt;
|Heightened Nerves&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Mind Over Body&lt;br /&gt;
|-&lt;br /&gt;
|Deadened Nerves&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Heightened Nerves&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Power Name&lt;br /&gt;
!Skill Point Cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
!Prerequisite Powers&lt;br /&gt;
|-&lt;br /&gt;
|XXXXXXXXXXXXXXXXX&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Empathic Thoughts&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Telepathic Link&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Empathic Thoughts&lt;br /&gt;
|-&lt;br /&gt;
|Tailgunner&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|Telepathic Link&lt;br /&gt;
|-&lt;br /&gt;
|Awaken&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|Empathic Thoughts&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Shield&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Awaken&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|Psionic Shield&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Guard&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|Psionic Shield&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Charm&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Empathic Thoughts&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Command&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|Psionic Charm&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Enthrall&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|Psionic Command&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Power Name&lt;br /&gt;
!Skill Point Cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
!Prerequisite Powers&lt;br /&gt;
|-&lt;br /&gt;
|XXXXXXXXXXXXXXXXX&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Blast&lt;br /&gt;
|3&lt;br /&gt;
|Variable&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Lance&lt;br /&gt;
|3&lt;br /&gt;
|Variable&lt;br /&gt;
|Psionic Blast&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Stun&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|Psionic Lance&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Slay&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|Psionic Stun&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Hand&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Poltergeist&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|Ghost Hand&lt;br /&gt;
|-&lt;br /&gt;
|Ogre Hand&lt;br /&gt;
|4&lt;br /&gt;
|Variable&lt;br /&gt;
|Ghost Hand&lt;br /&gt;
|-&lt;br /&gt;
|Thieves&#039; Hands&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|Ghost Hand&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Skill Descriptions ==&lt;br /&gt;
&lt;br /&gt;
=== Psychometabolism ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Mind Over Body&#039;&#039;:  This allows a psion&#039;s will to override his physiology, limiting the effect of his environment on him.  Mind Over Body prevents negative environmental effects for up to one hour or module and functions as a self-only Planar Asylum effect on any Prime, no matter how bizarre the local physics get.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psychic Surgery:&#039;&#039;  Psychic Surgery cures negative effects on the target, at the cost of incurring Body damage as the effects are solidified and ripped through the victim&#039;s skin.  A psion with time (five minutes) to prepare inflicts one point of Body damage for every effect removed.  A psion rushed at battlefield speeds inflicts 5 points of Body damage per effect removed.  Psions can peform this surgery on themselves but are advised not to knock themselves out with it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Heightened Nerves:&#039;&#039;  Psions can intentionally overload the conduction of their nervous systems, allowing for short bursts of great speed.  This increases their Flurry limit by 1, and lasts for one encounter or five minutes.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Deadened Nerves&#039;&#039;:  Deadened Nerves provide 10 temporary Body points; these are consumed after Body buffs but before base Body.  Deadened Nerves is mutually exclusive with Heightened Nerves; you can turn them up, or down, but not both at once.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Correct Form&#039;&#039;: By directing willpower to restore a body to its healthy state, a psion can repair himself.  Correct Form lasts for one encounter or five minutes; during that time, a psion&#039;s Body points refit with his Armor points after adjusting/refitting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Defibrillate&#039;&#039;:  With this skill, a psion forces his own will into another body, shocking them back from the brink.  Defib acts as a Life effect, but can only be used on targets that were killed outright, rather than bled out or rendered helpless and executed (or [[Effects#Execute|Executed]]).  If you&#039;re unsure what killed the target before you, you can use the Diagnose skill to determine cause of death before possibly wasting Psionic Points.  Defib is effective on victims of Slay, Kill, and similar effects that set a target&#039;s status to Dead without all the inconvenient bother of beating through defenses and body points.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
All Telepathy skills require a sentient target.  There are branches of psionics that deal with things like animal communication, object reading, and other interactions with non-sentient creatures or objects, but none have been stabilized by playable races.&amp;lt;blockquote&amp;gt;&#039;&#039;Empathic Thoughts&#039;&#039;:  This power allows the character to read the thoughts of another creature they are in contact with. To use the ability, the character must be in contact with the target and must expend 1 Psionic  point. This allows the characters to have an OOG conversation and is completely Role-Play. Alternately, it can be used to detect sentient creatures near them; this is called as “Everyone in the sound of my Voice Detect Sentient”. Fully-trained Psions (those with 10 purchased Psionic skills) can expend 5 Psionic Points to ask a question that must be answered truthfully out of game.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Telepathic Link:&#039;&#039;  Telepathic Link allows the user to form a connection with a willing target.  While the link is active, the linked parties may communicate out-of-game, and may communicate over long distances - a Link can be maintained for up to 20 miles per max Psionic Point of the user (someone with 6 Psionic Points could run a link for 120 miles, someone with 10 could manage 200 miles).  Telepathic Links do not cross planar boundaries and are severed as soon as one party moves into another plane.  Telepathic Link lasts for one day and can be terminated at any time by either party.  Links can also be forcibly terminated via Cleanse (which treats enemy links as &#039;negative effects&#039; for this purpose).  Telepathic Link does not allow for rummaging through someone&#039;s mind; it&#039;s simply a communications tool.  Messages take as long to deliver as they take to rep - you can use out of game communications tech to speed this along, if you can do it unobtrusively - and must be deliberate.  You can&#039;t eavesdrop via this skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Tailgunner:&#039;&#039;  A very recent development in the world of psionics, Tailgunner allows a psion to join minds with a willing target.  A Tailgunner may choose to go out-of-game and tag along as a psychic presence with the target; this leaves the psion&#039;s body Helpless wherever it was when the skill was used (we recommend a nice cozy Tailgunner chair in your cabin).  Tailgunners cannot use combat skills, but can communicate with their targets as though joined by Telepathic Link - this allows them to advise, make suggestions, and otherwise offer the benefits of their experience to the target.  As a psychic presence, a Tailgunner has the uses of their normal senses; they cannot see through Stealth but can prevent the use of the Surprise tag on their targets.  A psion can only be a Tailgunner for one person at a time, although mulitple psions can tag along with a single target.  (T&#039;&#039;ailgunner is here to allow vets to help newer players along without altering the balance of power on lower-level modules and such - on the occasions similar effects have come out, they&#039;ve been very helpful and everyone involved has either really like them or lied to my face about it.  I am 100% certain there&#039;s some horribly abusive Tailgunner exploit and we&#039;ll deal with those as they come up.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken&#039;&#039;:  This will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber. (This is a psionic-vector [[Effects#Awaken|Awaken]] effect, copied here for ease of reference).&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Shield&#039;&#039;:  Psionic Shield passively protects a character from the next Mental or Psionic effect that lands.  (Mental and Psionic have high overlap but aren&#039;t interchangeable).  This can be used on other characters.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Guard&#039;&#039;:  Psionic Guard acts as Resist Psionic, chosen at time of use.  This can be used on other characters. (&#039;&#039;Resist Psionic, like Psionic Shield, blocks Mental effects regardless of source and Psionic effects regardless of whether or not they appear on the Mental effects list&#039;&#039;).  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Clear&#039;&#039;:  Clear immediately ends the duration of all negative mental effects on a character, regardless of source.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Charm&#039;&#039;: Inflicts the [[Effects#Charm|Charm]] effect on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Command&#039;&#039;:  Inflicts the [[Effects#Command|Command]] effect on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Enthrall&#039;&#039;:  Inflicts the [[Effects#Thrall|Thrall]] effect on the target.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Blast&#039;&#039;:  Psionic Blast is a telekinetic punch, delivering 5 points of normal damage per Psionic Point spent in its activation.  This is called as &amp;quot;Psionic X Normal&amp;quot;; while it may seem underwhelming, remember that it can be used while confined, missing all your limbs, silenced, hanging upside or whatever - it lacks for the power of a Spell Pool but compensates in ease of delivery.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Lance&#039;&#039;:  This is the more traditional telekinetic brain bleed.  Psionic Lance is called as &amp;quot;Psionic X Body&amp;quot; and delivers 2 points of Body damage from every Psionic Point spent activating it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Stun&#039;&#039;:  This inflicts the [[Effects#Stun|Stun]] effect on its target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Slay&#039;&#039;:  The (current) pinnacle of psionic violence, Psionic Slay inflicts the [[Effects#Slay|Slay]] effect on its target. (This effect deals 100 points of damage to the target.)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ghost Hand:&#039;&#039;  Ghost Hand allows a psion to remotely manipulate small objects.  Flipping switches from across the room, stirring a pot with or without a spoon, if you could have done it with one hand close up, you can do it from up to twenty feet away for a Psionic Point.  Ghost Hand isn&#039;t nimble or fast enough to fight with (&#039;&#039;by which I mean you can&#039;t get someone in a white headband to carry a shield around for you while you&#039;re dual wielding&#039;&#039;) and can&#039;t exert enough force to injure someone (&#039;&#039;by which I mean you&#039;re not Darth Vader&#039;&#039;).  Ghost Hand is largely a roleplay skill, since it frequently needs a marshal to adjudicate its outcome, but clever players can always find a way to do something environmental that manages to affect combat anyway.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Poltergeist:&#039;&#039;  Having learned how to move one small object with fine control, it is not a huge leap to move a lot of small objects with no control all.  Poltergeist whips up leaves, or dishes, or rocks, or whatever loose stuff is laying around into a whirlwind of confusion and frustration.  Poltergeist lasts for one encounter and produces Difficult Terrain for the duration, or until the psionicist chooses to end the effect.  Terrain Adapation allows victims of a Poltergeist to act freely in their Terrain - a Wood Elf (for example) can ignore Poltergeist in the woods, a Triton could ignore it underwater, etc.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ogre Hand&#039;&#039;:  Some psions prefer more focused and controlled telekinesis after learning Ghost Hand. Ogre Hand can perform a single Feat of Strength with Strength equal to twice the number of Psionic Points spent on its activation, to maximum of +10 Strength for 5 Psionic Points.  It can be used to add to damage from bows or thrown weapons, forcing the projectile along, but cannot be added to guns or melee damage (and it&#039;d be too expensive to be practical even if you could.)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Thief&#039;s Hands&#039;&#039;:  Thief&#039;s Hands functions as a pair of Ghost Hands that are capable of fine manipulation.  A psion can use Thief&#039;s Hands at up to 50 feet; that hand can write a letter, pick a lot, sort coins, or do anything else the user could do with his hands if they were close enough.  This requires Concentation and lasts until Concentration is interrupted.  The Psion has to be able to see what he&#039;s doing; you can pick a lock from across the room but can&#039;t just open the handle from the other side of the door.  &amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1857</id>
		<title>Gunslinger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1857"/>
		<updated>2024-09-12T17:33:59Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Gunslinger Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gunslingers are, as the name implies, firearms experts.  The slow advance of firearm technology out of Secord and Summerfall has grown a few schools of shooting. Some naturally gifted individuals pass their craft on from master to apprentice.  Both manufacturers are generally willing to sell their older model weapons to trusted folks (although you’re not getting a coilgun out of Secord or a Spellshot out of Summerfall) and that exposure is slowly advancing the art of sharpshooting.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in light armor.  Heavy armor complicates reloading and doesn’t leave enough space for ammo junkies to carry reams of magazines.  They&#039;re explicitly forbidden from using shields; Gunslingers more than most people are acutely aware of the limitations and drawbacks of carrying a plank around on your arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in every variation of firearm, including new ones as they’re developed.  They’re also trained in short/medium melee weapons as holdouts or last resorts when (not if) the ammo runs out.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Grit:&#039;&#039;&#039;&#039;&#039; Gunslinger effects are driven by Grit, as opposed to Mana or Energy.  Grit is mechanically identical to Energy but disambiguated here to avoid things like Energy Gems from falling into Gunslinger’s hands and turning a six-shot pistol into a railgun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Class Feature&#039;&#039;:&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hard to Kill:&#039;&#039;&#039;&#039;&#039;  Gunslingers that can’t take a hit don’t last long.  Gunslingers treat any Kill or Slay effect delivered by voice, bullet, or packet as an un-mitigated Stun effect instead (&#039;&#039;by which we mean if you&#039;ve engineered a way to be immune to Stun, HtK overrides this - you don&#039;t have to die but you&#039;re not walking away, either.&#039;&#039;).  If you want to kill a Gunslinger, use a knife. Or an axe. Dealer’s choice.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill Point Cost&#039;&#039;&#039;&lt;br /&gt;
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|[[Gunslinger#Accuracy|Accuracy]] +1&lt;br /&gt;
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|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Accuracy|Accuracy]] +2&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Accuracy|Accuracy]] +3&lt;br /&gt;
|Accuracy +2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Accuracy|Accuracy]] +4&lt;br /&gt;
|Accuracy +3&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Accuracy|Accuracy]] +5&lt;br /&gt;
|Accuracy +4&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Accuracy|Accuracy]] +6&lt;br /&gt;
|Accuracy +5&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
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|Grit (1-40)&lt;br /&gt;
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|1&lt;br /&gt;
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|&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
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|[[Gunslinger#Trickshot|Trickshot]]&lt;br /&gt;
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|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Rapid Fire|Rapid Fire]]&lt;br /&gt;
|Trickshot&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Disabling Shot|Disabling Shot]]&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Fan The Hammer|Fan The Hammer]]&lt;br /&gt;
|Disabling Shot&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
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|&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
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|[[Gunslinger#Piercing Shot|Piercing Shot]]&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Called Shot|Called Shot]]&lt;br /&gt;
|Piercing Shot&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Bull&#039;s Eye|Bull&#039;s Eye]]&lt;br /&gt;
|Called Shot&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Killshot|Killshot]]&lt;br /&gt;
|Bull&#039;s Eye&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
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|&#039;&#039;&#039;Defensive Skills&#039;&#039;&#039;&lt;br /&gt;
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|[[Effects#Roll|Roll]]&lt;br /&gt;
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|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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|[[Effects#Initiative|Initiative]]&lt;br /&gt;
|Roll&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Countershot|Countershot]]&lt;br /&gt;
|Initiative&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
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|[[Gunslinger#Tough|Tough]]&lt;br /&gt;
|Countershot&lt;br /&gt;
|5&lt;br /&gt;
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|&#039;&#039;&#039;Psych Skills&#039;&#039;&#039;&lt;br /&gt;
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|[[Gunslinger#Warning Shot|Warning Shot]]&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Safeties Off|Safeties Off]]&lt;br /&gt;
|Warning Shot&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
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|[[Gunslinger#High Noon|High Noon]]&lt;br /&gt;
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|4&lt;br /&gt;
|4&lt;br /&gt;
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|[[Gunslinger#Cold Blood|Cold  Blood]]&lt;br /&gt;
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|3&lt;br /&gt;
| Daily&lt;br /&gt;
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|&#039;&#039;&#039;Miscellaneous Skills&#039;&#039;&#039;&lt;br /&gt;
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|[[Gunslinger#Crosstrained|Crosstrained]]&lt;br /&gt;
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|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Field Strip|Field Strip]]&lt;br /&gt;
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|5&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Holdout|Holdout]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| Daily&lt;br /&gt;
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|[[Gunslinger#Lucky|Lucky]]&lt;br /&gt;
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|5&lt;br /&gt;
| Daily&lt;br /&gt;
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|[[Gunslinger#Quickdraw|Quickdraw]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;!-- [[Gunslinger#Rapid Reload|Rapid Reload]] &lt;br /&gt;
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|2&lt;br /&gt;
|3 --&amp;gt;&lt;br /&gt;
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|[[Gunslinger#Ricochet|Ricochet]]&lt;br /&gt;
|Tier 1 Pistol or Rifle&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
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|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
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|2&lt;br /&gt;
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|[[Gunslinger#Gunsmithing|Gunsmithing]]&lt;br /&gt;
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|1&lt;br /&gt;
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|}&lt;br /&gt;
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== &#039;&#039;&#039;Gunslinger Skill Descriptions&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Accuracy&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Accuracy:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This is what shooters use to increase firearm damage.  Precision gets you a tight group and that’s great for competitions.  Accuracy puts you close to center; that’s better if you’re fighting for your life.  A tight group ten feet to the right of the ogre bearing down on you is not particularly helpful&lt;br /&gt;
&lt;br /&gt;
Accuracy applies to no weapons outside of firearms.  It also carries a limitation Focus and Precision do not - no combination of Accuracy and  base weapon damage ever exceeds 10.  Gunslingers can surpass this limit momentarily at the cost of Grit but cannot sustain 11+ damage by any mechanism or combination thereof.  &lt;br /&gt;
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This also means that no gunslinger will ever swing more melee damage than the weapon they use.  That is correct and intentional.  Gunslingers are called primarily for their love of the technology and skill involved.  They are not the types to use guns as a surprise.  If they can shoot, they will shoot.  It’s only if they can’t that they grudgingly go to melee.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Trickshot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Trickshot&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This costs one energy and absolutely guarantees that a bullet will land exactly where the shooter intends, so long as the intended destination is not an animate target.  Trickshots can cut nooses, push buttons across the room, drop chandeliers, and all sorts of other things, but have no direct combat effect.  (&amp;lt;i&amp;gt;We realize there’s some gray area here - shooting a pouch off an enemy’s belt, shooting through shoelaces to interrupt footing, etc.  For the gray areas, if the marshal rules the shot out of scope, it doesn’t work but also doesn’t cost you any energy.&amp;lt;/i&amp;gt;)  Trickshot functions to the theoretical range of the weapon rep (This is around 40ish feet (indoors at a decent angle) for standard-issue Nerf Elite-style blasters.  I presume shooters carrying superior tech will know the range better than I do.).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Rapid Fire&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Rapid Fire allows you to drop the x-to-hit call/flavor from your weapon call entirely, reducing it in its purest form to just a number.  This accelerates your firing speed, but does come with a downside - your target is free to interpret your number as whatever flavor he likes, which functionally means that any target that reduces or eliminates &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; flavor of damage does the same thing to your Rapid Fire.  Rapid Fire lasts for 2 minutes - it&#039;s an odd duration but Gunslingers should be capable of tracking one-minute intervals before they pick up guns.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Disabling Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Disabling Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Disabling Shot ruins connective tissue, acting as (and called as) &amp;quot;Physical Maim &amp;lt;Limb&amp;gt;&amp;quot;.  Disabling Shot can in principle be used to ruin inorganic things - a Gunslinger can certainly shoot out the lights or ruin a golem’s leg - but non-Maim uses are probably better handled with Trickshots.  Disabling Shot can be used as (an expensive) Disarm if that seems advisable; this is called as &amp;quot;Physical Disarm&amp;quot; if used in this way.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Fan the Hammer&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Fan the Hammer:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Fan the Hammer deals your usual weapon damage to six different targets at very nearly the same time.  It’s called as “Voice Physical &amp;lt;number&amp;gt;” and hits up to six targets for one application.  You can Fan the Hammer with other shots, but must pay the Grit cost for every individual bullet and this can get very pricey very quickly.  Fan the Hammer empties your clip.  If your phys rep is still loaded, this instead incurs a five-count reload action. This reload count does not reset your DPM timer. (&#039;&#039;This may end up as a deterrence skill, stripping pre-encounter hit points - there&#039;s been a very real playability concern raised about tracking it at combat speed and if that&#039;s dealbreaking, we&#039;ll update accordingly.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Cheap Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Cheap Shot: &#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This skill allows the character to make the most out of an opportunity when they are working with others. This skill acts as a minor interrupt and Negates the last active skill/ability their opponent used, though the effect is not expended and can be used again. This can only be used on attacks that target/affect someone other than the character using the Cheap Shot skill, this includes the opponent.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rifles&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Piercing Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Piercing Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This puts a bullet right through a shield, inflicting its usual damage if it hits a shield wielded by someone with the relevant Shield skill.  Piercing Shot appends &amp;quot;Pierce&amp;quot; to your verbal.  Piercing Shot provides you with two options for the fuel cost:&lt;br /&gt;
&lt;br /&gt;
* Piercing Shot will deliver as many as three unmodified shots through a shield.  &#039;&#039;Unmodified&#039;&#039; here means whatever damage your Gunslinger delivers without poisons, clips, buffs, or whatever else you can cram on to a bullet to increase that number.  &lt;br /&gt;
* Piercing Shot can alternately be used on one shot with modifiers on it - if you need to deliver a Killshot to a shieldbearer, Piercing Shot permits this but only once per activation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; A Called Shot delivers up to double the shooter’s usual damage, &amp;lt;i&amp;gt;after&amp;lt;/i&amp;gt; modifiers are figured in.  This allows a Gunslinger to violate the Accuracy cap.  Generally speaking, this’ll deliver 20 points.  (&#039;&#039;We are aware that it’s possible (if wildly inefficient) to push way past the 10-point cap and just leave that damage dormant until Called Shot shows up and does some ridiculous damage call for a fairly cheap cost in Grit.  I’ll be mildly disappointed if no one ever gets to 50.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Bull’s Eye&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Bull’s Eye:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Bull’s Eye alters one shot to Voice Delivery, adding Critical or Body carriers (decided at time of use). This skill requires line of sight (LoS) to the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Killshot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Killshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Self-explanatory.  Killshot inflicts the Slay effect on one bullet.  This is called as &amp;quot;Physical Slay&amp;quot; and in its raw form is blocked by shields.  If you need it to stick, we recommend adding Bull&#039;s Eye or Piercing Shot to it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Defensive&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Roll&amp;lt;/i&amp;gt;:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down).  Roll also removes the Effect of a defended attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Initiative&amp;lt;/i&amp;gt;:&#039;&#039;&#039;  Initiative causes a small pause in melee, enough time for the Gunslinger to step back ten feet from a melee opponent. The opponent may not pursue until the retreat is completed.  Wherever possible, avoid Holds for this - simply call Initiative and back off.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Countershot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Countershot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Countershot is called as a defense to any damaging packet- or bullet-delivered attack. Countershot is called as “Evade”.  Obviously, if you’re shooting arrows out of the air, you’ll need a gun in your hand to do it.  This is very likely on modules and somewhat less likely sitting in a bar having a drink.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tough&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Tough:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Tough is how the Gunslingers of old lived to become old Gunslingers.  Tough blunts an ass-whuppin; this is called as &amp;quot;Resist Physical&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Psych Skills&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Shot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Warning Shot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Warning Shot is exactly what the name says; it&#039;s a warning against further aggression.  This is bullet-delivered as &amp;quot;Physical Fear Pierce&amp;quot; - shields are great at stopping bullets but not great at stopping panic.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Safeties Off&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Safeties Off:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Every world that has Gunslingers knows exactly what it means when one unsnaps his holster or clicks the safety off his weapon.  Normal people try to de-escalate rather than face the hail of lead.  Safeties Off is called as &amp;quot;Peaceful Aura&amp;quot;; if enemies engage anyway, the user can add the &amp;quot;Surprise&amp;quot; tag to his first attack of the ensuing encounter free of charge.  This is purchased as a per-reset skill - there&#039;s only so far you can push a threat before you have to carry it out or fold.  (&amp;lt;i&amp;gt;We are aware of how this interacts with Fan the Hammer and that combination may or may not work into the future; as much as I love the idea of a hard-to-stop volley as a response to escalation, I worry about hard-to-defend mass attacks.  The most likely power reduction is surprise on the first target and only the first target, but I&#039;d like to see how it plays before making that call&amp;lt;/i&amp;gt;.)  For a bit of further clarification:  Safeties Off is an active skill and starts when it&#039;s invoked.  It does nothing to help you against an ambush, or instantly aggressive opponents.  Safeties Off exerts influence over an encounter that &#039;&#039;may&#039;&#039; turn violent and adds an edge if that eventuality comes to pass.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Noon&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;High Noon:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  High Noon calls out an enemy shooter for a duel; this generates [[Effects#Taunt|Taunt]] but can only be used on enemies with packets or guns in their hands at the time it&#039;s called.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cold Blood&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Cold Blood:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Gunslingers have a lot of words for cowardice and hate being called any of them.  Cold Blood is a reflexive defense to fear effects, regardless of vector or delivery.  Cold Blood can also be used as a roleplay effect without being consumed, in any situation where you may care to present yourself as an amoral gun platform.  This is purchased on a per-reset basis, like most Resist skills.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crosstrained&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Crosstrained:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crosstrained allows a Gunslinger to use a Rifle skill with a Pistol or vice-versa.  The Grit cost is additive.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Field Strip&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Field Strip:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Field Strip allows a Gunslinger to restore a broken/damaged/destroyed firearm to full working order.  This can be done in ten minutes for free, or rushed to Instant for 1 Grit.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Holdout&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Holdout:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Holdout produces a weapon when you were not otherwise armed. Holdout puts a gun in your hand if there’s any chance at all you could have had one hidden somewhere.  Holdout’s not perfect - if you’re arrested in a town familiar with your flavor of crime you’ll be thoroughly searched before you get tossed in a cell - but for meetings, “diplomatic” events, and similar places that ban weapons but don’t do a thorough search to confirm, it’s priceless.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Lucky&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Good shooters will tell you it&#039;s all skill.  Ace Gunslingers will tell you what they do is half luck and they&#039;ll only last til their luck runs out.  Lucky alters outcomes in your favor; if you need a jack to finish your straight, Lucky gets you one.  It can alter any randomizer by up to 10% in whatever direction works best for you - plus to tracking, minus to being tracked, etc.  Lucky &#039;&#039;can&#039;&#039; apply to resurrection, if you had one available when you dropped, but be aware that resurrection, life, and death are not the random events they appear and some organizations will want a word with you if you do this.   Death is not the worst thing that can happen to you.  Lucky is available once per reset per purchase and may stack with itself once - you can use two Lucky to alter an outcome by 20% but no more than that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Quickdraw&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickdraw:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Quickdraw overrides the “must have weapon in hand” restriction on Gunslinger skills.  You still need a weapon on your person but you can Quickdraw a Countershot if you get caught out in a bar.  Quickdraw also allows for Trickshots without weapons in hand.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rapid_Reload&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Rapid Reload:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Rapid Reload allows you to violate the rate of fire limit.  For the minute following the activation of Rapid Reload, you may fire 75 darts instead of the usual 50.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ricochet&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Ricochet:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.  Ricochet can only be used with ranged weapons.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Gunsmithing&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Gunsmithing:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt; Gunsmithing is the same thing as Engineering, except it only builds guns and ammo.  (&#039;&#039;We are aware that firearms are technically explosives and that gunpowder can just as well arm a grenade, and we suggest that you pay full cost for Engineering if you’d like to get into explosive force, detonation radius, fragmentation velocity and composition, and timing fuses&#039;&#039;.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gunslinger Powers ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lead Rain&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Lead Rain:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled.  This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;.  Lead Rain is usable once per reset.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Speedload&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Longshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther.  Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price.  20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart.  (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Right Between The Eyes&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Right Between The Eyes:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense.  This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&amp;lt;/blockquote&amp;gt;Gunslinger Heroic Powers are still pending - the class is both new and experimental and it feels premature to legislate high-powered effects until the basics are settled and the class overall is in a good place.  Please don&#039;t take the absence of Heroic Powers as an indicator that Gunslingers will never have them.  They&#039;re in the pipeline but haven&#039;t bubbled to the top yet.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Combat&amp;diff=1818</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Combat&amp;diff=1818"/>
		<updated>2024-08-27T18:28:10Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Rules Interactions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee:          ==&lt;br /&gt;
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&#039;&#039;&#039;SAFETY:&#039;&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;Terms:&#039;&#039;&#039;&lt;br /&gt;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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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;
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&#039;&#039;&#039;WEAPON CALLS:&#039;&#039;&#039; &lt;br /&gt;
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Weapon calls look like this:&lt;br /&gt;
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&#039;&#039;(Vector) (Number) (Effect) (Carrier/Flavor) (x-to-hit)&#039;&#039; &lt;br /&gt;
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          &#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;
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          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;
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         &#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;
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         &#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;
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         &#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;
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          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;
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         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;
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         &#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;
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Lastly, have to be delivered - the usual ways in which an attack gets from point A to point B is either a weapon or a packet (or a dart, but remember that darts are affected by packet defenses).  Resist Ranged is out there in places, Parry is a sort of Resist Melee.  This is almost never called; it&#039;s pretty obvious in almost all cases.  Voice-delivered also happens and it&#039;s just as obvious but usually signifed by &amp;quot;Voice&amp;quot; at the beginning of the call.   &lt;br /&gt;
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         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;
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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;
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         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;
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         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;
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== Guns: ==&lt;br /&gt;
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=== 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 do get to 120 and should be clocked before use.  If you&#039;re getting your dart blasters from the usual toy store 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;
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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 darts, 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.  (Gunmen this close are restricted to damage.) 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;
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=== &#039;&#039;&#039;Performance&#039;&#039;&#039; ===&lt;br /&gt;
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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;
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*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;
*Ammo:&lt;br /&gt;
**Ammo modifications are generally banned.  There are a couple that don&#039;t pose safety problems (drawing on your darts with a UV marker so you can find them in the dark with blacklights, cutting down a thin-plastic drinking straw to stiffen up standard long-form darts, and that&#039;s all that come to mind) but most ammo mods are dangerous.  3d printed hard-plastic spinner tips are great for extra accuracy but hit way harder than conventional darts, so do darts soaked overnight and frozen until combat breaks out, so do FVJ darts in any iteration.  Any ammo modification, regardless of how innocuous you may feel it to be, has to be brought up and approved before use and Staff has no sense of humor about this.   (&#039;&#039;This specifically includes rolling your damn dart in weak glue and glitter so it&#039;ll shower its target in sticky, reflective confetti, Jim&#039;&#039;.)&lt;br /&gt;
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=== &#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;
There&#039;s one special rules interaction with darts and shields:  If you&#039;re using a shield, you can call &#039;blocked&#039; to any voice-delivered gun attack that doesn&#039;t have &amp;quot;Pierce&amp;quot; in the verbal.  &lt;br /&gt;
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=== &#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;
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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;
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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;
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&#039;&#039;&#039;TAKING DAMAGE:&#039;&#039;&#039;&lt;br /&gt;
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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;
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All characters will have a number of Body Points  which vary from character to character based on a number of variables from species, 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;
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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;
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Armor refers to your actual physical armor that you are required to have a Physical Representation for.&lt;br /&gt;
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Natural armor refers to what some species 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;
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Body buff refers to beneficial spells such as &#039;&#039;endurance&#039;&#039;.&lt;br /&gt;
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Base body refers to you normal maximum number of body points.&lt;br /&gt;
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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;
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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;
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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;
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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;
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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;
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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>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1817</id>
		<title>Conventions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1817"/>
		<updated>2024-08-27T18:24:57Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any group of people engaged in a group activity will, over time, develop its own shorthand and quirks.  Archers talk about form, draw weight, draw length, optics, arrow flight speed, and lots of bow-related things that don&#039;t really have any use outside of that context.  Computer types can have entire conversations only tangentially related to English at all.  Larps are no different.&lt;br /&gt;
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In this case, we have a number of game conventions that everyone just sort of seems to know without ever really having been told.  We pick it up from each other and pass it along by example to new arrivals.  It&#039;s not ideal and it contributes some avoidable length to the learning curve.  In the interest of easing that transition, these are some of the things that are common in the game and useless out of that context.&lt;br /&gt;
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== Common Conventions: ==&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Ammunition&amp;quot;&amp;gt;&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Bows, crossbows, and guns make a living launching projectiles.  We don&#039;t track tags or other in-game items for routine ammunition, although you&#039;ll still have to have packets to throw or darts to shoot.  We do track specialized ammunition, like the clips in, but unless you&#039;re using something like that you&#039;re free to throw or shoot to the limits of your packet/dart supply.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Buffs&amp;quot;&amp;gt;&#039;&#039;&#039;Buffs:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Buffs are beneficial effects that are applied to your character to grant something they wouldn&#039;t normally have.  Endurance is a Buff to body that provides 10 extra Body points.  Magic Shield is a defensive Buff that stops the next unwanted magic effect that tries to get you.  Buffs, in general, last until they&#039;re used, used up, or the end of a given event.  Some really good buffs have longer durations, some may be re-used under some circumstances, some may last until used even if that&#039;s five years from now.  Unless otherwise noted, though, they stick until their conditions are triggered or their resource depleted or the end of the event.  (Tracking between-game buffs is a logistical headache no one likes.)&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Contested Roll&amp;quot;&amp;gt;&#039;&#039;&#039;Contested Roll:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Some skills test the player’s skill against a set objective, namely Disable Device, Resurrection, and Tracking. To determine the success or failure of such the following steps are taken. First the player adds up all of their bonuses, and then subtracts the negatives set by the Marshal, task, or the item being worked on. If the total modifier is positive the player will add it to their roll, if negative it plays no real effect unless the total is -10, in which case the character will automatically fail the roll. Conversely, if the final modifier is +9 or more the roll automatically succeeds. The character will roll a D10 and add their modifier, if positive; if the combined total is 10 or better then they succeed on the challenge.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Counted Actions&amp;quot;&amp;gt;&#039;&#039;&#039;Counted Actions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Counted actions exist, loosely, to handle two conditions.  One, you want to do something that&#039;s perfectly viable for your character but out of the question for you.  If your character has Wings, for example, they&#039;re free to leave the ground, but you probably can&#039;t sprout your own wings and fly.  Two, you need to take some specific action for which rules provide a fixed delay - refitting your armor, for example, takes sixty seconds and it&#039;s technically a sort of sixty count.  Binding Strike is counted to let you know how long you have before you get eaten or whatever.  Killing Blow takes a three count which sounds fast and it is if no one&#039;s trying to stop you.  However you arrive there, all counted actions work the same way:  You start at the end, announce what you&#039;re doing and start at the top of the count, then count down, repeating the announcement until you finish at &amp;quot;I whatever 1&amp;quot;, at which point your action is completed and everyone should react accordingly.  You may see this a lot on modules, where Marshals have to handle player actions we didn&#039;t expect - it&#039;s easier and smoother to assign a count than call a meeting of the Rules Team and argue about it.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Crowns&amp;quot;&amp;gt;&#039;&#039;&#039;[[Crowns]]:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crowns are points awarded for doings that the help the game - donating props and reps, NPC&#039;ing, anything that&#039;s beneficial to the game as a whole is probably worth some crowns.  They&#039;re accumulated and spent in a variety of ways.  They can be turned in towards extra Skill Points, or used to purchase a variety of in-game items.&lt;br /&gt;
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&#039;&#039;&#039;Daily:&#039;&#039;&#039;  You may see &amp;quot;daily&amp;quot; here and there throughout the rules, used interchangeably with &amp;quot;per-reset&amp;quot;.  For rules consideration, these terms are almost always syntactically equivalent, and if a corner case means &amp;quot;once per 12- or 24- hour period, it&#039;ll be explicit in that rule&#039;s description.  This is a holdover from the earlier years of larps - resets used to be scheduled and everyone&#039;s skills would all reset at the same time, once per day.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Flavorless Damage&amp;quot;&amp;gt;&#039;&#039;&#039;Flavorless Damage&#039;&#039;&#039;&amp;lt;/span&amp;gt; A (very) few monsters and some Gunslingers can produce damage without a normal/silver/magic/flavor attached.  It&#039;s faster, but it comes with a significant downside - flavorless damage is up to the victim to interpret.  If you are resistant or immune to anything, anything at all, you can claim that reduction against &amp;quot;just a number&amp;quot; damage.   Gunslingers are free to flatten out against one each of every elemental despite then all reducing different flavors. This can get real bad in places with specific hit requirements.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Healer vs Medic&amp;quot;&amp;gt;&#039;&#039;&#039;Healer vs Medic:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  If someone calls for a Healer, they mean a Mage or Paladin with in-game healing effects to solve in-game trouble.  If someone calls for a Medic, there&#039;s an out of game situation that needs qualified medical personnel to attend.   Similarly, if your character has been jacked up by NPC&#039;s, you need a Healer, not a Medic.  Medic is called rarely enough that this is easy to remember; it&#039;s mentioned here because of various services that train &amp;quot;Medic&amp;quot; as a crisis response.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Hold&amp;quot;&amp;gt;&#039;&#039;&#039;Hold:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This one is an actual rule, but not an actual rule that fits conveniently anywhere.  &amp;quot;HOLD&amp;quot;, usually yelled like it owes someone money, causes the game to cease immediately.  Holds are typically called for safety issues (if you notice your opponent is about to back up into a table or a hole in the ground, call a hold and warn them), very often for glasses that have gone flying off of their designated face, sometimes for more serious medical issues.  Because Hold is invoked for real-life situations, we take it very seriously.  If someone calls a hold, repeat it, stop playing, and &#039;&#039;do not move&#039;&#039;.  More than one pair of glasses has been lost to overly cavalier treatment of a hold.  Hold is also used sometimes to clarify rules - combat can get loud and confusing and it&#039;s easy at first to lose track of what happened to you or what you&#039;re allowed to do about it.  Once it&#039;s been established that a hold was called for rules, you can relax a little.  Don&#039;t move, but feel free to pull some tags, or grab a drink from your water bottle, collect some close-by packets, etc.  Until it&#039;s established that the hold is a rules issue and there is no out of game danger, hold still, don&#039;t talk, and wait it out.  Holds are rarely lengthy.  When whatever situation that caused the hold is addressed, someone will check to make sure everyone&#039;s ready and then call Lay On - a Lay On is the opposite of a hold, resuming game play at the point where the Hold left off.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Item Tags&amp;quot;&amp;gt;&#039;&#039;&#039;Item Tags:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  These are the out-of-game indicators of in-game possessions.  You can have a beautifully constructed boffer sword, but you can&#039;t actually use in the course of the game without a corresponding item tag for it.  Lots of tags come attached to reps.  Some are just tags - very few people bother with reps for their poison stashes beyond the packets they intend to throw at people.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Machine Gunning&amp;quot;&amp;gt;&#039;&#039;&#039;Machine Gunning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sometimes also referred to as &#039;&#039;Drum Rolling&#039;&#039;,  these are two terms used interchangeably to mean the same thing - using a melee weapon to drill damage way faster than any real sword ever could be.  Some people can get unbelievably fast on swings, especially with dual wield and identical damage.  It&#039;s not legal, there&#039;s a Flurry rule for this exact reason, but people, especially newer people, get carried away and excited and before they know it, they&#039;re inflicting damage at a rate that burst-fire rifles envy.  It&#039;s not usually done maliciously and pretty obvious when it is.  If someone calls this to you, take a deep breath and slow your swings down. If you&#039;re under attack and it feels more like a big foam centipede is running on you than it does like someone is swinging a foam stick, point it out but remember it&#039;s probably not personal or intended to give offense.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Magic Pouch&amp;quot;&amp;gt;&#039;&#039;&#039;Magic Pouch:&#039;&#039;&#039;&amp;lt;/span&amp;gt;:  Frequently, treasure on modules isn&#039;t delivered on individual monsters - it&#039;s bundled together and presented to the module group at the end of the module.  Both the bundle of treasure and the practice of distributing treasure in that fashion are referred to as &amp;quot;magic pouch&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Multipliers&amp;quot;&amp;gt;&#039;&#039;&#039;Multipliers:&#039;&#039;&#039;&amp;lt;/span&amp;gt; There are lots of rules that say things like &amp;quot;double damage&amp;quot; or &amp;quot;double negative effect&amp;quot;.  When a situation arises that allows for several multipliers, they stack as multiples of the base, not each other.  Put differently, if you double a double, you end up with a triple, not a quad.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Out-of-Game&amp;quot;&amp;gt;&#039;&#039;&#039;Out-of-Game:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  A character that&#039;s out of game is neither affected by nor can affect the state of the game world.  Ideally this is indicated by a white headband - some people (like Plot) spend more time out of game than in, running modules and overseeing stuff.  If you&#039;re less commonly out of game, or just need a quick minute to retie your boots, putting your hand or your weapon on your head is accepted shorthand for &amp;quot;briefly out of game&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reps&amp;quot;&amp;gt;&#039;&#039;&#039;Reps:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  You&#039;ll see this a lot in the rules and you&#039;ll hear it a good bit on site.  A rep is a &#039;&#039;physical representation&#039;&#039; of an in-game item.  &amp;quot;Physical representation&amp;quot; being unwieldy and people being people, this was inevitably shortened to &amp;quot;physrep&amp;quot;, which you&#039;ll still hear from time to time, and then &amp;quot;rep&amp;quot;, which you&#039;ll hear a lot.  Your boffer long sword is a rep for an in-game long sword.  Your armor rep is whatever you wear around to justify using armor points when you get hit.  It sounds pretty self-explanatory and for the most part it is, but there are some murky areas, too.  Spell packets can, variously, be reps for poison vials, thrown weapons, or literally nothing (for mages and other spellslingers.)  Reps have a necessary but not tightly-coupled association with...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reset&amp;quot;&amp;gt;&#039;&#039;&#039;Reset:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Given ten minutes of peace, you can reset your character sheet once per event.  This refreshes all of your refreshable skills - spell pool, mana, Energy, Ley Points and any dailies or per-reset skills.  This typically also resets your Body to its starting value and clears negative effects, but some effects do stick around through a reset. You&#039;ll see this a lot in Powers and some Skills - many Powers function twice per reset, for example, so you have two uses when you first check in and two more after you Reset.  Reset, like the name implies, resets your skills - if you had mana or energy or per-reset skills left over when you started your reset, they&#039;re lost when it completes.&lt;br /&gt;
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&#039;&#039;&#039;Shield Bash&#039;&#039;&#039;:  Shields can&#039;t be used to strike other players.  This is a safety issue - there are not a lot of safe ways to turn a shield bash - and because of that we have to take it seriously.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Swimming&amp;quot;&amp;gt;&#039;&#039;&#039;Swimming/Going to the Rock:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  FE&#039;s resurrection mechanic is a Lifewell, or viewed differently, the world&#039;s worst pool in which you never want to swim.  &amp;quot;Sending someone swimming&amp;quot; or &amp;quot;Sending someone to the pool&amp;quot; means sending someone off to resurrect.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Tank&amp;quot;&amp;gt;&#039;&#039;&#039;Tank:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Drawn from MMO culture, a Tank is someone you can trust to stand between you and harm.  There&#039;s a large overlap with folks in thick armor with shields and reams of their own defenses, but there are plenty of heavy-armor warriors that will hang you out to dry if there&#039;s a chance they can get a goblin by running off after it.  Most tanks are Champions or Paladins.  Not all Champions or Paladins are tanks.  You may also hear this used as a verb - &amp;quot;tanking a monster&amp;quot; means trading hits with it, &amp;quot;tanking damage&amp;quot; just means absorbing it so someone else doesn&#039;t have to.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Touch Cast&amp;quot;&amp;gt;&#039;&#039;&#039;Touch Cast:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Sometimes misleading, touch casting means putting your packet directly on your target, rather than throwing it.  This is only ever done to friendlies; you can&#039;t touch-cast on your opponents in combat (this presents all sorts of safety problems).  Further, targets are free to refuse your touch cast and this does happen sometimes for a couple of reasons.  Touch casting is usually done for buffs or healing before something ugly happens, or chain spells mid-combat for Refits and such.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;What do I see&amp;quot;&amp;gt;&#039;&#039;&#039;What do I see:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Very frequently, NPC&#039;s will be out and about dressed in a tabard and some weapons, but they could be playing any number of things.  Since we don&#039;t have the budget or the time to fully dress out every NPC in perfectly-identifiable costuming, you&#039;ll hear &amp;quot;What do I see&amp;quot; called - this is an out of game question to clarify what creature a character is looking at in-game.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Underwater Combat&amp;quot;&amp;gt;&#039;&#039;&#039;Underwater Combat:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Combat underwater has several rules that differ from the norm. Each step underwater requires a three count, though this does not need to be vocalized. All weapons, Fire Traps, and Massive Mechanical Traps deal half damage underwater. Spells may only be touch cast and require both hands to be free. Acid, Bombs, Gas Traps, and Vials may not be used. Guns do not function under water. A character may hold their breath for two minutes if they are not in combat, but combat reduces this time to a single minute. If a character runs out of breath, they are unconscious and begin to drown, becoming dead after a minute. Having the skill for Underwater Combat will lessen these penalties.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Skill_descriptions&amp;diff=1796</id>
		<title>Skill descriptions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Skill_descriptions&amp;diff=1796"/>
		<updated>2024-08-23T16:25:51Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* EVERYMAN: */&lt;/p&gt;
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&lt;div&gt;== &#039;&#039;&#039;EVERYMAN:&#039;&#039;&#039; ==&lt;br /&gt;
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=== &#039;&#039;&#039;BASIC:&#039;&#039;&#039; ===&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. This is usable once per time purchased and cannot be stacked with itself.&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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;Focus + X:&#039;&#039;&#039;  This is directly added to a character’s base weapon damage with any weapon in which the character is proficient.&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;
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&#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;
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&#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. Please see [[Merchant (Skill)]] for details This skill can be purchased up to 10 times.&lt;br /&gt;
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&#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;
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&#039;&#039;&#039;One Handed 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;
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&#039;&#039;&#039;Precision + X&#039;&#039;&#039;:  Precision&#039;s full value is added on to any melee attack initiated from the defender&#039;s rear arc.  Half of Precision&#039;s value is added to range weapon attacks (other than guns) made from any arc.  This is not cumulative - you cannot stand behind a target and launch an arrow for ((Precision*2) + (Precision * .5)) added damage. &lt;br /&gt;
&#039;&#039;&#039;Portal Manipulation&#039;&#039;&#039;:  Portal Manipulation is the means one can 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;&#039;&#039;&#039;Level One&#039;&#039;:&#039;&#039;&#039;  This skill alerts the user 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;
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&#039;&#039;&#039;&#039;&#039;Level Two&#039;&#039;:&#039;&#039;&#039;  Opens a portal for which the user has/does/knows the gate key.  Also allows for closing that portal.  This takes ten minutes, or can be rushed at a cost of one mana per minute or 1 energy per 2 minutes (rounding up if necessary).&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Level Three&#039;&#039;:&#039;&#039;&#039;  Allows a user 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;
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&#039;&#039;&#039;&#039;&#039;Level Four&#039;&#039;:&#039;&#039;&#039;  Allows for minor adjustment of a portal&#039;s exit location.  This is the means by which Nexus portaleers open portals directly onto their couches after a hard adventure.  One 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 (1 energy per 20 yards) of adjustment.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Level Five&#039;&#039;:&#039;&#039;&#039;  Allows a user to change the exit plane of a portal long enough for his party to pass through it.  This has no mana/energy 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;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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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Chart Modifier Bonus/Negative Gained &lt;br /&gt;
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Light Source +1 Bonus &lt;br /&gt;
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Tracks made in Moist/Wet Terrain +2 Bonus &lt;br /&gt;
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Multiple people being tracked +1 Bonus &lt;br /&gt;
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Rank of Track +1 Bonus/Rank &lt;br /&gt;
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Great Size +2 Bonus &lt;br /&gt;
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Massive Size +4 Bonus &lt;br /&gt;
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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;
&lt;br /&gt;
The path makes multiple splits +2 Negative       &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underwater Combat:&#039;&#039;&#039; This skill allows the character to fight underwater as if they were on land. Only the following mechanics are affected by this skill and anything not listed remains the same: weapons deal full damage, Spells can now be thrown, &#039;&#039;Bombs&#039;&#039; can be used (dealing only half damage), &#039;&#039;Acid Vials&#039;&#039; can be used (dealing only half damage), and the character can move at a slow walk.&lt;br /&gt;
&lt;br /&gt;
===  &#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;Planar Scholar:&#039;&#039;&#039; This skill allows the character to apply their knowledge learned on the Prime to any other Prime shard by accounting for and calculating the subtle differences in the fundamental truths of the various Prime planes across the universe. Each rank of this skill allows a character to apply their relevant knowledge skills of the same rank. Applicable knowledge skills all common knowledge skills.&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;
===  &#039;&#039;&#039;SPECIES SKILLS:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst of Strength&#039;&#039;&#039;: A Fae troll&#039;s true strength isn&#039;t measured by his personal best bench press, but rather by what he will do in a crisis. When using Burst of Strength a Fae Troll simply rips free of any Binding effect including Prison but still takes the damage as if he had ripped out normally. Burst of Strength can also be used to run with a downed comrade, hold someone else in a binding strike type effect, and other thematically appropriate ways as approved by the Plot Marshal  in the field at the time.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1788</id>
		<title>Gunslinger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1788"/>
		<updated>2024-08-23T03:44:44Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Gunslinger Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gunslingers are, as the name implies, firearms experts.  The slow advance of firearm technology out of Secord and Summerfall has grown a few schools of shooting. Some naturally gifted individuals pass their craft on from master to apprentice.  Both manufacturers are generally willing to sell their older model weapons to trusted folks (although you’re not getting a coilgun out of Secord or a Spellshot out of Summerfall) and that exposure is slowly advancing the art of sharpshooting.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in light armor.  Heavy armor complicates reloading and doesn’t leave enough space for ammo junkies to carry reams of magazines.  They&#039;re explicitly forbidden from using shields; Gunslingers more than most people are acutely aware of the limitations and drawbacks of carrying a plank around on your arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in every variation of firearm, including new ones as they’re developed.  They’re also trained in short/medium melee weapons as holdouts or last resorts when (not if) the ammo runs out.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Grit:&#039;&#039;&#039;&#039;&#039; Gunslinger effects are driven by Grit, as opposed to Mana or Energy.  Grit is mechanically identical to Energy but disambiguated here to avoid things like Energy Gems from falling into Gunslinger’s hands and turning a six-shot pistol into a railgun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Class Feature&#039;&#039;:&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hard to Kill:&#039;&#039;&#039;&#039;&#039;  Gunslingers that can’t take a hit don’t last long.  Gunslingers treat any Kill or Slay effect delivered by voice, bullet, or packet as an un-mitigated Stun effect instead (&#039;&#039;by which we mean if you&#039;ve engineered a way to be immune to Stun, HtK overrides this - you don&#039;t have to die but you&#039;re not walking away, either.&#039;&#039;).  If you want to kill a Gunslinger, use a knife. Or an axe. Dealer’s choice.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill Point Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +1&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +2&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +3&lt;br /&gt;
|Accuracy +2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +4&lt;br /&gt;
|Accuracy +3&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +5&lt;br /&gt;
|Accuracy +4&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +6&lt;br /&gt;
|Accuracy +5&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Grit (1-40)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
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|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Trickshot|Trickshot]]&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Rapid Fire|Rapid Fire]]&lt;br /&gt;
|Trickshot&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Disabling Shot|Disabling Shot]]&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Fan The Hammer|Fan The Hammer]]&lt;br /&gt;
|Disabling Shot&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Piercing Shot|Piercing Shot]]&lt;br /&gt;
|Accuracy + 1&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Called Shot|Called Shot]]&lt;br /&gt;
|Piercing Shot&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Bull&#039;s Eye|Bull&#039;s Eye]]&lt;br /&gt;
|Called Shot&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Killshot|Killshot]]&lt;br /&gt;
|Bull&#039;s Eye&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defensive Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Roll|Roll]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Initiative|Initiative]]&lt;br /&gt;
|Roll&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Countershot|Countershot]]&lt;br /&gt;
|Initiative&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Tough|Tough]]&lt;br /&gt;
|Countershot&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psych Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Warning Shot|Warning Shot]]&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Safeties Off|Safeties Off]]&lt;br /&gt;
|Warning Shot&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#High Noon|High Noon]]&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Cold Blood|Cold  Blood]]&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Crosstrained|Crosstrained]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Field Strip|Field Strip]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Holdout|Holdout]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Lucky|Lucky]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Quickdraw|Quickdraw]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;!-- [[Gunslinger#Rapid Reload|Rapid Reload]] &lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|3 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Ricochet|Ricochet]]&lt;br /&gt;
|Tier 1 Pistol or Rifle&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Gunsmithing|Gunsmithing]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skill Descriptions&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Accuracy&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Accuracy:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This is what shooters use to increase firearm damage.  Precision gets you a tight group and that’s great for competitions.  Accuracy puts you close to center; that’s better if you’re fighting for your life.  A tight group ten feet to the right of the ogre bearing down on you is not particularly helpful&lt;br /&gt;
&lt;br /&gt;
Accuracy applies to no weapons outside of firearms.  It also carries a limitation Focus and Precision do not - no combination of Accuracy and  base weapon damage ever exceeds 10.  Gunslingers can surpass this limit momentarily at the cost of Grit but cannot sustain 11+ damage by any mechanism or combination thereof.  &lt;br /&gt;
&lt;br /&gt;
This also means that no gunslinger will ever swing more melee damage than the weapon they use.  That is correct and intentional.  Gunslingers are called primarily for their love of the technology and skill involved.  They are not the types to use guns as a surprise.  If they can shoot, they will shoot.  It’s only if they can’t that they grudgingly go to melee.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Trickshot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Trickshot&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This costs one energy and absolutely guarantees that a bullet will land exactly where the shooter intends, so long as the intended destination is not an animate target.  Trickshots can cut nooses, push buttons across the room, drop chandeliers, and all sorts of other things, but have no direct combat effect.  (&amp;lt;i&amp;gt;We realize there’s some gray area here - shooting a pouch off an enemy’s belt, shooting through shoelaces to interrupt footing, etc.  For the gray areas, if the marshal rules the shot out of scope, it doesn’t work but also doesn’t cost you any energy.&amp;lt;/i&amp;gt;)  Trickshot functions to the theoretical range of the weapon rep (This is around 40ish feet (indoors at a decent angle) for standard-issue Nerf Elite-style blasters.  I presume shooters carrying superior tech will know the range better than I do.).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Rapid Fire&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Rapid Fire allows you to drop the x-to-hit call/flavor from your weapon call entirely, reducing it in its purest form to just a number.  This accelerates your firing speed, but does come with a downside - your target is free to interpret your number as whatever flavor he likes, which functionally means that any target that reduces or eliminates &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; flavor of damage does the same thing to your Rapid Fire.  Rapid Fire lasts for 2 minutes - it&#039;s an odd duration but Gunslingers should be capable of tracking one-minute intervals before they pick up guns.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Disabling Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Disabling Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Disabling Shot ruins connective tissue, acting as (and called as) &amp;quot;Physical Maim &amp;lt;Limb&amp;gt;&amp;quot;.  Disabling Shot can in principle be used to ruin inorganic things - a Gunslinger can certainly shoot out the lights or ruin a golem’s leg - but non-Maim uses are probably better handled with Trickshots.  Disabling Shot can be used as (an expensive) Disarm if that seems advisable; this is called as &amp;quot;Physical Disarm&amp;quot; if used in this way.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Fan the Hammer&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Fan the Hammer:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Fan the Hammer deals your usual weapon damage to six different targets at very nearly the same time.  It’s called as “Voice Physical &amp;lt;number&amp;gt;” and hits up to six targets for one application.  You can Fan the Hammer with other shots, but must pay the Grit cost for every individual bullet and this can get very pricey very quickly.  Fan the Hammer empties your clip.  If your phys rep is still loaded, this instead incurs a five-count reload action. This reload count does not reset your DPM timer. (&#039;&#039;This may end up as a deterrence skill, stripping pre-encounter hit points - there&#039;s been a very real playability concern raised about tracking it at combat speed and if that&#039;s dealbreaking, we&#039;ll update accordingly.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Cheap Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Cheap Shot: &#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This skill allows the character to make the most out of an opportunity when they are working with others. This skill acts as a minor interrupt and Negates the last active skill/ability their opponent used, though the effect is not expended and can be used again. This can only be used on attacks that target/affect someone other than the character using the Cheap Shot skill, this includes the opponent.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rifles&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Piercing Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Piercing Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This puts a bullet right through a shield, inflicting its usual damage if it hits a shield wielded by someone with the relevant Shield skill.  Piercing Shot appends &amp;quot;Pierce&amp;quot; to your verbal.  Piercing Shot provides you with two options for the fuel cost:&lt;br /&gt;
&lt;br /&gt;
* Piercing Shot will deliver as many as three unmodified shots through a shield.  &#039;&#039;Unmodified&#039;&#039; here means whatever damage your Gunslinger delivers without poisons, clips, buffs, or whatever else you can cram on to a bullet to increase that number.  &lt;br /&gt;
* Piercing Shot can alternately be used on one shot with modifiers on it - if you need to deliver a Killshot to a shieldbearer, Piercing Shot permits this but only once per activation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; A Called Shot delivers up to double the shooter’s usual damage, &amp;lt;i&amp;gt;after&amp;lt;/i&amp;gt; modifiers are figured in.  This allows a Gunslinger to violate the Accuracy cap.  Generally speaking, this’ll deliver 20 points.  (&#039;&#039;We are aware that it’s possible (if wildly inefficient) to push way past the 10-point cap and just leave that damage dormant until Called Shot shows up and does some ridiculous damage call for a fairly cheap cost in Grit.  I’ll be mildly disappointed if no one ever gets to 50.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Bull’s Eye&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Bull’s Eye:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Bull’s Eye alters one shot to Voice Delivery, adding Critical or Body carriers (decided at time of use). This skill requires line of sight (LoS) to the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Killshot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Killshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Self-explanatory.  Killshot inflicts the Slay effect on one bullet.  This is called as &amp;quot;Physical Slay&amp;quot; and in its raw form is blocked by shields.  If you need it to stick, we recommend adding Bull&#039;s Eye or Piercing Shot to it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Defensive&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Roll&amp;lt;/i&amp;gt;:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down).  Roll also removes the Effect of a defended attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Initiative&amp;lt;/i&amp;gt;:&#039;&#039;&#039;  Initiative causes a small pause in melee, enough time for the Gunslinger to step back ten feet from a melee opponent. The opponent may not pursue until the retreat is completed.  Wherever possible, avoid Holds for this - simply call Initiative and back off.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Countershot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Countershot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Countershot is called as a defense to any damaging packet- or bullet-delivered attack. Countershot is called as “Evade”.  Obviously, if you’re shooting arrows out of the air, you’ll need a gun in your hand to do it.  This is very likely on modules and somewhat less likely sitting in a bar having a drink.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tough&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Tough:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Tough is how the Gunslingers of old lived to become old Gunslingers.  Tough blunts an ass-whuppin; this is called as &amp;quot;Resist Physical&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Psych Skills&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Shot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Warning Shot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Warning Shot is exactly what the name says; it&#039;s a warning against further aggression.  This is bullet-delivered as &amp;quot;Physical Fear Pierce&amp;quot; - shields are great at stopping bullets but not great at stopping panic.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Safeties Off&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Safeties Off:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Every world that has Gunslingers knows exactly what it means when one unsnaps his holster or clicks the safety off his weapon.  Normal people try to de-escalate rather than face the hail of lead.  Safeties Off is called as &amp;quot;Peaceful Aura&amp;quot;; if enemies engage anyway, the user can add the &amp;quot;Surprise&amp;quot; tag to his first attack of the ensuing encounter free of charge.  This is purchased as a per-reset skill - there&#039;s only so far you can push a threat before you have to carry it out or fold.  (&amp;lt;i&amp;gt;We are aware of how this interacts with Fan the Hammer and that combination may or may not work into the future; as much as I love the idea of a hard-to-stop volley as a response to escalation, I worry about hard-to-defend mass attacks.  The most likely power reduction is surprise on the first target and only the first target, but I&#039;d like to see how it plays before making that call&amp;lt;/i&amp;gt;.)  For a bit of further clarification:  Safeties Off is an active skill and starts when it&#039;s invoked.  It does nothing to help you against an ambush, or instantly aggressive opponents.  Safeties Off exerts influence over an encounter that &#039;&#039;may&#039;&#039; turn violent and adds an edge if that eventuality comes to pass.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Noon&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;High Noon:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  High Noon calls out an enemy shooter for a duel; this generates [[Effects#Taunt|Taunt]] but can only be used on enemies with packets or guns in their hands at the time it&#039;s called.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cold Blood&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Cold Blood:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Gunslingers have a lot of words for cowardice and hate being called any of them.  Cold Blood is a reflexive defense to fear effects, regardless of vector or delivery.  Cold Blood can also be used as a roleplay effect without being consumed, in any situation where you may care to present yourself as an amoral gun platform.  This is purchased on a per-reset basis, like most Resist skills.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crosstrained&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Crosstrained:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crosstrained allows a Gunslinger to use a Rifle skill with a Pistol or vice-versa.  The Grit cost is additive.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Field Strip&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Field Strip:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Field Strip allows a Gunslinger to restore a broken/damaged/destroyed firearm to full working order.  This can be done in ten minutes for free, or rushed to Instant for 1 Grit.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Holdout&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Holdout:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Holdout produces a weapon when you were not otherwise armed. Holdout puts a gun in your hand if there’s any chance at all you could have had one hidden somewhere.  Holdout’s not perfect - if you’re arrested in a town familiar with your flavor of crime you’ll be thoroughly searched before you get tossed in a cell - but for meetings, “diplomatic” events, and similar places that ban weapons but don’t do a thorough search to confirm, it’s priceless.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Lucky&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Good shooters will tell you it&#039;s all skill.  Ace Gunslingers will tell you what they do is half luck and they&#039;ll only last til their luck runs out.  Lucky alters outcomes in your favor; if you need a jack to finish your straight, Lucky gets you one.  It can alter any randomizer by up to 10% in whatever direction works best for you - plus to tracking, minus to being tracked, etc.  Lucky &#039;&#039;can&#039;&#039; apply to resurrection, if you had one available when you dropped, but be aware that resurrection, life, and death are not the random events they appear and some organizations will want a word with you if you do this.   Death is not the worst thing that can happen to you.  Lucky is available once per reset per purchase and may stack with itself once - you can use two Lucky to alter an outcome by 20% but no more than that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Quickdraw&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickdraw:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Quickdraw overrides the “must have weapon in hand” restriction on Gunslinger skills.  You still need a weapon on your person but you can Quickdraw a Countershot if you get caught out in a bar.  Quickdraw also allows for Trickshots without weapons in hand.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rapid_Reload&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Rapid Reload:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Rapid Reload allows you to violate the rate of fire limit.  For the minute following the activation of Rapid Reload, you may fire 75 darts instead of the usual 50.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ricochet&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Ricochet:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.  Ricochet can only be used with ranged weapons.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Gunsmithing&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Gunsmithing:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt; Gunsmithing is the same thing as Engineering, except it only builds guns and ammo.  (&#039;&#039;We are aware that firearms are technically explosives and that gunpowder can just as well arm a grenade, and we suggest that you pay full cost for Engineering if you’d like to get into explosive force, detonation radius, fragmentation velocity and composition, and timing fuses&#039;&#039;.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gunslinger Powers ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lead Rain&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Lead Rain:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled.  This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;.  Lead Rain is usable once per reset.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Speedload&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Longshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther.  Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price.  20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart.  (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Right Between The Eyes&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Right Between The Eyes:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense.  This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&amp;lt;/blockquote&amp;gt;Gunslinger Heroic Powers are still pending - the class is both new and experimental and it feels premature to legislate high-powered effects until the basics are settled and the class overall is in a good place.  Please don&#039;t take the absence of Heroic Powers as an indicator that Gunslingers will never have them.  They&#039;re in the pipeline but haven&#039;t bubbled to the top yet.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=1778</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=1778"/>
		<updated>2024-08-20T21:26:17Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gnome, Powers are things your character can have outside the usual bounds. Every Class and Species has Powers unavailable to other Classes and Species. They&#039;re the deeper mysteries of adventurers; some are very potent and consequently less common than Skills. Powers do not cost Skill Points; characters are awarded Powers as they move up in level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Class Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics&lt;br /&gt;
|[[Effects#Dodge|Dodge]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidexterity&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Amp&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|-&lt;br /&gt;
|Amplify Barrier&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|-&lt;br /&gt;
|Animal Speech&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Study&lt;br /&gt;
|[[Powers#Spell Devotion|Spell Devotion]]&lt;br /&gt;
|&#039;&#039;[[Spellblade]], [[Caller]], [[Paladin]], [[Mage]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Efficiency&lt;br /&gt;
|[[Powers#Armor Proficiency|Armor Proficiency]]&lt;br /&gt;
|&#039;&#039;All&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Proficiency&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Mastery&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blindsense&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Grappler*&lt;br /&gt;
|[[Half-Troll]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Marksman*&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born to Serve*&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Trader&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|[[Powers#Specialization|Specialization]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|[[Powers#Strong Arm|Strong Arm]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Beast*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Wild*&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Called Shot&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Archery&lt;br /&gt;
|[[Ranger#Precision|Precision]] &#039;&#039;+4&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Medic&lt;br /&gt;
|[[Skills|Diagnose]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Companion&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Conduit*&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create [[Wondrous Item]]&lt;br /&gt;
|Knowledge (Magic) 3 and Character level 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Critical Strike&lt;br /&gt;
|&#039;&#039;Blitz or Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defender&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defense is Good Offense&lt;br /&gt;
|[[[Champion]]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deep Pockets&lt;br /&gt;
|[[Craftsman]] [[Backgrounds|Background]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Desperate Rush&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Devotion&lt;br /&gt;
|Must be part of an  [[Attunements|Attunement]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Element Exclusion&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;, &#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Accuracy*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Martial Training&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting &lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Reclamation*&lt;br /&gt;
|Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Elemental&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Spirit&lt;br /&gt;
|&#039;&#039;[[Paladin]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Endless Fury*&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Energy&#039;&#039; Resistance*&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entmoot&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Extended Martial Training&lt;br /&gt;
|[[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eye for Quality&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Family Weapon&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast Learner&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favored Enemy&lt;br /&gt;
|[[Knowledge Skills|Knowledge]]  &#039;&#039;Area&#039;&#039; Rank 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fearless Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fey Blooded&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Powers#Fey Lineage|Fey Lineage]]&lt;br /&gt;
|[[Gnome]], Satyr, Sidhe, Sluagh, or Fae-Troll&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fight to the Death&lt;br /&gt;
|Adrenaline Rush   &#039;&#039;x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Florentine&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Follower&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|-&lt;br /&gt;
|Gnomish Talent&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harden Skin&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Concentration&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Familiar&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Phylactery&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Species, Resist Magic&lt;br /&gt;
|[[Deep Elf]], [[Deep Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Light&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lancet&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lead Rain&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lengthen Claws&lt;br /&gt;
|Short Claws&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Reflexes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Limb Breaker&lt;br /&gt;
|[[Warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|Limber Form&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Living Armor&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Longshot&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Local&lt;br /&gt;
|1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Character Level, creation only&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magic Staff&lt;br /&gt;
|[[Powers#One-Hand Block|One-Hand Block]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magical Training&lt;br /&gt;
|Non-Magic Class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Main Gauche&lt;br /&gt;
|[[Powers#Florentine|Florentine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Make it Work*&lt;br /&gt;
|[[Powers#Gnomish Talent|Gnomish Talent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Martial Style&lt;br /&gt;
|[[Monk]]&#039;&#039;,&#039;&#039; 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Craftsman&lt;br /&gt;
|An &#039;&#039;Advanced [[Production]]&#039;&#039; Skill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master of the Wilds&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Smithing&lt;br /&gt;
|[[Dwarf]] &amp;amp; &#039;&#039;Advanced [[Smithing]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mentor&lt;br /&gt;
|1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Character Level, creation only&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Strike&lt;br /&gt;
|&#039;&#039;Brawl&#039;&#039;, [[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Might of the Tiger&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mighty Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Memory&lt;br /&gt;
|Artisan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Hunter&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Next Best Thing&lt;br /&gt;
| [[Knowledge Skills|Knowledge]] &#039;&#039;(Warfare)Rank 5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oathbound&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One with the Land&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|Only when called&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Overwhelming Power&lt;br /&gt;
|[[Warrior]] &#039;&#039;Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pack Mentality*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Photosynthesis&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Point Blank&lt;br /&gt;
|[[Powers#Combat Archery|Combat Archery]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Potent Blood&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pounce*&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Power Chord&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Preparation&lt;br /&gt;
|[[Powers#Ambush|Ambush]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Princess Candidate&lt;br /&gt;
|[[Deep Elf]], Female, 10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Researcher&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Area)&#039;&#039; Rank 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resilient*&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Retain Magic&lt;br /&gt;
|30 [[Mage#Mana|Mana]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Right Between the Eyes&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Righteous Chorus&lt;br /&gt;
|Paladin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll with It&lt;br /&gt;
|[[Powers#Acrobatics|Acrobatics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scent&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Self-Stabilize&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Strike&lt;br /&gt;
|&#039;&#039;Conceal, Move Silent&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Large&lt;br /&gt;
|[[Powers#Shield Proficiency, Medium|Shield Proficiency, Medium]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Medium&lt;br /&gt;
|[[Powers#Shield Proficiency, Small|Shield Proficiency, Small]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Small&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shred*&lt;br /&gt;
|[[Felis]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shrug it Off&lt;br /&gt;
|&#039;&#039;Survival x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Minded Fury&lt;br /&gt;
|[[Powers#Ambidexterity|Ambidexterity]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sling Arrow&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Specialization&lt;br /&gt;
|[[Champion]], [[Trooper]] or [[Warrior]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Devotion&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus I&lt;br /&gt;
|&#039;&#039;Spell Pool 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus II&lt;br /&gt;
|&#039;&#039;Spell Pool 3 and Spell Focus I&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stalwart Guard&lt;br /&gt;
|[[Powers#Born To Serve|Born To Serve]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Strong Arm&lt;br /&gt;
|[[Champion]], [[Trooper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Subtlety&lt;br /&gt;
|[[Rogue]]&amp;lt;nowiki/&amp;gt;r or [[Ranger]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Swamp Thing&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talented Assistant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Taproot&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Terrain Adaptation&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Planes)Rank 3&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The Trees are Angry&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touch of the Wind*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touched by the Shadow*&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Toughen*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trapper&lt;br /&gt;
|&#039;&#039;Hunter’s Call, Snare&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trollsblood&lt;br /&gt;
|[[Half-Troll]], &#039;&#039;Regeneration x 5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tumble&lt;br /&gt;
|[[Powers#Athletics|Athletics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tunnel Fighter&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Undying Fury&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warning Signs&lt;br /&gt;
|&#039;&#039;Track x 10, [[Knowledge Skills|Knowledge]] (Nature) Rank 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Proficiency&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wild Magic&lt;br /&gt;
|[[Caller]], &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of Nature&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form&lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;*Powers with this notation can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
Powers do not function like skills they are always considered to be in effect. Powers either give characters’ access to a new ability or change the function of a skill they already have. At 1st level, all characters start with 1 power, and they gain an additional power at 4th level and every 4 levels after, i.e., 1st, 4th, 8th, 12th, Etc… In addition to the normal powers, every 10 levels players will gain an extra power that can only be used for a power that is species specific, Humans are the exception to this they can pick any power they have the prerequisites for. If a power has prerequisites, then all must be met before the power can be purchased. All powers can only be purchased one time unless noted otherwise. Unless indicated otherwise powers that have a daily use cannot be used simultaneously.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Acrobatics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Acrobatics&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Dodge This power allows the character to get the most out of every opportunity. Whenever they use a skill from their Defensive tree they gain a Barrier effect, these points do not stack with themselves and are the first to be lost.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ambidexterity&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Ambidexterity&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power reflects a character natural skill with both hands, this grants them the following abilities: they can move their Focus and Precision bonus damage to either hand, though this takes a 5 counted action and lasts until the end of combat. Additionally, while wield a weapon in each hand their flurry limit increases by 1, to 4 swings.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amp&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amp&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Bard When wielding an instrument weapon, the Base Weapon Damage is increased by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amplify Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amplify Barrier&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Animal Speech&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Animal Speech&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Caller This power allows the character to talk normally while shape changed, as well as will let them communicate with animals of similar breed. This does not allow spell casting or using magic items that require speech to activate.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Arcane Study&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Arcane Study&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spell Devotion Elves have always been known for their link and skill when it comes to magic, and as such, the power improves upon their magical ability. This power increases the characters Spell Pool by 10 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Efficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Efficiency&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Armor Proficiency This power allows the character to get the most out of the armor they wear. This will increase the armor gained from a phys-rep by 1 tier of armor, Example a suit that qualifies as a Medium Armor would be valued as Heavy Armor while worn. The character is still limited to their maximum armor value. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Proficiency&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power increases the maximum amount of armor a character can wear by 1 Tier. Example: A Rogue with this power could wear up to Medium Armor, instead of being limited to Light Armor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aspect Mastery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Aspect Mastery&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Caller This power causes Aspects that the player casts to have the duration doubled. It is up to the caster to inform the recipient of the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Athletics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Athletics*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None You have spent time working out and training your body to go further than the average person. This Power increases the characters Base Strength by +2 for performing Feats of Strength. The Strength gained from this Power will stack with itself; for example, if a character has taken Athletics 3 times, they will have an additional +6 Strength for performing Feats of Strength.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;   &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsense&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Blindsense&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Deep Elf While darkness is a hindrance to the sighted, you have spent years training your other senses to counteract the effects. You take no negative from the Blind effect; additionally, do not suffer penalties on Contested Rolls for darkness or lack of vision.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Grappler&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Grappler*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Half-Troll and Lengthen Claws This power allows the character to use their claws to grab their opponents and squeeze them into submission. Twice each reset, the character can use Binding Strike with a 6 counted action, and the resulting effect reduces the target to -1 Body Points. This can only be performed with claws and is considered to be a Base Strength of +4 for the purposes of foes’ ability to Break Free.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Marksman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Marksman*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Ranger This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter&#039;s Mark skill.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born To Serve&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born To Serve*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Oathbound This power comes from the dwarf’s lineage to guard the great Dwarven houses. This power allows the character to Resist effects that push them or force their movement, examples Repel, Sweep, ect. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Trader&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Trader&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Felis Born into a family of traders, the art was pushed upon you from an early age. This power gives 1 rank of the merchant skill for free, the max rank is still 10. This power also gives a 5% discount when using the &amp;quot;Purchase&amp;quot; Trade action. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broaden Specialization&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Broaden Specialization&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Specialization This power allows the character to apply their Specialization bonus to all weapons they are proficient with.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Bulwark&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Bulwark&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Strong Arm This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Called Shot&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Ranger When a character uses their Hunter’s Mark skill to deal only damage, not adding a Technique, they receive a +10 Base Weapon Damage bonus instead of the normal +5 bonus.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Beast&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Beast*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Rok’Shen This power allows the character to unleash their ancestral nature for a brief time. When used, the effect is determined by what type of animal they are; Large powerful animal types gain +4 Base Strength for 10 minutes, Smaller more agile animal types take Reduced: Half damage for the duration. This power can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Wild&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Wild*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Archery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Archery&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Precision +4 This power allows the character to block with a bow, even with a single hand. Once a bow has been hit with a weapon it must be restrung on a 3 counted action before it can be used to fire arrows again. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Medic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Medic&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Diagnose This power allows the character to perform the First Aid skill on two targets as the same time, so long as both are within arm’s reach.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Companion*&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Companion&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power allows the character to have a Tamed pet, so long as the pet is with the character they gain the benefit chosen from the pets list. A character can only have 1 pet at a time and must release their current pet to gain another. For more info on the pets, see [[Novices]].  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conduit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Conduit*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade This power allows the character to use the Channel Class Feature two additional times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Wondrous Item&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Create [[Wondrous Item]]&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Character level 8 This power allows the character to use a &#039;&#039;Create Wondrous Item&#039;&#039; recipe to craft items that are more interesting and useful than your average equipment but do not reach the level of a ritually empowered magic item.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Critical Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Critical Strike&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Blitz  or Overpower When the character uses the Blitz or Overpower special attacks, they may add the Critical Modifier to the damage call.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deep Pockets&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power allows the character to more carefully stack and stow crafted goods allowing them to carry double the number of Ghost Tags as normally allowed, including doubling the value gained from items like Bags of Holding. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Defender&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Defender&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Champion This power allows the character to use the Defend skill 1 additional times each Encounter. Additionally, it allows the character to use Weapon Ward to protect others so long as they are within weapons reach. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense is Good Offense&#039;&#039;&#039; Prerequisite: Champion This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the &#039;&#039;&#039;Blitz&#039;&#039;&#039; + &#039;&#039;&#039;Critical Strike&#039;&#039;&#039; skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
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&lt;br /&gt;
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&#039;&#039;&#039;Desperate Rush&#039;&#039;&#039; Prerequisite: Paladin This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset. This can be learned multiple times, handy for slow learners and the defensively challenged.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Devotion&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Must be a member of an Order or Attunement This power reflects the character’s faith or investment into an Order or Attunement and grants them 6 Favor with the selected group. Once chosen the power can NEVER be removed by effects like Obliterate Mind. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Element Exclusion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Element Exclusion&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Mage, Spellblade This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Accuracy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Accuracy*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: High Elf This power hones the elf’s senses. When a skill or spell that has a Mana or Energy cost misses its target or is defended against, such as with Parry, Dodge, etc., the High Elf may call “Elven Accuracy” and repeat the attack immediately at no additional cost. This power can be used twice each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Martial Training&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: High-Elf This power gives the character Weapon Proficiency: Long Bow&amp;amp; Long Sword.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Enhanced Shifting&#039;&#039;&#039; - Prerequisite: Caller This power allows Callers to select a specific animal when shifting and gain parts of that animals natural locomotive capabilities. When using their Shift, the Caller may now Fly, Swim (along with breath Underwater), or Burrow.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Enhanced Reclamation*&#039;&#039;&#039;: This power allows a mage to use their Reclamation ability two more times per reset.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Element&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Element&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade, Aura Blade This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Spirit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Spirit&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Paladin, Aura Blade This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Endless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Endless Fury*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power allows the character to activate their Primal Fury Class Feature 2 additional times each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Energy Resistance&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Energy Resistance*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: 8thCharacter Level. By now the character has been exposed to the elementals both natural and planar in origin and has developed a minor resistance to them. The character negates the first 5 points of any non-weapon delivered attack with their chosen flavor. The player must choose one of the following: Fire, Water, Wind, or Stone as the flavor that is affected. While this can be taken multiple time the effects to not stack, so a different flavor must be picked each time  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entmoot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Entmoot&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: One with the Land To use the power there must be at least 3 Ents with this power involved. Using this power takes 15 minutes of concentration and the Ents must be in a circle gently swaying. The Ents use this time to discuss and pool their knowledge; at the end of this they may ask a question of the world. This communion draws information from the world itself and because of this it may take some amount of time to receive the answer. Plot should be informed this power is going to be used and what the question or topic is as soon as possible so that the answer can be provided.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extended Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Extended Martial Training&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Monk This power allows the character to treat all of their Class Weapon Proficiencies as Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Eye for Quality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Eye for Quality&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power reflects the characters’ experience in the world and ability to notice even the most useful of scrap. When harvesting Nodes, the character receives 20% more harvesting points. Additionally, on Modules there is a chance they can scrounge up random items, and they can use the Survival skill to guarantee a scrounged item. If successful, the player will receive a Scrounge Tag which can be turned in at NPC camp at a later time.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Family Weapon&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Family Weapon&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Oathbound This power grants the character a masterfully crafted weapon that has been passed down through the ages. When the weapon is passed, their oath protects it. The weapon is chosen when this power is taken and will be tagged as such. The weapon is Immune to effects that would apply the Broken status to the item. Furthermore, when the character is wielding the weapon that weapon cannot be Disarmed. While the weapon will never expire, any effects added to it will carry their own expirations. The weapon must be an Axe, Hammer or Spear.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Learner&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fast Learner&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None While you might not always be a master at all things you have a knack for learning just about anything. In addition to your Basic Class skills you can also learn Basic Everyman skills without need of an instructor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Favored Enemy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Favored Enemy&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Knowledge (Area) Rank 3 This power increases the characters’ damage when fighting a chosen type of creature. When fighting creatures of the chosen type the character gains the Bane effect, giving them +5 Temporary Weapon Damage against those targets. Or this power can affect Spell Pool. This will increase the damage of each Spell Pool attack by 5 points; however, this will only apply to castings of 10 points or more Spell Pool. When the character using this power announces it, they will be made aware of which creatures the bane effect should work on, and it is up to the player to keep take of which creatures they get the added damage on. When this power is purchased one of the following types is chosen:  &lt;br /&gt;
&lt;br /&gt;
Nature: Animal or Shapechanger &lt;br /&gt;
&lt;br /&gt;
Cycle: Undead or Abominations  &lt;br /&gt;
&lt;br /&gt;
Magic: Draken or Golem  &lt;br /&gt;
&lt;br /&gt;
Planes: Outsiders or Elementals  &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fearless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fearless Fury&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fey Blooded&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Blooded&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Any Fey Species You are more than just a child of the fey, the home world still courses in your veins. This power allows the character to cancel all magical effects currently on their person and for 1 minute they will be Immune to all magical effects (positive and negative) that affect them. While this power is active the character becomes Vulnerable: Iron. This can be used once each reset.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fey Lineage&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Lineage&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Gnome You are among the Gnomes whose link to the Fey is still strong. As such the character can tap into that power. The character can sometimes see bits of the Fey world through this world. This allows them to be able to see weak points in the barrier between the 2 worlds, as well as identify fey portals. Additionally, the character can spend a few moments studying a target and discern if they are Fey. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fight to the Death&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fight to the Death&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Adrenaline Rush x 2 This power allows the character to fight off dying. When reduced to -1 Body Points the character may choose to be instantly healed for 16 Body Points. For the hour following the use of this power the characters bleed out count is reduced from 120 seconds to 60 seconds. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Florentine&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Florentine&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power allows a character to wield any 1-handed weapon in their main hand and up to a medium weapon in their off hand, with which they are skilled.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Follower&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Follower&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Must be at least 8th character level A local from the area has shown some real talent, and you have taken them under your wing. Your character gains a follower with the following skills: 4 Ranks of Craftsman, Knowledge (Geography)Rank 2, Knowledge (History) Rank 1; the Talented Assistant Power, and the Local Power. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gnomish Talent&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Gnomish Talent&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Gnome This power allows the character to be able to attempt to Disable Device even if they do not have ranks and will always have a minimum of +2 Bonus. If they have at least 5 ranks of the Disable Device skill, they are always treated as having 5 more ranks for the purpose of Contested Rolls.  &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harden Skin&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Harden Skin&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Ent This power gives the character 10 points of natural armor, these points stack with other forms of armor and will allow the character to exceed their class maximum armor value by the 10 points gained. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Concentration&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Concentration&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power improves the characters’ ability to stay focused on a task even with outside disturbance. This makes the character Immune to Cheap Shot, and while using a skill or ability that requires Concentration to maintain, taking damage will not interrupt them.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Familiar&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Familiar&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Create Familiar This power allows the character to manifest a more powerful Familiar. Granting them 5 points of Spell Pool and a benefit based on the flavor of the familiar.  &lt;br /&gt;
&lt;br /&gt;
Fire- Increases the character&#039;s Spell Pool by 5 Points.  &lt;br /&gt;
&lt;br /&gt;
Water- Increases the character’s Spell Cap by 5 points.  &lt;br /&gt;
&lt;br /&gt;
Wind- Grants the character the Evade skill once each reset.  &lt;br /&gt;
&lt;br /&gt;
Stone- Increase the character base Body Points by 5. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Phylactery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Phylactery&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Create Phylactery This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mending- When the character reaches the last 5 seconds of their Bleed Out count, they are instantly healed for 5 points. Once triggered this cannot happen again for 4 hours.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes 7 mana less, minimum 1 mana.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Improved Racial, Resist Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Species, Resist Magic&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Deep Elf This power allows the Resist Magic species abilities that are earned from levels, not purchased with Skill Points, to also be used to resist attacks with the Arcane Delivery Type.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inner Light&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Inner Light&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: School of Spirit This power temporarily boosts a Mage’s abilities in 2 ways. First, while active, it grants Magic Vector for all Spirit spells; second, it doubles the characters Spell Pool, this can go beyond the cap outlined in Spell and Magic. When activated the characters Spell Pool becomes Touch Cast only. This power will last for one combat or up to 5 minutes. This can be used twice each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Will&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Iron Will*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; This power allows the character to shrug off a mental attack. This can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kintsugi Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Kintsugi Barrier&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade This power modifies the Barrier skill for a spell blade. With this power, the spell blade&#039;s armor is refit upon the use of their Barrier skill.   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lancet&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lancet&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Rain&#039;&#039;&#039; Prerequisite: Gunslinger&lt;br /&gt;
Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled. This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;. Lead Rain is usable once per reset.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lengthen Claws&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lengthen Claws&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Short Claws This power causes the characters’ claws to become elongated increasing them up to Medium weapon length.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Lightning Reflexes&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None With this power the character has an amazing reaction time, to the point of seeming to have a precognitive awareness about their surroundings. Whenever they are caught in the area of a trap or limited AOE, if they are within 1 step of the radius they can step out of the area and avoid the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limb Breaker&#039;&#039;&#039; - This power unlocks the purchase of the Maim Limb skill for the Warrior at the cost of 6 SP. Each use of the skill will cost 3 Energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Limber Form&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Limber Form&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Rok’ Shen This power allows the character to twist and contort their form granting them a few advantages. First, with a 60 counted action the character can break free of Pin, Bind, and Web effects in addition to non-magical bindings, Secondly, the character can squeeze through narrow openings.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Living Armor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Living Armor&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: School of Spirit This power allows the character to use their Spell Pool (Healing) to fix damaged suits of armor. They can use their Spell Pool with an altered incant “I Summon X Armor.” This change allows them to heal Body Points or Armor Points. Healing a suit of armor to its maximum value will Repair the armor.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longshot&#039;&#039;&#039; Prerequisite: Gunslinger&lt;br /&gt;
Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther. Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price. 20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart. (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Main Gauche&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Main Gauche&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&#039; Prerequisite: Florentine This power gives a character, while fighting with two weapons, an off handed strike whenever they use a skill from a Defensive Technique. When they use one of these skills, they gain a +5 Temporary Weapon Damage as a Blade effect on their next off hand attack to be used in the same encounter. This ability can only be used while fighting with two weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magic Staff&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Magic Staff&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: One-Hand Block This power allows the character to use a Staff as a wand, instead of a Short Blunt. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Magical Training&amp;lt;/b&amp;gt;  Prerequisite: A class that does not have access to magic. This power allows the character to be trained in the very basics of magic. When taken the player must choose a School of magic Elemental, Spirit, or Nature; Paladin and Spellblade spells are not in &#039;schools&#039; and thus cannot be chosen. Once a School is chosen it cannot be changed. The character can now use Scrolls from that School up to 6th level following the normal rules for using runes.&amp;lt;/p&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Craftsman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Craftsman&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: An Advanced Production skill This power allows the character to produce two identical items at the same time, when creating goods in-game. You must still pay the Component price for both items.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Make It Work&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Make It Work*&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Gnomish Talent All Gnomes were born with the mindset that everything can function with a little kick. With this power once each reset the character can use any Engineering item even if they don&#039;t have the normal skill to do so. This includes setting traps, throwing bombs, disarming traps, and even solving physical puzzles.   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Martial Style&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Martial Style&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Monk, 4th Character Level With extensive training the character has mastered a favored style in which they fight. By specializing on this style, they are granted a static bonus.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mantis Style- Grants 1 Additional swing to their Flurry limit.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Crane Style- Grants 10 points of Dexterity Armor.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Bull Style- Grants +1 Base Weapon Damage with Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master of the Wilds&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master of the Wilds&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Caller This power allows the character to now affect 2 additional targets when they cast Aspects.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Smithing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Smithing&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Dwarf and Advanced Smithing This power allows the dwarf to hone his skills; all weapons made by the character automatically receive 1Temper for free. Additionally, they can melt down weapons for half the crafting components (Common and Uncommon) it takes to make the item so long as the item has at least 3 months remaining on the duration. Also some Rare components may be gained if they were used to make the item (the number is a percentage of the remaining duration).  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mentor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mentor&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: 1st Character Level, can only be taken at character creation While you have a standard education like many adventurers there was someone along the way who took a shining to you. It could have been a relative, a teacher, a blacksmith, or even a local knight; no matter who it is, they have some kind of specialized training. You may begin play with one Advanced skill, and once each event, you can seek out your mentor to help you along in your career and they can perform one of the following tasks: Give you a single instruction session in one skill, Research a single question for you, or craft 4 basic items for you. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Merciful Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Merciful Strike&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Brawl, Monk This power allows the character to add the “Padded” flavor to their melee weapon attacks.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mighty Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mighty Fury&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian &lt;br /&gt;
&lt;br /&gt;
This power increases the potency of the characters Primal Fury power. While active they additionally gain 4 Blade Effects that are +5 Temporary Weapon Damage and Critical.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Might of the Tiger&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Might of the Tiger&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: &lt;br /&gt;
&lt;br /&gt;
Deep Elf Much as when the Tiger carried the Sage until he died, you are a symbol of his feat. When moving a downed/Helpless ally you are considered to have +2 Base Strength. This strength can also be called to overcome challenges (physical) that endanger the Deep Elf in addition to his allies. You are recognized as a champion of your people. Reactions from Deep Elf NPCs will be affected as such. This means your actions will be more noticed, both good and bad.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Hunter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Natural Hunter&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Felis &lt;br /&gt;
&lt;br /&gt;
This power improves the character’s scent and vision to an extreme level, allowing them a few advantages; first the character can spend a 10 counted action sniffing an item and can determine if the item contains any toxins, second, they receive a +1 Bonus on tracking Contested Rolls, and lastly at night or in dark lighting conditions the player will always get a species description of a target when they ask the question “What do I see”. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Oathbound&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Oathbound&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Dwarf &lt;br /&gt;
&lt;br /&gt;
This power binds the character to his word making it unbreakable. A character with this power who takes an oath will not break that oath even if it means death. Due to this frame of mind the character gains immunity to Command effects. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;One with the Land&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;One with the Land*&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;Prerequisite: Ent &lt;br /&gt;
&lt;br /&gt;
This power allows the character to generate any effect from the Knowledge Nature chart in Appendix 2, twice each reset. They do not need the Knowledge Nature skill to use the power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only when called&#039;&#039;&#039; Prerequisite: Paladin&lt;br /&gt;
This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied. For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Overwhelming Power&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Overwhelming Power&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Warrior and Overpower This power grants the character an additional +1 Base Strength when wielding a Great Weapon. Additionally, their Blitz skill grants the Massive Modifier when used. This is not limited only to Great Weapons; however, a Great Weapon must still be in hand to gain this effect on Blitz.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pack Mentality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Pack Mentality*&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Rok’Shen This power awakens in the character their nature to hunt with a pack. Once each reset the character can use a Natural version of the Wolf Pack spell, allowing the character and up to 10 allies to Flee. This is announced as &amp;quot;Natural Wolf Pack!&amp;quot; and follows the normal rules for the Wolf Pack spell.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Photosynthesis&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Photosynthesis&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Ent This power allows Ents to regenerate their Body Points. To use this power, the character must stand in a &#039;tree position&#039; with arms outstretched towards the sky for the duration and maintain concentration. For each minute they will regain up to 4 Body Points, up to their maximum. This power can only be used outdoors, in daylight (clouds will not stop you, but rain will). &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Point Blank&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Point Blank&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Combat Archery This power allows the character to continue to fire a bow while blocking with it, once the bow has been struck 5times, it will become unstrung and needs to be restrung as normal.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Potent Blood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Potent Blood&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Dwarf When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pounce&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Felis This power allows the character to make an attack that duplicates the Knockdown skill. This can be used once each reset, and the call is the same as the skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Chord&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Power Chord&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Bard When wielding an instrument weapon, the character can deliver their Dirges at range with the Voice Delivery Type.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Preparation&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Preparation&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Ambush This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Royalty Candidate&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Royalty Candidate&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Deep Elf, 10th Character Level You gain a weapon skill of your choice, Knowledge (Nobility) x1, Survival x 1, and Adrenaline Rush x1 at no Skill point cost. You are a strong candidate for Tson’chi royalty. This is something you and your rivals are aware of…. Good luck.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Researcher&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Researcher&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: At least one Knowledge (Area) at Rank 4 Bookworm does not quite cover your commitment to knowledge. When doing BGA’s (Between Game Action) you can research 2 questions with a single action. Additionally, characters with an Advanced Production skill may also research up to two Advanced Recipes at the same time, instead of only one, though each takes a BGA action each month.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resilient&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Resilient*&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; you have had more near-death experiences than a blind bull fighter; you have been blown up, burned, taken shrapnel, and fate knows what else. Once each reset when an attack would reduce your Body Points to 0 or lower you can call “Resilient” as a defense and be left at 1 Body Point and ignore any other effect the attack may have had. This is a Passive skill and can be used once each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Right Between the Eyes&#039;&#039;&#039; Prerequisite: Gunslinger&lt;br /&gt;
Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense. This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Retain Magic&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Retain Magic&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: 30 Mana This power allows the caster to better control the magic around them. This skill can be used to &#039;keep&#039; spell protectives up even if they would normally be stripped. Most commonly, this defense is used against a Dispel or Anti-Magic effects but is also useful to not lose protectives after needing a Life spell. It can also be used to allow an effect that would strip a protective away, to instead bypass the protective and take effect. This power can be used once each encounter. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Righteous Chorus&#039;&#039;&#039; Prerequisite: Paladin&lt;br /&gt;
Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet. It can deliver Life, and if this is not also Desperate Rushed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target. Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five. Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Roll With It&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Roll With It&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Acrobatics This power changes the effect of the Roll skill to now reduce the damage of an attack to 1 point instead of half damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Scent&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Scent&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Rok’Shen This power allows the character to follow targets with their nose. They gain +2 Bonus to Track Contested Rolls. In addition, they can determine species of a scent, and by spending a 10 counted action, they can tell if a Toxin is present.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Self-Stabilize&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Self-Stabilize&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Half-Troll This power allows the character to use their Regeneration skill while they are Dying to set their current Body Points to 0, thus Stabilizing them, after 5 minutes they will wake up with 1 Body Point as normal.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shadow Strike&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shadow Strike&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Conceal, Move Silent This power doubles the effects of the Move Silent skill, allowing up to 30 steps or 2 attacks while remaining Hidden.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Small&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Small&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; This power allows a character to use a Small Shield.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Medium&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Medium&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Proficiency with Small Shield This power allows a character to use a Medium Shield. This cannot be taken if you have the Power: Shield proficiency, Small. You must have gained the small shield proficiency from your class or other source that isn&#039;t a Power to be able to take this. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Shield Proficiency, Large&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Large&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Proficiency with Medium Shield This power allows a character to use a Large Shield. This cannot be taken if you have the Power: Shield proficiency, Medium. You must have gained the medium shield proficiency from your class or other source that isn&#039;t a Power to be able to take this.   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shred&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shred*&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Felis and Lengthen Claws This power allows the character to rip apart a target&#039;s armor. Twice each reset the character can make an attack with their Claws called as “Destroy Armor Strike” this attack is one swing hit or miss. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shrug It Off&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shrug It Off&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Survival x 2 This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used  twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Shot&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; You can safely employ very simple firearms, granting you Weapon Proficiency in single shot pistols.  Single Shot here refers to any pistol that must be reloaded after every shot - CarnyRex&#039;s excellent [https://www.etsy.com/listing/889692677/flintlock-foam-blaster-v1-3-files-only?click_key=959b34b5379a927227bcc62e3ad6d58e6b59621f%3A889692677&amp;amp;click_sum=3e42091c&amp;amp;ref=shop_home_active_2&amp;amp;crt=1 flintlock], or Nerf&#039;s surprisingly powerful [https://www.amazon.com/Nerf-N-Strike-Elite-Jolt-Blaster/dp/B01HEQHXE8 Jolt], for example.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Minded Fury&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Minded Fury&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Ambidexterity This power will increase the characters’ Base Weapon Damage by 1 when fighting with 2 weapons of the same length and type; this does not include Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sling Arrow&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Sling Arrow&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Bard This power all the character to use a stringed instrument weapon (Lute, Harp, Ect.) as both a melee and a ranged weapon. The rep must be appropriately constructed for the type of combat it will be used for. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialization&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialization&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Champion, Trooper or Warrior, 4th Character Level This power increases the characters Base Weapon Damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialist&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialist&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Advanced Production skill in the specialization being chosen. A character can only have one specialization. Once a character is specialized they gain the following bonuses with the related skills. First they receive 10 additional Production Points for the chosen skill at check-in, and then each one has an additional bonus as follows.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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* &amp;lt;span id=&amp;quot;Brewmaster&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Brewmaster&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Potions the number of Common Components needed is reduced by 1 (minimum 1) for the first 40 items each game.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Apothecary&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Apothecary&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Chemistry items you can use expired Chemistry tags as Common Herbs.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Metalsmith&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Metalsmith&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Smithing recipes, those items get one free Temper.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Arcane Sculptor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Arcane Sculptor&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Damage/Healing Runes, the value is increased by 5 points at no added cost.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Inventor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Inventor&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Engineering recipes, those items get one free Master’s Workings.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Devotion&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: High-Elf Once each reset the character can cast any spell from the Spirit or Elemental Path of Magic that is 5th level of lower, as “Natural &amp;lt;Effect&amp;gt;”.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 1&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 1&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spell Pool 2 This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 2&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 2&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Spell Pool 3 and Spell Focus 1 This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus 1 power. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stalwart Guard&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Stalwart Guard&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Born to Serve This power focuses the Dwarven training during battle; the key to winning is never giving up the ground you have. This power allows the character to enter a stance, where they must plant their right foot, and the effect will last for 5 minutes or one Encounter, until the players’ foot moves from the spot, or becomes Helpless. In this stance the character becomes Immune to Fear and gains Damage Cap 5. This can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Strong Arm&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Strong Arm&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Champion or Trooper This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the Massive Modifier, treating all such attacks that strike their shield as normal weapon swings. Additionally, while wielding a shield, they can use Deflect and Parry with their shield, as well as on attacks with the Massive Modifier. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Subtlety&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Subtlety&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Rogue or Ranger and 4th Character Level This power gives the character+2 additional Precision damage. This functions just as the Precision skill, but applies to both hands.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swamp Thing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Swamp Thing&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Half-Troll This power allows the character to breath underwater as well as in the air. In addition, the character gains the power Terrain Adaptation: Water.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Talented Assistant&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Talented Assistant&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None You have spent years working odd jobs in and around craftsmen and while you might have never taken the time to learn the trades, you have a skill at helping others get work done. You can aid a player who is crafting in a workshop and cut down their creation time by 1 minute per rank of the item being crafted.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Taproot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Taproot&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Ent Ents can remove negative effects on themselves by rooting into the ground. Rooting down takes 1 minute of concentration and standing in a ‘tree position’, arms raised toward the sky. Once rooted negative effects are considered to be removed per the Dispel effect. There are some effects this power may not work on. This power can be used so long as the character can freely move and is conscious.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Adaptation&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Terrain Adaptation&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Knowledge (Planes) Rank 3 This power allows a character to become attuned with a certain Terrain Type that is associated with one of the Inner Elements (Fire, Stone, Water, or Wind). This allows the character to ignore many of the normal penalties that the Terrain would inflict on them.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;The Trees Are Angry&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;The Trees Are Angry&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: One with the Land If a target desecrates a tree in the presence of the Ent, the Ent may choose to take a Berserk effect against the person doing the damage to the forest and gain +4 Temporary Strength or +50 Spell Pool 1n their attacks against that person for 5 minutes or one Encounter.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touch of the Wind&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touch of the Wind*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;Prerequisite: High-Elf High elves have always been known for their exceptional grace. Mix that with dwelling in the peaks of mountains that are said to be touched by the planar power of Wind itself, and you unlock a powerful gift. This power allows a character to automatically succeed on a physical challenge; this can be used once each reset. Additionally, when falling, the character is granted an effect similar to a Featherfall with the exception that they suffer half their max Body Points in damage but are never reduced below 1.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touched by the Shadow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touched By The Shadow&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Prerequisite: Deep Elf Being so adapted to the shadows, you have learned how to use them to your advantage. This power allows the character to wrap themselves in shadows, and by spending 1 minute concentrating the character will be Dispelled of all negative effects upon their character. This can be used three times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Toughen&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Toughen*&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: None This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&#039;&#039;&#039;T&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;rapper&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Hunter’s Call and Snare This Power improves the Hunter’s Call and Snare skills. For Snare, the Phys-Rep color will be changed to red; the trap becomes undetectable by most means and will change the effect to Natural Web. For Hunter’s Call, the uses of the skill can be used at NPC Camp to gather Foodstuffs (up to 10 Common Foodstuffs, or 2 Uncommon Foodstuffs).  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trollsblood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Trollsblood&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Half-Troll and Regeneration x 5 This power allows the character to return from the grip of death. At any time during the character’s normal 4-minuteDeath Count, they can make a 3 counted action to Revive (the call is “Revive 3, Revive 2, Revive 1”). This power can be used by expending 3 Regenerations. Being burned or receiving a killing blow with the Fire flavor will prevent the character from using this power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tumble&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tumble&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Athletics This power reflects the character’s advanced training in how to take a fall. The character takes half damage from falls less than 100 feet, and they can jump an additional 10 feet during Feats of Strength. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tunnel Fighter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tunnel Fighter&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Deep Elf or Deep Dwarf While fighting underground you know how to take advantage of the terrain, you gain a +1 Permanent Weapon Damage and gain Terrain Adaptation: Stone.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Undying Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Undying Fury&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power allows the character to push past the confines of their normal limits. When an attack would normally render the character Helpless they can Resist that attack. This can be used once during each use of Primal Fury.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Weapon Proficiency&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power gives the character proficiency and the ability to use a single weapon of their choice, which their class does not already grant them. (Weapon Proficiency does not provide for guns.)   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Wild Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wild Magic&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: (Caller Only) this power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke &#039;Wild Magic&#039; for a beneficial effect in accordance with your needs at the time. This can be something as lowly as a purify for a downed ally, a wolf pack flee for you and your friends, a Tree Walk to get you somewhere, or any other spontaneous effect. However, much like the Paladin spell [[Paladin#Miracle|Miracle]], it is not entirely up to you what the effect is and you must discuss with the marshal on hand to come to an agreement on the final effect if it is anything beyond a standard spell levels 1-9 castable by any class. In the case of duplication of a standard spell the verbal for this effect  it &amp;quot;Magic [spell name] wild magic&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Wrath of Nature&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wrath of Nature&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 Base Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form -&#039;&#039;&#039; Prerequisite: Caller he caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:&lt;br /&gt;
&lt;br /&gt;
15 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 1&lt;br /&gt;
&lt;br /&gt;
Flee x 2&lt;br /&gt;
&lt;br /&gt;
½ Damage from physical attacks&lt;br /&gt;
&lt;br /&gt;
Immune to Wind &amp;amp; Lightning damage&lt;br /&gt;
&lt;br /&gt;
+50 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Gain one bonus spells costing up to 5 mana &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;HEROIC POWERS&amp;lt;/u&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
=== Beginning at 20th level character can now choose from the Heroic Powers list. While they will continue to grow in levels the character can still choose powers for the core book as well as from this list. Powers notated with an asterisk (*) can be taken multiple times. ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&amp;lt;caption&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Power&amp;lt;/th&amp;gt; &amp;lt;th&amp;gt;Prerequisite&amp;lt;/th&amp;gt;&lt;br /&gt;
|Advanced Magical Training&lt;br /&gt;
|Power - &#039;&#039;Magical Training&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Strike*&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Armored to the teeth&lt;br /&gt;
|Power - &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Backlash&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Blood Oath&lt;br /&gt;
|Power - &#039;&#039;Family Weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Body Guard&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|Power - &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cast Iron&lt;br /&gt;
|Background - &#039;&#039;Nomad&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cat Like Reflexes&lt;br /&gt;
|&#039;&#039;Felis&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cataclysm&lt;br /&gt;
|Mage, Warlock&lt;br /&gt;
|-&lt;br /&gt;
|Chakra Focus&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Combat Challenge&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Combo Move&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Dedication&lt;br /&gt;
|Scholar&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity Armor*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Skin*&lt;br /&gt;
|Monk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Spirit&lt;br /&gt;
|Guardian&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting, Greater&lt;br /&gt;
|Caller, Enhanced Shifting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Totems&lt;br /&gt;
|Guardian&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Emulation&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Kintsugi Barrier&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|-&lt;br /&gt;
|Escape Plan&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Exotic Ammo*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Feedback Loop &lt;br /&gt;
|Spell Pool 4&lt;br /&gt;
|-&lt;br /&gt;
|Focus Zen*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Full-Blooded&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|-&lt;br /&gt;
|Greater Specialization&lt;br /&gt;
|Specialization&lt;br /&gt;
|-&lt;br /&gt;
|Hardened Training &lt;br /&gt;
|Soldier Background &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Heroic Toughness* &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Holy Nova*&lt;br /&gt;
|Path of Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Hype Man&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;m on a Boat&lt;br /&gt;
|Sailor&lt;br /&gt;
|-&lt;br /&gt;
|Improved Parry&lt;br /&gt;
|Parry, KA Warfare Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|Jam Device*&lt;br /&gt;
|Power - Gnomish Talent&lt;br /&gt;
|-&lt;br /&gt;
|Linguist&lt;br /&gt;
|5 different read and write skills&lt;br /&gt;
|-&lt;br /&gt;
|Mana Tap&lt;br /&gt;
|Elemental School of Magic&lt;br /&gt;
|-&lt;br /&gt;
|Mark up&lt;br /&gt;
|Merchant rank 10&lt;br /&gt;
|-&lt;br /&gt;
|Master Merchant&lt;br /&gt;
|Merchant Background&lt;br /&gt;
|-&lt;br /&gt;
|Master of Creation&lt;br /&gt;
|Create [[Wondrous Item]], KA Magic Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Creation&lt;br /&gt;
|Artisan&lt;br /&gt;
|-&lt;br /&gt;
|Momentum&lt;br /&gt;
|Warrior&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Embrace &lt;br /&gt;
|Caller&lt;br /&gt;
|-&lt;br /&gt;
|Next Best Thing&lt;br /&gt;
|KA Warfare Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|One Voice&lt;br /&gt;
|Entmoot&lt;br /&gt;
|-&lt;br /&gt;
|Posse&lt;br /&gt;
|Outlaw&lt;br /&gt;
|-&lt;br /&gt;
|Practiced Crafter&lt;br /&gt;
|Craftsman&lt;br /&gt;
|-&lt;br /&gt;
|Purge the Shadows&lt;br /&gt;
|School of spirit, KA Cycle Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Shot*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Renown&lt;br /&gt;
|Aristocrat&lt;br /&gt;
|-&lt;br /&gt;
|Reverberate&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Adept&lt;br /&gt;
|Ritualism&lt;br /&gt;
|-&lt;br /&gt;
|Scout&lt;br /&gt;
|Woodsman Background&lt;br /&gt;
|-&lt;br /&gt;
|Strengthen Bloodline&lt;br /&gt;
|5 Species Resists&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Subsonic&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Tolerance&lt;br /&gt;
|Terrain Mastery or Survival x5&lt;br /&gt;
|-&lt;br /&gt;
|Triage&lt;br /&gt;
|Medic Background&lt;br /&gt;
|-&lt;br /&gt;
|Triple Jointed&lt;br /&gt;
|Power - Limber Form&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed Combat&lt;br /&gt;
|Brawl&lt;br /&gt;
|-&lt;br /&gt;
|Unleash Elements&lt;br /&gt;
|KA Magic/Warfare Rank 3 &amp;amp; KA Planes 3&lt;br /&gt;
|-&lt;br /&gt;
|Unyeilding&lt;br /&gt;
|Must have successfully resurrected 3 times&lt;br /&gt;
|-&lt;br /&gt;
|Warp Magic&lt;br /&gt;
|Deep Elf, Power - Improved Species, Resist Magic&lt;br /&gt;
|-&lt;br /&gt;
|War Cry&lt;br /&gt;
|Trooper&lt;br /&gt;
|-&lt;br /&gt;
|Whirlwind&lt;br /&gt;
|Power - Overwhelming Power&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form, Greater&lt;br /&gt;
|Power - Wisp Form&lt;br /&gt;
|-&lt;br /&gt;
|Wyld Soul&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Years of Mastery&lt;br /&gt;
|High-Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zealous Dedication&lt;br /&gt;
|Single Attunement &amp;amp; 100+ Favor&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Magical Training&#039;&#039;&#039; Prerequisites: &#039;&#039;Magical Training&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This power further extended the characters understanding on magic and allows them to use &#039;&#039;Scrolls&#039;&#039; from a second &#039;&#039;School&#039;&#039; of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Strike&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This Power allows the character to deliver an attack with a more powerful version of their &#039;&#039;Channel&#039;&#039; skill. They may use the&#039;&#039;Arcane&#039;&#039;Delivery Type instead of the &#039;&#039;Magic&#039;&#039; Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of &#039;&#039;Channels.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armored to the Teeth&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s armor value. The character gains an additional 10 points of armor that go over their class maximum and are readjusted with their normal armor. &#039;&#039;Temporary Armor&#039;&#039; effects do not stack with this Power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backlash&#039;&#039;&#039; Prerequisite: &#039;&#039;Spellblade, Aura Emulation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By manipulating your power, you can cause your &#039;&#039;Barrier&#039;&#039; to lash out instead of providing protection. To use this, you must activate your &#039;&#039;Barrier&#039;&#039; skill and on the first hit that strikes you can use the effect “&#039;&#039;Magic Aura&amp;lt;Flavor&amp;gt;”.&#039;&#039;This functions as per the &#039;&#039;Aura Emulation&#039;&#039; skill. This removes the &#039;&#039;Barrier&#039;&#039; from you and does not protect from any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Oath&#039;&#039;&#039; Prerequisite: &#039;&#039;Family Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When wielding their family weapon, they can invoke ancient powers. Once activated the character gains the Flavor Carrier &#039;&#039;Ward&#039;&#039;. This Power can be used once each reset, and lasts for 5 minutes or one Encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bodyguard&#039;&#039;&#039; Prerequisite: &#039;&#039;Champion&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base &#039;&#039;Body Points&#039;&#039; less than half of the user’s base &#039;&#039;Body Points&#039;&#039;. While the Power is active, the recipient will gain &#039;&#039;Reduced: Half&#039;&#039; from all physical attacks; additionally the user can use the &#039;&#039;Deflect&#039;&#039;, &#039;&#039;Parry&#039;&#039;, and &#039;&#039;Weapon Ward&#039;&#039; Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cast Iron&#039;&#039;&#039; Prerequisite: &#039;&#039;Nomad&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Years of surviving in the wilds have hardened the character’s fortitude, making them &#039;&#039;Immune&#039;&#039; to the effect of &#039;&#039;Rot&#039;&#039;, though this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may be part of the attack. Additionally, their &#039;&#039;Resist Rot&#039;&#039; can be used to &#039;&#039;Resist&#039;&#039; the following effects: &#039;&#039;Plague&#039;&#039;, &#039;&#039;Vampiric, and Wounding.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cataclysm&#039;&#039;&#039; Prerequisite: &#039;&#039;Evoker&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to unleash the true power of the elements on their foes. Twice each reset the character can inflict &#039;&#039;Vulnerability&#039;&#039; on their foes in combat. To use this Power, the character must announce, “All enemies &#039;&#039;Voice Vulnerability &amp;lt;Flavor&amp;gt;”,&#039;&#039; where &amp;lt;Flavor&amp;gt; is one of those from their &#039;&#039;Spell Pool.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat-Like Reflexes&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Felis&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This Power allows the character to automatically succeed on physical challenges, which are based on dexterity or grace; meaning this does not help lifting a heavy object. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge&#039;&#039;&#039; Prerequisite: &#039;&#039;Champion&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per Encounter the character can challenge a foe causing the target to use any and all means to attack the challenger to the best of their ability, forsaking other individual targets along the way. This effect will only work on sentient targets, and will last for 5 minutes or one Encounter, otherwise ending when either challenger or the challenged are rendered Helpless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combo Move&#039;&#039;&#039; Prerequisite: &#039;&#039;Rogue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dedication&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Scholar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the Scholar to expend fewer resources when generating effects with their &#039;&#039;Knowledge Points&#039;&#039;. This reduces the cost of the abilities for their favored &#039;&#039;Knowledge (Area)&#039;&#039; skills by 1 point, to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dexterity Armor*&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power grants the character Dexterity Armor. Each time this Power is taken, the character gains up to 20 points of Dexterity Armor, though they are still limited by their Class and Powers for maximum armor they can benefit from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Skin&#039;&#039;&#039; Prerequisite: &#039;&#039;Monk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Through dedication to the arts you have pushed your body to the edges of control, able to shrug off small amounts of magic. This Power automatically &#039;&#039;Resists&#039;&#039; the next three spells or effects with the &#039;&#039;Magic&#039;&#039; Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Spirit&#039;&#039;&#039; Prerequisite: &#039;&#039;Guardian&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Emulation&#039;&#039;&#039; Prerequisite: &#039;&#039;Aura Emulation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to change the Delivery Type of the &#039;&#039;Aura Emulation&#039;&#039; skill from “Magic Aura” to “Elemental Aura”. This can be used three times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escape Plan&#039;&#039;&#039; Prerequisite: &#039;&#039;Rogue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power augments the &#039;&#039;Conceal&#039;&#039; skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a &#039;&#039;Prison,&#039;&#039; or &#039;&#039;Petrified.&#039;&#039; This also makes use of the skill a &#039;&#039;Passive&#039;&#039; ability&#039;&#039;.&#039;&#039; In addition to the normal effect of &#039;&#039;Conceal,&#039;&#039; if the character stays concealed for the full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove &#039;&#039;Derangements&#039;&#039;. Note: &#039;stay concealed for the full ten seconds&#039; means the character cannot transition into Hide via his Conceal skill if they want to use the negative status effect removal feature of this power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic Ammo&#039;&#039;&#039; Prerequisite: &#039;&#039;Ranger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Going in for the kill is not always about just a good shot but knowing your foes weaknesses. This Power allows the character to create an &#039;&#039;Exotic Quiver,&#039;&#039; this is a 10 counted action and lasts for the Encounter or until all 10 charges are used. The effect of the ammo is as follows: +3 &#039;&#039;Temporary Damage&#039;&#039; and a Flavor Carrier (Fire/Stone/Water/Wind/Iron/Magic), and each charge is one shot, hit or miss. This Power can be used three times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feedback Loop&#039;&#039;&#039; Prerequisite: &#039;&#039;Spell Pool 4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their &#039;&#039;Spell Pool&#039;&#039; on a 10 counted action, instead of concentrating for the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Zen*&#039;&#039;&#039; Prerequisite: &#039;&#039;Monk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “&#039;&#039;Arcane Break Enchantments&#039;&#039;”, and can be used once each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Blooded&#039;&#039;&#039; Prerequisites: &#039;&#039;Half-Troll&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character gains &#039;&#039;Slow Regeneration;&#039;&#039; allowing them to spend 30 minutes of resting and taking no combative actions, at the end of which they are healed to their maximum &#039;&#039;Body Points&#039;&#039;, cured of all &#039;&#039;Toxins&#039;&#039;, and &#039;&#039;Regenerate&#039;&#039; all missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Specialization&#039;&#039;&#039; Prerequisites: &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardened Training&#039;&#039;&#039; Prerequisite: &#039;&#039;Soldier Background&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years of service and training have honed your prowess to the point that you can push yourself beyond your own ability. This Power grants the character either 2 Energy, 4 Mana, or 10 &#039;&#039;Spell Pool&#039;&#039;. The character must already possess at least the same amount base of the source they choose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic Toughness*&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power permanently increases the characters &#039;&#039;Body Points&#039;&#039; by 10.In addition, this increases the effects of &#039;&#039;Recovery&#039;&#039; by an additional 3 points. This power can be taken multiple times with stacking effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Nova&#039;&#039;&#039; Prerequisite: &#039;&#039;Spirit school of magic&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “&#039;&#039;All allies Voice 25 Healing Font&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hype Man&#039;&#039;&#039; Prerequisite: &#039;&#039;Bard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A good Bard can put on a stellar performance, but a great Bard can help put others over the top. This is exemplified by being their &#039;Hype Man&#039;. To do so the Bard will call &amp;quot;Allies Voice Delivery&amp;quot; which will allow all allies to deliver their next Energy or Mana driven skill via voice delivery. This may be used once per reset. Even Lil&#039; John can get repetitive, the magic is in the moderation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I’m on a Boat&#039;&#039;&#039; Prerequisite: &#039;&#039;Sailor Background&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years on the Sea has given you the skill, knowhow, and contacts. You possess a small vessel. This ship is large enough to carry 10 people but can be sailed with as few as 2. Additionally, the character gains &#039;&#039;Underwater Combat&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Parry&#039;&#039;&#039; Prerequisite: &#039;&#039;Parry, Knowledge(Warfare)Rank 2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Through extensive training and study, the character has learned to defend themselves from a larger array of attacks. This Power allows the character to use &#039;&#039;Deflect, Parry, and Riposte&#039;&#039; against weapon delivered attacks regardless of Vector, however, they can only do this for attacks that target only themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jam Device&#039;&#039;&#039; Prerequisite: &#039;&#039;Gnomish Talent&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to overload a mechanical device causing it to fail and become dormant for 5 minutes. In the case of a trap it will not trigger, in the case of a lock it becomes undone. If used against a construct it will bring the creation to a halt for up to 1 minute. This Power can be used twice each reset, and is delivered as “&amp;lt;Target&amp;gt; Voice Jam Device.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linguist&#039;&#039;&#039; Prerequisites: &#039;&#039;5 different Read and Write skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By studying a wide range of languages, you have learned to pick out nuances in the written text, with time of course. The character can study written text for a language they do not have and figure out what is written; Common languages take 15 minutes, and Rare languages take 60 minutes. At the end of the time, the character can read the text, as well after studying a text the character could write in the same language.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana Tap&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Evoker&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to fully utilize power stored into &#039;&#039;Mana Gems&#039;&#039;. While normally such items store &#039;&#039;Spell Levels,&#039;&#039; a character with this Power can refresh their &#039;&#039;Spell Pool&#039;&#039; by expending only 7 points (&#039;&#039;Spell Levels&#039;&#039;) of the gem. Additionally, this power reduces the &#039;&#039;Knowledge Point&#039;&#039; cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markup&#039;&#039;&#039; Prerequisite: &#039;&#039;Merchant Rank 10&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to make a true profit on sales through use of the &#039;&#039;Merchant&#039;&#039; skill.  When turning in a Commission they increase the value by 10%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Merchant&#039;&#039;&#039; Prerequisite: &#039;&#039;Merchant Background&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In their non-adventuring time, the character spends an inordinate amount of time working the market, and as such, they receive 4 silver for each level of the &#039;&#039;Merchant&#039;&#039; skill they possess at Check-In each game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Creation&#039;&#039;&#039; Prerequisite: &#039;&#039;Create Wondrous Item&#039;&#039;, &#039;&#039;Knowledge (Magic)Rank 5&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years of forging items has honed your skill, leaving you almost unmatched. You have found short cuts and ways to get the most out of every effort, and this comes with several benefits. First, the character can use a &#039;&#039;Wondrous Item&#039;&#039; recipe twice before it is destroyed, after the first use it will be noted on the scroll that it can only be used by that person (for everyone else it is just a blank sheet of paper). Second, when researching, they can make two rolls and choose which recipe they receive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Shifting, Greater -&#039;&#039;&#039; &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power doubles the stats of the shifter including the Enhanced Shifting strength bonus. Additionally, the Caller may use a single two-handed claw or a long and medium claw instead of paired medium claws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Totems&#039;&#039;&#039; Prerequisite: Guardian&lt;br /&gt;
Your totems gain the following effect options:&lt;br /&gt;
&lt;br /&gt;
* Aerial Totem: You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* Aquatic Totem: You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter&lt;br /&gt;
* Earthen Totem: +10 Body and Recovery 5&lt;br /&gt;
* Fire Totem: Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Shifting&#039;&#039;&#039; - Prerequisite &#039;&#039;Enhanced Shifting, Caller may not have Greater Enhanced Shifting&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the caller to use a single Caller spell delivered as &#039;Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of &#039;Natural 30 lightning&#039; delivered via packet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Momentum&#039;&#039;&#039; Prerequisite: Warrior&lt;br /&gt;
&lt;br /&gt;
An object in motion stays in motion and you are no different, making every bit of force count. You reduce the &#039;&#039;Permanent Strength&#039;&#039; required to &#039;&#039;Break Free from Binding&#039;&#039; by 2 points, though this does not lower the damage taken for doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature’s Embrace&#039;&#039;&#039; Prerequisite: &#039;&#039;Caller&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains &#039;&#039;Fast Healing 5&#039;&#039;, and additionally can &#039;&#039;Auto-Stabilize&#039;&#039; themselves twice each reset, setting them to 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Voice&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Ent&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to use &#039;&#039;Entmoot&#039;&#039; on their own, needing no other Ents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Posse&#039;&#039;&#039; Prerequisite: &#039;&#039;Outlaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have friends in all kinds of places, and among those you have a few that would have your back in fight. These allies can be called in to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your posse create a distraction allowing you to skip an Encounter or two of a Module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practiced Crafter&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Craftsman Background&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power reduces the character’s creation time by an additional minute, to a minimum on 1 minute per item level for basic items, and 5 minutes for advanced items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Shot&#039;&#039;&#039; Prerequisite: &#039;&#039;Ranger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power may be used when the character has successfully made a ranged weapon attack upon a target, and the target defended against it in ANY fashion. The character may then call &amp;quot;Double Attack&amp;quot;, forcing the target to defend again or suffer the effect of the attack. This can be used twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renown&#039;&#039;&#039; Prerequisite: &#039;&#039;Aristocrat&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have spent years as an adventurer making a name for yourself through your exploits; and because of the circles you come from, your deeds have not been overlooked. When this Power is taken, a noble of the kingdom will extend their gratitude. Your character is considered to be a minor noble, Tier 1 granting you the title of Esquire, additionally you gain 2 Favor with an Order if you are a member, if not an Order will accept you on the spot and boost you to 4 Favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reverberate&#039;&#039;&#039; Prerequisite: &#039;&#039;Bard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the Bard to unleash a mighty chord that lingers in the air long after they have finished their song. Twice each reset, they can gain the benefits of &#039;&#039;Encore&#039;&#039; without needing to continue the performance. Once activated, the performance will last for 5 minutes or one Encounter, allowing the Bard to take other actions and still announce the effect every 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Adept&#039;&#039;&#039; Prerequisite: &#039;&#039;Ritualism&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power lowers the cost of rituals that the character has memorized, lowering the Fuel cost by up to 5 and the Named Component costby 1, minimum 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039; Prerequisite: &#039;&#039;Woodsman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While in a natural setting your skill at getting around are almost unmatched. Even if the character does not have any ranks of &#039;&#039;Track&#039;&#039; they are still allowed to make a tracking &#039;&#039;Contested Roll&#039;&#039; as though they had 1 level, if they have at least 1 level of &#039;&#039;Tracking&#039;&#039; they receive +3 Bonus when &#039;&#039;Tracking&#039;&#039; or +5 Negative when counter tracking. Additionally, the character can ask questions about the tracks without having to make the normal &#039;&#039;Contested Roll&#039;&#039;, and will always have a chance to roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengthen Bloodline&#039;&#039;&#039; Prerequisite: 5 &#039;&#039;Species&#039;&#039; &#039;&#039;Resists&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By strengthening one’s inner resolve, one can learn to channel away harmful effects. With this Power, when a character uses a Species &#039;&#039;Resist&#039;&#039; to negate an effect, they become &#039;&#039;Immune&#039;&#039; to further effects of the same type generated by the same attacker. While the effect is negated, any damage that might be attached to the attack is not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subsonic&#039;&#039;&#039; Prerequisites: &#039;&#039;Bard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character’s mastery over sound has reached a point where they can manipulate it around them, allowing the character to play a subsonic chord. This is used by announcing &#039;&#039;“Everyone in the sound of my Voice Suppress Verbal”,&#039;&#039; this prevents all those effected from speaking or using any skill or ability that requires them to be able to speak. This effect lasts for 5 minutes or one Encounter, or until the character stops maintaining concentration on the performance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tolerance&#039;&#039;&#039; Prerequisite: &#039;&#039;Terrain Adaptation&#039;&#039; or &#039;&#039;Survival&#039;&#039; x 5This Power increases the character’s resolve when it comes to being overwhelmed by the elements. This both lowers the &#039;&#039;Fatigue&#039;&#039; severity by a tier in all situations, and allows the character to hold their breath for up to 10 minutes(5 minutes in combat).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triage&#039;&#039;&#039; Prerequisite: &#039;&#039;Medic Background&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power gives the character two benefits: First, when using the &#039;&#039;First-Aid&#039;&#039; skill,it can be performed in a 10 counted action instead of its usual time; second, the range of the &#039;&#039;Diagnose&#039;&#039; skill is changed to Line of Sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triple Joined&#039;&#039;&#039; Prerequisite: Rok’Shen, &#039;&#039;Limber Form&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s flexibility, making them hard to hold down in one place. The character becomes &#039;&#039;Immune&#039;&#039; to all &#039;&#039;Pin&#039;&#039; effects, and additionally, the duration of &#039;&#039;Bind&#039;&#039; and &#039;&#039;Web&#039;&#039; effects is reduced to 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat&#039;&#039;&#039; Prerequisite: &#039;&#039;Brawl&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows a character trained in the &#039;&#039;Brawl&#039;&#039; skill to use medium length reps, as well they can use Special Attacks with &#039;&#039;Brawl&#039;&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unleash Elements&#039;&#039;&#039; Prerequisite: &#039;&#039;Knowledge (Magic)/(Warfare) Rank 3, Knowledge (Planes)Rank 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to unleash and mold the power locked inside of some Named Components. To use the power, the target must spend one-minute concentrating and touching the weapons for that time. At the end the character destroys the component and up to 5 weapons gain the assigned Flavor Carrier for 5minutes or one Encounter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Named Component&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Flavor Carrier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Fire&lt;br /&gt;
|Fire&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Water&lt;br /&gt;
|Water&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Wind&lt;br /&gt;
|Wind&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Stone&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Shadow&lt;br /&gt;
|Shadow&lt;br /&gt;
|-&lt;br /&gt;
|Phoenix  Talon&lt;br /&gt;
|Silver&lt;br /&gt;
|-&lt;br /&gt;
|Shattered  Star&lt;br /&gt;
|Iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unyielding&#039;&#039;&#039; Prerequisite: &#039;&#039;Must have successfully resurrected 3 times&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power reflects the character resolve to live, having already returned from the brink on more than one occasion. When a character pulls a fails on a resurrection &#039;&#039;Contested Roll&#039;&#039;, they can instantly make a second draw if they choose. This Power can only be used once each reset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry&#039;&#039;&#039;&lt;br /&gt;
Prerequisite: Trooper&lt;br /&gt;
&lt;br /&gt;
This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Magic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Deep-Elf or Deep-Dwarf, &#039;&#039;Improved Species, Resist Magic&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the character uses their &#039;&#039;Resist Magic&#039;&#039;, they absorb some of the power; gaining 2 Energy or 20 &#039;&#039;Spell Pool&#039;&#039;. These must be used in the next 5 minutes or Encounter, or they are considered expended and lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind&#039;&#039;&#039; Prerequisite: &#039;&#039;Overwhelming Might&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character’s overwhelming strength and skill with Great Weapons allows them to attack all their nearby foes at once. This Power allows the character to use the &#039;&#039;Burst&#039;&#039; Modifier twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form, Greater&#039;&#039;&#039; Prerequisite: Wisp Form&lt;br /&gt;
&lt;br /&gt;
Changes the Wisp form statistics to the following:&lt;br /&gt;
&lt;br /&gt;
25 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 2&lt;br /&gt;
&lt;br /&gt;
Flee x 3&lt;br /&gt;
&lt;br /&gt;
½ Damage from all attacks&lt;br /&gt;
&lt;br /&gt;
Non-corporeal&lt;br /&gt;
&lt;br /&gt;
Can &#039;&#039;Flee&#039;&#039; into a combat they have left in the last 5 mins.&lt;br /&gt;
&lt;br /&gt;
+75 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Can change Spell Pool flavor to Venom&lt;br /&gt;
&lt;br /&gt;
Gain 2 bonus spells costing up to 7 mana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyld Heart&#039;&#039;&#039;  Prerequisite: &#039;&#039;Guardian&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power binds the character’s body with the might of nature. When the character uses &#039;&#039;Primal Fury&#039;&#039;, they gain &#039;&#039;Damage Cap 5&#039;&#039; for the duration of the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Years of Mastery&#039;&#039;&#039; Prerequisite: &#039;&#039;High-Elf&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to pick a &#039;&#039;Knowledge (Area)&#039;&#039; skill that they have no ranks in, and gain 3 ranks instantly; in the case of &#039;&#039;Rare Knowledge (Area)&#039;&#039; skills, the character must still meet the normal prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zealous Dedication&#039;&#039;&#039; Prereq: Must have a single attunement and 100 favor. Your strict dedication to your beliefs has suffused you with additional power drawn rom your core tenants. All of your Per Day abilities granted form your attunement may now be used 1 additional time per day. Any Spell Pool&#039; made available to you is now increased by an extra 50%. Other Roleplay or specific attunements may have further effects related to this power.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=1777</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=1777"/>
		<updated>2024-08-20T15:06:26Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;[[Effect tier breakdown]]&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Effect Categories ==&lt;br /&gt;
Categories are groupings of Effects that operate in a similar fashion.  Fear, Sleep, Shun, Charm, and Command, for example, are all Mental effects - they fiddle with your mind to make you do something you&#039;d rather not.  Most effects belong to at least one category, and this is important for two reasons.  One, there are a variety of curatives and resistances that counter categories rather than specific effects.  Resist Fear blocks fear, but Resist Mental blocks everything mind-affecting.  Two, some characters are unaffected by some categories.  A golem just doesn&#039;t have any parts you can poison to any real end.  Common categories and their common members are listed out here, but neither is exhaustive.  Monsters across the worlds have all kinds of weird effects that may or may not fit into categories, and some natives of different worlds have some resistance to categories not listed here.&lt;br /&gt;
&lt;br /&gt;
=== Mental Effects ===&lt;br /&gt;
As mentioned above, Mental effects influence your target&#039;s mind to cause or deny behavior.  Mental effects include:&lt;br /&gt;
&lt;br /&gt;
* Charm&lt;br /&gt;
* Command&lt;br /&gt;
* Awaken&lt;br /&gt;
* Shun&lt;br /&gt;
* Sleep&lt;br /&gt;
* Fear &lt;br /&gt;
* Feeblemind&lt;br /&gt;
* Pacify&lt;br /&gt;
* Despair&lt;br /&gt;
* Forget&lt;br /&gt;
&lt;br /&gt;
=== Metabolic Effects ===&lt;br /&gt;
&lt;br /&gt;
* Berserk&lt;br /&gt;
* Poison (essentially anything with the word &amp;quot;poison&amp;quot; in the call)&lt;br /&gt;
* Fatigue&lt;br /&gt;
* Nausea&lt;br /&gt;
* Rot&lt;br /&gt;
* Plague&lt;br /&gt;
* Disease&lt;br /&gt;
* Wound&lt;br /&gt;
* Venom&lt;br /&gt;
&lt;br /&gt;
=== Curse Effects ===&lt;br /&gt;
&lt;br /&gt;
* Anything with &amp;quot;Curse&amp;quot; in the call&lt;br /&gt;
* Weakness&lt;br /&gt;
&lt;br /&gt;
=== Impairment Effects:  ===&lt;br /&gt;
Impairment is a catch-all for effects that don&#039;t quite fit anywhere else but are still common enough to warrant Resists and cures.  (&#039;&#039;We are aware that &amp;quot;impairment&amp;quot; covers everything on this list I can do that you don&#039;t want done, but Resist Impairment doesn&#039;t block Paralysis no matter how inconvenient or hampering it is.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* Brutal Strike&lt;br /&gt;
* Exhaustion&lt;br /&gt;
* Cripple&lt;br /&gt;
* Deprive&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;u&amp;gt; &amp;lt;span id=&amp;quot;Standard Effects&amp;quot;&amp;gt;&#039;&#039;&#039;Standard Effects:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/u&amp;gt; ==&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Affinity(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Affinity(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes creatures of the listed type to see the character as one of similar type and will cause it to be fairly neutral to that individual so long as no provocation occurs. This effect will end if offensive actions are taken towards the affected creature. Creatures that are being commanded or controlled may also ignore this effect.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Agility&amp;quot;&amp;gt;&#039;&#039;&#039;Agility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill becomes active by announcing “Agility!” Once activated, it lasts for 5 minutes or 1 Encounter, whichever is longer. While this skill is in use, the character will take Reduced: Half Damage, rounded up, from all numerical damaging effects, such as weapon damage. This ability does not reduce effects, such as Nausea or Sleep, or any other effect that does not deal damage&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aura&amp;quot;&amp;gt;&#039;&#039;&#039;Aura:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is a defense that is triggered by melee weapon attacks. When used the character announces “&amp;lt;Vector&amp;gt;Aura&amp;lt;Flavor&amp;gt;, or &amp;lt;Vector&amp;gt; Aura &amp;lt;Effect&amp;gt;” and the target must then take or defend against the Aura. In the case of the first option, the damage is always 30 points of &amp;lt;Flavor&amp;gt;damage. This is an Active ability. If this defense renders the attacker Helpless, then the defender does not suffer the attack that triggered this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Automatic Success&amp;quot;&amp;gt;&#039;&#039;&#039;Automatic Success:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is an instant success in any Contested Roll that is applicable.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Awaken&amp;quot;&amp;gt;&#039;&#039;&#039;Awaken:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Avoidance&amp;quot;&amp;gt;&#039;&#039;&#039;Avoidance:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill will negate all melee weapon delivered attacks against the character for 10 seconds, calling “No Effect” to such attacks while it is active. While active, the character may still attack with ranged weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Bane(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Bane (Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is a damage bonus toward a particular Creature &amp;lt;Type&amp;gt;(Humanoid, Elemental, Fey, etc.). It grants the character a +5 Temporary Weapon Damage increase. It is up to the character using this ability to be aware of whom they get the bonus versus.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Banish&amp;quot;&amp;gt;&#039;&#039;&#039;Banish:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect sends the target back to its plane of origin. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Barrier&amp;quot;&amp;gt;&#039;&#039;&#039;Barrier:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect acts as a damage shield negating 20 points of damage before being exhausted. These points do not stack with other armor buffs, and are the first points lost.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Battlerage&amp;quot;&amp;gt;&#039;&#039;&#039;Battlerage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When this effect is activated the character activating it gains the following temporary benefits- +15 Body Points, +2Permanent Weapon Damage, Immunity to Charm, Fear, Shun, and Sleep. This ability lasts for an encounter. When Battlerage ends the character suffers the effects of Devastate and Slow, as well as the inability to use Energy for 30 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Berserk&amp;quot;&amp;gt;&#039;&#039;&#039;Berserk:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to attack the closest target friend or foe. They will continue to attack all targets until the effect is cured or until thirty minutes have passed. The character will actively seek out new targets during the duration of the effect. This is a Metabolic effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt; &amp;lt;span id=&amp;quot;Bind Form&amp;quot;&amp;gt;&#039;&#039;&#039;Bind Form:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has two uses. First, it may allow a character that has died to be resurrected without the use of a Life Well as long as a character with the Resurrection Skill is available. This circumvents the penalties for resurrecting without a Life Well. Second, it may be used as an offensive effect against non-corporeal creatures. It reduces “Magic to Hit” to “Silver to Hit&amp;quot;, or reduces “Silver to Hit” to “Normal to Hit” for an encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Binding Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Binding Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This can only be performed with Claws/Brawl. The attack must be a legal weapon strike; should the attack land and not be defended the attacker begins a Counted Action. The count begins from the top and the effect is announced once the count ends. While the Counted Action is taking place the target cannot voluntarily move but may use Skills/Abilities that do not require the characters appendages for locomotion. The target can try to Break Free by declaring “Break Free XStrength” where X is their total Strength. The attacker should announce their Strength if greater to keep the target from Breaking Free and may abort the count at any time they chose. Binding Strike’s counted action is not subject to interruption with damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blind&amp;quot;&amp;gt;&#039;&#039;&#039;Blind:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsight&amp;quot;&amp;gt;&#039;&#039;&#039;Blindsight:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Characters with this effect use all of their senses to see. This allows the character to detect Hidden and Invisible targets as well as attack them, which removes them from the Hidden or Invisible state.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Break Enchantments&amp;quot;&amp;gt;&#039;&#039;&#039;Break Enchantments:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect Dispels and removes all negative Mental and Magical effects on the target. This includes Enslavement, as well as Silence generated by any ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Break Free from Binding&amp;quot;&amp;gt;&#039;&#039;&#039;Break Free from Binding:&#039;&#039;&#039;&amp;lt;/span&amp;gt; With increased and immense strength it is possible to break free from some effects. Binding effects each have a specific amount of Strength required to break free. Breaking Free is done on a 3- counted action, and damage does not interrupt this count. Breaking Free from non-physical Binding effects causes the user to suffer body damage equal to double the strength required. Breaking out of Natural/Physical Binding effects uses total +Strength, all other effects only Base Strength is used.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broken&amp;quot;&amp;gt;&#039;&#039;&#039;Broken:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  An item with this status is rendered unusable until fixed. After an item has been broken for longer than 5 minutes, all special properties that are not from Advanced Smithing/Engineering are lost, even after it has been Repaired .Broken weapons and shields may not be used for combat, broken armor has its maximum value reduced to 0 and cannot be readjusted, and special properties on items cannot be used. Items that are broken at the end of an event are removed from game and the tag must be turned in to a Marshal.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Brutal Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Brutal Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  A victim of Brutal Strike takes 10 points of physical damage every time they use a tagged skill - mana, Energy, Dailies, Attunement Powers, or similar abilities.  Brutal Strike lasts for five minutes or one encounter.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burst&amp;quot;&amp;gt;&#039;&#039;&#039;Burst:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to affect all targets in melee weapon range. Any Skill/Ability may be used with Burst. Skill/Abilities that have been used with Burst may be defended against normally, but must be done so for each affected target. This is a weapon attack Modifier.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burst of Strength&amp;quot;&amp;gt;&#039;&#039;&#039;Burst of Strength:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to perform feats of amazing strength. It may be used to either resist or instantly break free of any Binding or Contain effect. This effect can also be used as +20 Temporary Strength for a single action.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burrow&amp;quot;&amp;gt;&#039;&#039;&#039;Burrow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to Burrow underneath the ground. No Skills/Abilities may be used while under the effects of Burrow. Burrow is visually demonstrated by making a circling motion towards the ground continuously with either hand or boffer. The Burrow effect makes the character un-targetable while they maintain the appropriate gesture. It takes a 5-counted action to enter and leave Burrow during which the character is vulnerable to attack, and leaves the user Helpless. Unlike most Counted Actions, taking damage while leaving Burrow does not interrupt the count. Burrow can only be used in natural terrains.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Carrier Attack(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Carrier Attack(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures with noted Carrier Attacks have a flavor or effect call added to weapon swings. Carrier Attacks are static, and the character may not swing any type of damage except that listed by the Carrier Attack ability. Some characters may have the notation “At-Will” added to their Carrier Attack &amp;lt;Type&amp;gt;, which allows them to not swing the listed carrier. A target may never heal from the effect of a Flavor Carrier. Effect Carriers are by default considered Toxins.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Chain Spell&amp;quot;&amp;gt;&#039;&#039;&#039;Chain Spell:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows a character to maximize the efficiency of their mana when casting certain spells. Each time this skill is purchased, the character can affect an additional target with touch cast spells. This skill can only be used in conjunction with the following spell Types: Protective, Blade, Healing, Summon, and Dispel effects. To use this ability, the caster must complete the normal spell incant and add “Chain Spell” to the end of the incant. They must then plant their foot and can then touch each recipient with a packet and call “Magic&amp;lt;Effect&amp;gt;”. This must be done immediately after casting the spell roughly within 5 to 10 seconds. The caster only spends mana for the spell being cast once. This skill can be purchased a maximum of four times.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Charm&amp;quot;&amp;gt;&#039;&#039;&#039;Charm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charm Strike&#039;&#039;&#039; This skill allows the character to deliver a powerful weapon attack as, Charm Strike which will Charm the target. The attack can be delivered with Melee or Ranged weapon and must land a legal weapon blow to affect the target; this is one swing hit or miss.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Clarity&amp;quot;&amp;gt;&#039;&#039;&#039;Clarity:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect gives the recipient the ability to Resist the following effects once: Charm, Command, Sleep, and Terror.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cleave&amp;quot;&amp;gt;&#039;&#039;&#039;Cleave:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls Cleave. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with the Burst or Double Attack Modifiers.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cocoon&amp;quot;&amp;gt;&#039;&#039;&#039;Cocoon:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has several outcomes. First, it acts as a “Natural Prison”. Second, it renders the target to Unconscious at 0Body Points. These effects persist permanently unless ended by cutting the victim free on a 10 counted action, or by use of the Freedom effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conceal&amp;quot;&amp;gt;&#039;&#039;&#039;Conceal:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Command&amp;quot;&amp;gt;&#039;&#039;&#039;Command:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell will cause the target to become bent to the caster&#039;s will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. This is a mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Compulsions&amp;quot;&amp;gt;&#039;&#039;&#039;Compulsions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These are Mental effects that take away the character’s free will and cause them to take actions they would not normally take.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Contain&amp;quot;&amp;gt;&#039;&#039;&#039;Contain:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect creates a transparent barrier that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, Delivery Types like Voice will often bypass.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Courage&amp;quot;&amp;gt;&#039;&#039;&#039;Courage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will dispel all Fear/Terror effects from all targets, as well rendering them Immune to Fear/Terror effects for the remainder of the Encounter or up to 5 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Grove&amp;quot;&amp;gt;&#039;&#039;&#039;Create Grove:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The character must spend 5 minutes concentrating and role-playing to create the protective barrier on an area or small building. For the next 5 days the area is protected from unnatural creatures; Undead, Golems, Elementals, Fey, and Abominations, as well as a few other types, cannot enter into the area. A Phys-Rep of green lights must surround the area, if outside; or around the primary doorway if created on a building. This effect cannot be stacked with a Wizard Lock.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Critical&amp;quot;&amp;gt;&#039;&#039;&#039;Critical:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Modifier, when added to an attack, will cause that attack to ignore passive reductions to damage (i.e. Threshold &amp;amp; Damage Cap), and defenses that only reduce damage (such as  Roll), cannot be used as defenses against the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crippling Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Crippling Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This attack is delivered with the call &amp;quot;Crippling Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace, for the remainder of the encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Curse of Death&amp;quot;&amp;gt;&#039;&#039;&#039;Curse of Death:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will not cause the target immediate harm, instead the next time the target receives a Killing Blow effect they will immediately go to resurrect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cyclone&amp;quot;&amp;gt;&#039;&#039;&#039;Cyclone:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Damage Cap&amp;quot;&amp;gt;&#039;&#039;&#039;Damage Cap:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability reduces all damage the character takes to a set amount, no matter the source; this only applies to attacks with a number in the attack&#039;s verbal. The Critical Modifier can overcome this.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Danger S nse&amp;quot;&amp;gt;&#039;&#039;&#039;Danger Sense:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the creature to change what just happened to them, as they foresaw it and changed their action at the last moment. This can be called as the defense Foresight or they can call it to undo/change their last action. This can vary based on the situation, but this could range from having not “Opened that chest!” to “On second thought I don’t play that card”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Daze&amp;quot;&amp;gt;&#039;&#039;&#039;Daze:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be unable to take any action, while not Helpless, they cannot use any skills or abilities, nor can they move from their current location.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Death Throes&amp;quot;&amp;gt;&#039;&#039;&#039;Death Throes:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to make a final attack upon death. Characters with this effect do not choose to activate it, it activates automatically when their status becomes Dead and they have no ability to return to life under their own power. A character who uses Death Throes may not be brought back to life with a spell or ability that restores life. This ability is used with the call “Everyone in the sound of my Voice&amp;lt;Damage&amp;gt;&amp;lt;Flavor&amp;gt;&amp;lt;Effect&amp;gt;”. This attack is Area of Effect and may be defended against as such. Each character with this effect will denote the “volume” at which the ability will affect targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Define Magic&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This ability, if used upon an item that has magical properties, will reveal to the user all such properties in addition to how to use them and the item. This will not reveal if an item is cursed. If used on a person it will reveal all magical effects on a person not actively hidden by another greater effect.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deflect&amp;quot;&amp;gt;&#039;&#039;&#039;Deflect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill negates a single Physical attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the Massive modifier. To use this skill, the character must call “Deflect”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Derangements&amp;quot;&amp;gt;&#039;&#039;&#039;Derangements:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These effects are mental effects on the character that will force some amount of role-play based on the specific condition. These effects can be temporary, lasting a few months, up to permanent. A character is never aware of their condition and must follow the listed role-play and mechanics as defined under the Appendix: Derangements. These conditions are assigned by a Plot Marshal, and under no circumstance can a character cure their own conditions.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Despair&amp;quot;&amp;gt;&#039;&#039;&#039;Despair:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to double the cost of all Technique skills, and all other skills must spend 2 uses to generate a single use. This is a Mental effect that lasts until cured with Psionic Clear or Break Enchantments.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Destroy&amp;quot;&amp;gt;&#039;&#039;&#039;Destroy:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect does the following: destroys one weapon, up to a large-sized shield, suit of armor no matter the size, or other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This does not work on natural weapons like fists or claws.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deprive(Skill)&amp;quot;&amp;gt;&#039;&#039;&#039;Deprive(Skill):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect strips the named skill from the target for twenty-four hours.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Devastate&amp;quot;&amp;gt;&#039;&#039;&#039;Devastate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to take double damage from all attacks that have a numerical value in their call. This effect is permanent, unless a duration is specified by the application, such as Devastate gained from Resurrection. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, or the Brook and River spells.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Diagnose&amp;quot;&amp;gt;&#039;&#039;&#039;Diagnose:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill will allow the character to determine the condition of the creature, by asking the following questions: “Are you- (Dying, Dead, Conscious, Unconscious, Venomed, Diseased, Stunned, Sleeping, How much body are you down)?” The character may also be able to receive other information at the marshal’s discretion. You must be within arm’s reach of the target though you do not have to touch them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Die Hard&amp;quot;&amp;gt;&#039;&#039;&#039;Die Hard:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This can be used only when a character reaches -1 Body Points. When activated, the character can continue to take actions instead of falling down and can continue to act until they reach negative Body Points equal to their unadjusted maximum Body Points; at which time they will enter the Dying state but only have a 60 count Bleed Out. This effect will end if the user is healed above 0 Body Points.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Difficult Terrain&amp;quot;&amp;gt;&#039;&#039;&#039;Difficult Terrain:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes those in the area or those affected unable to move faster than a walk. This effect is negated by Non-Corporeal, &amp;lt;Flavor&amp;gt;Aligned, or Terrain Adaptation&amp;lt;Type&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disarm&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack MUST hit the item to be affected. this does not effect natural weapons like claws.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Disguise&amp;quot;&amp;gt;&#039;&#039;&#039;Disguise:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The character can give a false answer to &amp;quot;What do I see&amp;quot;, changing their species or other minor features such as glowing hands; or for the same cost they can leave false information for Tracking. Or the character can change their appearance for an entire encounter, or until they engage in combat. This can be used at any time, so long as they are not currently engaged in combat. For example, this feature could be used to change their appearance to that of a Gnoll, causing such NPCs to not attack them and move on to other targets. This skill can be used once each reset.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disrupt&amp;quot;&amp;gt;&#039;&#039;&#039;Disrupt:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a targets Threshold to be reduced by 3 points, or Damage Cap to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Double Attack&amp;quot;&amp;gt;&#039;&#039;&#039;Double Attack:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect may be used when a character has successfully made a weapon attack upon a target and the target defended against it in any fashion. The character may then call Double Attack and force the target to defend again or suffer the effect of the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Dragon Fear&amp;quot;&amp;gt;&#039;&#039;&#039;Dragon Fear:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes all targets lower than the designated level to become afraid of the effect’s generator. While under this effect a character cannot take offensive actions or attack the effect’s generator; as well they cannot defend against attacks from the effect’s generator. This is a Mental Effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Dragon Rage&amp;quot;&amp;gt;&#039;&#039;&#039;Dragon Rage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes all affected to enter into a blind rage attacking all targets they can perceive. If there are no such targets in the immediate area, the character becomes winded and falls unconscious for 10 minutes. The call will always have a level as part of its delivery; characters above the level in the call do not suffer the normal effect but are instead affected by Weakness. This is a Mental effect and a Compulsion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;(Effect) Strike&amp;quot;&amp;gt;&#039;&#039;&#039;(Effect) Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These types of attacks are weapon delivered attacks, which are one swing hit or miss. The &amp;lt;Effect&amp;gt; in the call is what the target will suffer should the attack land and not be defended; the Strike portion of the call is to make it clear it is a weapon attack and only good for a single swing.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elemental&amp;quot;&amp;gt;&#039;&#039;&#039;Elemental:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Type denotes that the creature is made up totally of a singular &amp;lt;Flavor&amp;gt;, such as a Fire Elemental. Creatures with this Type are always Extra-Planar, and have the following advantages: Immune to Mental, No Metabolism, and Resistant to their &amp;lt;Flavor&amp;gt;. Their disadvantages are: Vulnerable to their opposing &amp;lt;Flavor&amp;gt;, and Crumbles at 0 Body. Additionally, they often do not have standard sensory features.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Engulf&amp;quot;&amp;gt;&#039;&#039;&#039;Engulf:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a creature to swallow a target whole. Each creature has its own count to use this effect. Once engulfed, a target immediately drops to -1 Body Points, and they may not be targeted with Skills/Abilities; until they are extracted.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enslavement&amp;quot;&amp;gt;&#039;&#039;&#039;Enslavement:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to gain mental control over a target. The character may give any number of orders during the duration of the effect and the target will obey. The target will take no actions without orders from the effects originator. This effect is both a Mental effect and a Compulsion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entangling Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Entangling Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill is used by calling “Entangling Strike” and landing a legal weapon blow; this is one swing, hit or miss. This effect causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Envenom&amp;quot;&amp;gt;&#039;&#039;&#039;Envenom:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When activated the character gains a duplicate of all Blade Poisons currently on the weapon; all stacks of Blade Poison will expire at the end of the Encounter if they are not used. Example, if the characters weapon had 2 Paralysis Blade Poisons on it, it would instead become 4 totals; however they all expire at the end of the Encounter. This skill does not stack with itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Escape from Binding&amp;quot;&amp;gt;&#039;&#039;&#039;Escape from Binding:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability allows the character to free themselves of Binding effects, on a 3 counted action, without taking any damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Expendable Healing/Effect&amp;quot;&amp;gt;&#039;&#039;&#039;Expendable Healing/Effect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This refers to any effect that can only be used in limited amounts in a given time frame. This primarily includes Signature Spell, Potions, and times per reset skills/abilities; skills that do not affect this are ones that have no limit on usage like Healing Arts.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Evade&amp;quot;&amp;gt;&#039;&#039;&#039;Evade:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to Negate any attack with a numerical damage as part of the call, excluding attacks with the Surprise Modifier.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Evasion&amp;quot;&amp;gt;&#039;&#039;&#039;Evasion:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Execute&amp;quot;&amp;gt;&#039;&#039;&#039;Execute:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill causes a target that is Helpless to become Dead and they begin their death count. This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Exhaustion&amp;quot;&amp;gt;&#039;&#039;&#039;Exhaustion:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Expose armor&amp;quot;&amp;gt;&#039;&#039;&#039;Expose armor:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will reduce the targets physical armor (does not affect spells or Natural Armor) to 0 points; though this does not Breach the armor. This attack is delivered as &amp;quot;Voice Expose Armor&amp;quot;. While not standard, this attack can be negated with the Weapon Ward skill.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extra-planar&amp;quot;&amp;gt;&#039;&#039;&#039;Extra-planar :&#039;&#039;&#039;&amp;lt;/span&amp;gt; This means you are native to another pane and not Nexus or one of the various Prime planes. First Aid can affect you only if the practitioner is sufficiently advanced in their knowledge of the planes (KA:Planes 3 or above). In addition, you cannot pass through a Caller&#039;s Grove skill and will be sent back to your home plane if hit with a Banish effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Healing&amp;quot;&amp;gt;&#039;&#039;&#039;Fast Healing:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability allows the character to naturally heal when not in combat or participating in strenuous activates. The character heals X Body Points every 5 minutes, at the end of the count; where X is the amount healed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fatigue&amp;quot;&amp;gt;&#039;&#039;&#039;Fatigue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the character to be reduced to -1 Body Points. A fatigued character cannot be healed by any means. They may receive a Life spell when appropriate but become immediately Fatigued. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fear&amp;quot;&amp;gt;&#039;&#039;&#039;Fear:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Featherfall&amp;quot;&amp;gt;&#039;&#039;&#039;Featherfall: &#039;&#039;&#039;&amp;lt;/span&amp;gt;  Featherfall counters all damage taken from the next fall the recipient suffers.  It does nothing to help with hazards at the landing point.  Featherfall can be cast on others and Chain Spelled.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Feeble mind&amp;quot;&amp;gt;&#039;&#039;&#039;Feeble mind:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause the target to have their mental faculties reduced almost completely. They cannot use any Skills/Abilities, nor do they have the ability to communicate. They can still move and will often wander toward bright colors and noises. This effect lasts for one hour, and is removed by Break Enchantments, Priest Rank 2, or Psionic Clear. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;First Aid&amp;quot;&amp;gt;&#039;&#039;&#039;First Aid:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption. This will not work on Extra-Planar creatures without at least Knowledge Area: Planes at level 3.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;(Flavor Carrier) to Hit&amp;quot;&amp;gt;&#039;&#039;&#039;(Flavor Carrier) to Hit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes a character invulnerable to weapon damage from all but a single source. Common “to Hit” requirements are: Silver, Magic, Fire, etc.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Flee&amp;quot;&amp;gt;&#039;&#039;&#039;Flee:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This effect allows a character to escape combat by running away, so long as escape is not physically blocked. This effect may also be used to Resist or Dispel any effect that would prevent running, such as Rot or Slow. Once a Flee had been used it takes the user 5 minutes to reenter the encounter they left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fly&amp;quot;&amp;gt;&#039;&#039;&#039;Fly:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to fly through the air. No Skills/Abilities may be used while flying. Flying is represented by making the gesture of a circular motion over the character’s head with hand or boffer. It is a 5 count to take off or land from flying, during which the character may be targeted with attacks, this count may not be interrupted with damage, and leaves the user Helpless. While flying outdoors the character may not be the target of any effect that does not specifically target flying targets, Such as Voice Delivery and Gaze Attacks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fog&amp;quot;&amp;gt;&#039;&#039;&#039;Fog:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect limits the vision of a character. While under this effect, the character is unable to make ranged attacks of any kind. This effect lasts 10 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Forget&amp;quot;&amp;gt;&#039;&#039;&#039;Forget:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause a character to forget a certain period of time. All the character will remember from the frame of time is a blank spot in their memory.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Formless&amp;quot;&amp;gt;&#039;&#039;&#039;Formless:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures will this Type have no solid features to them, and gain following Immunities: Binding, Blind, Fog, Maim, Stun, and Slay. Additionally, they can fit through any opening, though items they carry might not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fortitude&amp;quot;&amp;gt;&#039;&#039;&#039;Fortitude:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability increases the character’s Base Body Points by 30, for 1 hour or Module. When this effect expires, the amount is removed from the character’s Base Body Points, not their current Body Points.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Freeze&amp;quot;&amp;gt;&#039;&#039;&#039;Freeze:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become rigid and unable to move or take actions for up to 5 minutes. A creature with +6 Base Strength can break free of this status; as well fatal damage or ten second counted action from another can remove the effect. This effect is physical in nature.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Freezing shot&amp;quot;&amp;gt;&#039;&#039;&#039;Freezing shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to Freeze. This effect is physical in nature and is one attack, hit or miss.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fumble&amp;quot;&amp;gt;&#039;&#039;&#039;Fumble:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A character under this effect will be unable to hold any physical objects in their hands or handle physical objects for ten seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gaze Attack&amp;quot;&amp;gt;&#039;&#039;&#039;Gaze Attack:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is used to deliver an attack to a target with the character’s gaze alone. In order to use this effect, the character must maintain eye contact with the target for three full seconds, or may deliver this effect with a packet. At the end of the time or when the packet gets delivered the call is “Target Arcane Gaze&amp;lt;Effect&amp;gt;”.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Glide&amp;quot;&amp;gt;&#039;&#039;&#039;Glide:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability functions much like Feather fall with the difference that they can choose where to land so long as the location is lower than where they started and within 100 yards.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Good Will&amp;quot;&amp;gt;&#039;&#039;&#039;Good Will:&#039;&#039;&#039;&amp;lt;/span&amp;gt; By channeling your healing power, you give off a calming aura that causes potential hostiles to ignore your party as you avoid them; this allows your party of up to 10 players to move past the encounter without engaging. This skill only works when dealing with sentient living creatures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Guardian Spirit&amp;quot;&amp;gt;&#039;&#039;&#039;Guardian Spirit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill creates a safeguard on the targets spirit, binding it the target’s body. The next time the target drops to -1 Body Points or the Dead status, they will auto-stabilize to 0 Body Points. This effect lasts for one hour or Module, or until used. Additionally, the target is protected from being forcibly transformed into another creature subtype for up to one hour, as a separate duration from the auto-stabilize.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Guarding Light&amp;quot;&amp;gt;&#039;&#039;&#039;Guarding Light:&#039;&#039;&#039;&amp;lt;/span&amp;gt; By channeling positive energy, you create a temporary field that conceals you from certain creature types. This allows your party of up to 10 people to move past an encounter without engaging. This skill only works when dealing with creatures of the following types: Abomination, Deathless, Shadow, and Undead&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harm Touch&amp;quot;&amp;gt;&#039;&#039;&#039;Harm Touch:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability is used with the call &amp;quot;Arcane Harm Touch &amp;lt;Flavor&amp;gt;&amp;quot;. This will deal 75 points of damage to the target and will heal the character for an equal amount, up to their maximum Base Body Points. This attack is delivered with a weapon and is one swing, hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Healing Arts&amp;quot;&amp;gt;&#039;&#039;&#039;Healing Arts:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to treat a targets wounds and injuries. This skill takes 20 minutes and can be applied to 2 targets at once. At the end of the treatment, the targets will be healed for up to half of their maximum Body Points, all Toxins removed from their body and up to 2 limbs regenerated. Alternatively, the user can choose to spend only 10 minutes, but will generate only one of the effects instead of all 3.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Helpless&amp;quot;&amp;gt;&#039;&#039;&#039;Helpless:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A character that is helpless is aware of their surroundings but can take no In-Game actions or use any skills or abilities nor move under their own power.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Heroism&#039;&#039;&#039;:  For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hide&amp;quot;&amp;gt;&#039;&#039;&#039;Hide:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Block&amp;quot;&amp;gt;&#039;&#039;&#039;High Block:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will allow the character to defend against a single attack delivered with a melee weapon, regardless of the Delivery Type. This skill can only be used with Brawl weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Horrify&amp;quot;&amp;gt;&#039;&#039;&#039;Horrify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be overcome by Fear so strong that it can almost kill. Horrify is Permanent, only being removed by: Dream Eater, Break Enchantments, and Resurrection. Creatures that are normally immune to Fear, downgrade this effect to the normal Fear effect lasting 5 minutes. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hold Spirit&amp;quot;&amp;gt;&#039;&#039;&#039;Hold Spirit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect targets a dead character. The target must be in their four-minute death count for this effect to work. The character using this effect touches the target and states, “I hold your spirit &amp;lt;#&amp;gt;” where the &amp;lt;#&amp;gt; is how long the affected target’s spirit remains in their body before seeking resurrection. This effect extends the death count of the target by &amp;lt;#&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hunters Call&amp;quot;&amp;gt;&#039;&#039;&#039;Hunters Call:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to summon an animal natural to the terrain that the character is currently in. This animal can be given a command action which it will perform to the best of its abilities for up to 1 hour. The creatures summoned by this skill are above average intelligence for their species, such that they can comprehend complex commands. This skill cannot be used in combat&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Impale&amp;quot;&amp;gt;&#039;&#039;&#039;Impale:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to add a powerful pull to their ranged attacks. When used the character increases their Base Weapon Damage by 2 points and can add the Critical Modifier to their next 10 packet attacks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Immunity&amp;quot;&amp;gt;&#039;&#039;&#039;Immunity:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Some characters can completely ignore some effects.  This is called as &amp;quot;No Effect&amp;quot; when such an effect would otherwise set in.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Impunity&amp;quot;&amp;gt;&#039;&#039;&#039;Impunity:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the Parry skill are considered negated.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Incinerate&amp;quot;&amp;gt;&#039;&#039;&#039;Incinerate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is always a counted action and causes the target to turn into ash. This destroys Unshatterable items. If used on a living target the body is instantly destroyed and they immediately seek resurrection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inept&amp;quot;&amp;gt;&#039;&#039;&#039;Inept:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will always have some other effect or type listed with it, such as Fire/Swords/Magic. The types listed in the entry are unusable by the character. .&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Initiative&amp;quot;&amp;gt;&#039;&#039;&#039;Initiative:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to make a quick escape from combat. When used, a minor hold occurs that only involves other players engaged with the character. The character may then move up to 10 steps away, after which normal game play will resume.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inspiration&amp;quot;&amp;gt;&#039;&#039;&#039;Inspiration:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Target gains +1 Permanent Weapon Damage or 25 points of Spell Pool for 5 minutes or an Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Instill Rage&amp;quot;&amp;gt;&#039;&#039;&#039;Instill Rage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to incite an ally into battle frenzy; granting them Immunity to Fear and Sleep, +2 Permanent Weapon Damage, and +10 Base Body Points; however, they must continue to engage enemies until there are no enemy targets remaining. If used on oneself the effect is much weaker granting only +2 Permanent Weapon Damage and Immunity to Fear. This effect will last for 5 minutes or one Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Intimidate&amp;quot;&amp;gt;&#039;&#039;&#039;Intimidate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill has two uses: First, this can be used against a target within melee weapon reach and is delivered as &amp;quot; Voice Arcane Terror&amp;quot;. Second, this skill can be used against a Conscious and Helpless target to force them to answer a yes or no question, which must be answered truthfully.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Invisibility&amp;quot;&amp;gt;&#039;&#039;&#039;Invisibility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is similar to the Conceal effect, with the major differences that it has a variable duration and it does not end when the user moves or attacks. This effect can make the character a deadly foe as they are not able to be attacked but can still engage targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Body&amp;quot;&amp;gt;&#039;&#039;&#039;Iron Body:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill gives the character 5 points of Dexterity Armor. This skill can be purchased a maximum of 4 times.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kill&amp;quot;&amp;gt;&#039;&#039;&#039;Kill:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect instantly sets the target to dead. The targets death count begins immediately.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Killing Blow&amp;quot;&amp;gt;&#039;&#039;&#039;Killing Blow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A killing blow is a 3-counted action that instantly sets the target to dead. The targets death count begins immediately.  Killing Blow can only be used on helpless or willing targets, and consists of touching your target on the chest or shoulder with a weapon or packet, then counting down - Killing Blow 3, Killing Blow 2, Killing Blow 1.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Knockdown&amp;quot;&amp;gt;&#039;&#039;&#039;Knockdown:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect does not render the target Helpless, but does prevent the use of Active Skills/Abilities as well as the target cannot walk during the duration, which by default is 10 seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Maim Limb&amp;quot;&amp;gt;&#039;&#039;&#039;Maim Limb:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon. This is one swing hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magnetic Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Magnetic Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This has no effect by itself.  A character affected by Magnetic Shot can be voice-targeted by the character that applied it for five minutes or one encounter. Magnetic Shot is not curable by normal means (although it may be resisted normally).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Manticore Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Manticore Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the characters to unleash toxic ammo that weaken their foes. The characters next 3 ranged attacks become “Poison Weakness”. Each of these attacks is one shot hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Massive&amp;quot;&amp;gt;&#039;&#039;&#039;Massive:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Massive damage affects the target if they are contacted in any way. This may not be blocked by a shield or a weapon. If used in conjunction with a Skill/Ability that allows multiple strikes, then all such strikes are Massive.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mind Guard&amp;quot;&amp;gt;&#039;&#039;&#039;Mind Guard:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell wraps the recipients mind in a protective field. During the duration (normally 10 minutes) the target is immune to Mental effects.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mirror Image&amp;quot;&amp;gt;&#039;&#039;&#039;Mirror Image:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill causes the character to be duplicated by shifting images, causing the next 2 melee/ranged weapon attacks to be Negated. This is a visible effect; and lasts for 5 minutes or one Encounter, or until used, whichever is shorter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mob Scene&amp;quot;&amp;gt;&#039;&#039;&#039;Mob Scene:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Critical Modifier to their next single attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mobility&amp;quot;&amp;gt;&#039;&#039;&#039;Mobility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to resist slowing effects, Pin and Bind effects, and Binding Strike’s up to +4 Strength. Additionally, this skill can remove any of the above effects that are currently affecting the character, as well as allow escape from other non-magical bindings on their person.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Move Silent&amp;quot;&amp;gt;&#039;&#039;&#039;Move Silent:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Armor&amp;quot;&amp;gt;&#039;&#039;&#039;Natural Armor:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect gives the character armor points without the use of a Phys-Rep. These points will stack with all other forms of armor, but will not allow a character to exceed their maximum armor total. These armor points may be healed if a character is at full Body, in addition to all other rules that allow a character to refit armor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Weapons&amp;quot;&amp;gt;&#039;&#039;&#039;Natural Weapons:&#039;&#039;&#039; These weapons are representative of the natural claws found on beasts and some characters throughout the game. They are completely red taped &#039;phys-reps&#039; and come in short, medium, long, and two handed variants. These weapons are immune to disarm, destroy, and shatter. They can be affected by &#039;aura blade&#039; and &#039;summon weapon&#039; skills &amp;amp; spells but cannot be the target of Ritual Enchantments.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nature&#039;s Ire&amp;quot;&amp;gt;&#039;&#039;&#039;Nature&#039;s Ire:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nausea&amp;quot;&amp;gt;&#039;&#039;&#039;Nausea:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become sick and unable to use Active Skills/Abilities for thirty minutes. The target may move at a slow walk and may speak, but the condition of sickness should be role-played. If the condition is not role-played they target may not speak. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Negate&amp;quot;&amp;gt;&#039;&#039;&#039;Negate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to cancel another specific effect as it happens. This functions similar to resist, and there is generally a cost to be paid to generate this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nightmare&amp;quot;&amp;gt;&#039;&#039;&#039;Nightmare:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target is overcome by horrible waking nightmares. This effect is permanent and may only be removed by a Dispel Magic cast by a character of level 20 Break Enchantments, Resurrection, or the Dream Eater effect. While under this effect the target suffers the following disadvantages: maximum weapon damage is reduced to two, the character must expend 2 double the Energy/Mana to use/cast a Technique/Spell, the target’s bleed out count is reduced to one minute, and they only receive one point of healing per application by any source.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pacify&amp;quot;&amp;gt;&#039;&#039;&#039;Pacify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause the player to be unable to incite or engage in combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Padded&amp;quot;&amp;gt;&#039;&#039;&#039;Padded:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Flavor Carrier causes all damage to be temporary, this means while the damage is real enough to lower a targets hit points it will never drop them below 0, and after 10 minutes the lost Body Points will return on their own or can be healed. Armor that suffers damage from this carrier is lowered to 0 as well though again the armor does not become broken and can be refitted to full without use of a Patch Kit.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Paralysis&amp;quot;&amp;gt;&#039;&#039;&#039;Paralysis:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target of this effect becomes Paralyzed for the duration, 30 minutes by default. During the duration they are still aware of the world around them so long as they are also conscious, but cannot move, speak, or use Active Skills. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one physical weapon-delivered attack that was successfully landed on the user. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Phase&amp;quot;&amp;gt;&#039;&#039;&#039;Phase:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a character to momentarily shift partially to another plane, allowing them to negate a single attack of any type.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Plague&amp;quot;&amp;gt;&#039;&#039;&#039;Plague:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This is a Disease effect. The target of this effect may not be affected by any Restoration effect except Cure Disease. Additionally, if not cured, 2 hours after they are affected they will die and dissipate. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Possession&amp;quot;&amp;gt;&#039;&#039;&#039;Possession:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures with this ability can bond with a host, granting them some amount of control over the host and gaining the hosts body as a defense from attack. The process by which the creature can possess a target varies and will be noted on the card, as well as how much control of the target they have.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Power Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to fire a deadly volley. The characters next 4(four) ranged attacks gain a +10 Temporary Damage bonus. Each of these attacks is one shot hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Purify&amp;quot;&amp;gt;&#039;&#039;&#039;Purify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will remove all Metabolic and Disease effects from the target, no matter how they were generated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&#039;&#039;&#039;Refit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This means to readjust a suit of armor that has received damage to its full value unless breached, in which case its new maximum is adjusted according to the number of breaches to refit armor manually takes a sixty (60) second counted action and any damage received by the person doing the refit resets the counter. Refit from the source of the spell is instantaneous and repairs an breaches.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Read/Write&amp;quot;&amp;gt;&#039;&#039;&#039;Read/Write:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  All characters are assumed to be able to read and write Common.  Some species have their own written languages and characters of those species are presumed to know those as well.  Extra languages can be learned in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Reflect&amp;quot;&amp;gt;&#039;&#039;&#039;Reflect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will rebound an effect back onto the originator of said effect, making them the new target. This does not change the originator of the effect. The type of effects that can be defended with this ability will be noted on the card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Renew&amp;quot;&amp;gt;&#039;&#039;&#039;Renew:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to refresh Skills/Abilities of a target by touch. The effect will list specifically what Skills/Abilities are restored to the target.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resist&amp;quot;&amp;gt;&#039;&#039;&#039;Resist:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability will be specifically noted what the character may use it against. Resists are considered a Passive Ability, and may be used so long as the character is Conscious. Common Resists include: School of Magic, Specific Effect, Delivery Type, or Family (Such as Binding or Mental).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resistant&amp;quot;&amp;gt;&#039;&#039;&#039;Resistant:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability causes the character to take half damage from the designated &amp;lt;Flavor&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Revive&amp;quot;&amp;gt;&#039;&#039;&#039;Revive:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to return to life from the Dead condition at its full Body total. Revive will have conditions listed to which it applies. First, the number of times per day the effect may be used. Second, are effects that can prevent the character from using this ability. Example: a troll may have Revive/Fire. Which means it will continue to revive until it is affected by a Killing Blow with the Fire Carrier.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Roll:&#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;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rot&amp;quot;&amp;gt;&#039;&#039;&#039;Rot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to move no faster than a walk. If not cured within six hours the target dies and dissipates. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sap&amp;quot;&amp;gt;&#039;&#039;&#039;Sap:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect incapacitates a target, denying them the ability to take action and making them unaware of their surroundings. While under this effect they are not Helpless. Any damage or violent movement will end this effect, otherwise they will remain in this state for up to 5 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shatter&amp;quot;&amp;gt;&#039;&#039;&#039;Shatter:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This effect does the following: destroys one weapon, up to a medium-sized shield, long weapon, or other object which is no larger than a Medium Shield; making the item unusable and giving it the Broken status. This does not work on natural weaponry like claws or fists.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield&amp;quot;&amp;gt;&#039;&#039;&#039;Shield:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect functions to passively protect the character against the first effect of the listed Delivery Type to contact them. When a Shield is used the character must announce “Shield &amp;lt;Type&amp;gt;” where type is the Shield effect generated&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Smoke Screen&amp;quot;&amp;gt;&#039;&#039;&#039;Smoke Screen:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the user must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions..&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shun&amp;quot;&amp;gt;&#039;&#039;&#039;Shun:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect cause a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This effect is on the target and not the caster. Dispelling the target will rid them of the effect. This effect is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Silent&amp;quot;&amp;gt;&#039;&#039;&#039;Silent:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Modifier goes at the beginning of an attack, instead of the end. Attacks with this Modifier and any defense called against the attack will make no In Game noise.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slay&amp;quot;&amp;gt;&#039;&#039;&#039;Slay:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect deals 100 points of damage to the target.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sleep Strike:&#039;&#039;&#039; This skill allows the character to deliver a powerful weapon attack announced as, “Sleep Strike” which will Sleep the target. The attack can be delivered with Melee or Ranged weapon and must land a legal weapon blow to affect the target; this is one swing hit or miss.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slow&amp;quot;&amp;gt;&#039;&#039;&#039;Slow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect slows the characters actions; reducing them to a 3 seconds delay between attacks, this includes Melee and Ranged weapons, as well as Bomb, Vials, Spells, and activated special abilities; additionally they cannot run. This has a duration of 1 hour, and the cure is based on the delivery method.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slow Regeneration&amp;quot;&amp;gt;&#039;&#039;&#039;Slow Regeneration:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to spend one hour, which they may not engage in combat, to heal themselves to their maximum Body, remove all Toxins, and Regenerate all missing limbs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slumber&amp;quot;&amp;gt;&#039;&#039;&#039;Slumber:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to fall unconscious. This affects targets that are immune to the Sleep effect. This effect may be ended by shaking the target vigorously for five minutes, or Break Enchantments; otherwise, the effect has duration of permanent.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Snare&amp;quot;&amp;gt;&#039;&#039;&#039;Snare:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become unable to move, suffering the effect of a Natural Pin. (&#039;&#039;Do we still need this?  It seems like if Snare is always going to be Natural Pin, we can cut CL by just replacing the one with the other)&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Soar&amp;quot;&amp;gt;&#039;&#039;&#039;Soar:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability is grants the creature the Fly ability, with the alteration of they can take off and land instantly, negating the normal 5 counted action.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Soul Jar&amp;quot;&amp;gt;&#039;&#039;&#039;Soul Jar:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The ability is a powerful effect that traps some portion of the targets Spirit within an object. This has a number of effects, first the character has their effective Death total increased for the purposes of Resurrection; as well add 5 Negatives to the roll if the object is not present.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stun&amp;quot;&amp;gt;&#039;&#039;&#039;Stun:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Summon/Create Creature(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Summon/Create Creature(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will summon or create a creature of the listed type. These effects are at plot discretion. The character generating this effect must supply the player to Phys-Rep the Summon/Created creature. If the creature leaves Line of Sight from the character who Summoned or Created it for ten seconds, or the caster dies the effect ends immediately. Summoned/Created creatures are under control of the character who generated the effect. A character may only have one Summoned/Created creature at a time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Summon Weapon(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Summon Weapon(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect creates a weapon of the listed (Type). This weapon causes only damage of the (Type). The weapon created may take any form for which there is an appropriate Phys-Rep.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Surprise&amp;quot;&amp;gt;&#039;&#039;&#039;Surprise:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes an attack difficult to defend against. Only Passive Skills/Abilities, such as Resist, may be used to defend against an attack with this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swarm&amp;quot;&amp;gt;&#039;&#039;&#039;Swarm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This descriptor denotes a creature is made up of many smaller monsters or separate parts. This causes all attacks to only harm a single part of the whole. Monsters with this ability often have a Damage Cap but addition any attack that has an Effect instead deals a single point of damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sympathy&amp;quot;&amp;gt;&#039;&#039;&#039;Sympathy:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to take any negative effect they generate on another character. This is a Mental effect and lasts until cured by Break Enchantments or 24 hours.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Taunt&amp;quot;&amp;gt;&#039;&#039;&#039;Taunt:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Taunt causes the target to focus their attack the generator of the effect.  Until Taunt expires, the victim pays twice the cost for any abilities used against any opponent other than the Taunter.  Taunt lasts for five minutes, one encounter, or until the generator of the effect disengages.  A Taunter that flees, or moves to interpose a third party in between himself and his target, or simply stops fighting, immediately ends the duration of the effect.  In the chaos of combat, this can get fuzzy; a Champion can&#039;t control someone else moving into his line of effect, for example, and we expect a certain degree of latitude in &amp;quot;intentional disengagement&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Mastery&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain Mastery:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to ignore terrain penalties of the listed type.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terror&amp;quot;&amp;gt;&#039;&#039;&#039;Terror:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be unable to move from their current location and only defend themselves for ten seconds. This effect is a Fear effect and Mental.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Thrall&amp;quot;&amp;gt;&#039;&#039;&#039;Thrall:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect functions an Enslavement effect with a permanent duration. This effect may only be removed by Break Enchantments ,Dream Eater, or Resurrection. The character who generated the Thrall effect may issue Psionic effects to the target that may not be resisted. This effect is both a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Threshold(#)&amp;quot;&amp;gt;&#039;&#039;&#039;Threshold(#):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a character to call “Threshold” to any attack that does not exceed the (#) listed. This includes weapon delivered and packet delivered attacks. A character with Threshold takes a single point of damage from every attack that would normally affect them but fails to exceed the character’s Threshold (#). Threshold is applied before modifiers due to increased or reduced effects due to damage type.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trackless Step&amp;quot;&amp;gt;&#039;&#039;&#039;Trackless Step:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes the character untraceable. They do not leave footprints of any kind unless they choose to. This makes tracking the character extremely difficult.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;True Sight&amp;quot;&amp;gt;&#039;&#039;&#039;True Sight:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to see things as they truly are. This effect sees through Invisibility, Disguise, and Illusions, and other magical effects at plot discretion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Vampiric&amp;quot;&amp;gt;&#039;&#039;&#039;Vampiric:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to lose five maximum Base Body Points every thirty minutes until cured. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Venom&amp;quot;&amp;gt;&#039;&#039;&#039;Venom:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target of this effect loses the ability to use Skills/Abilities for 1 hour; if this effect is not cured before the end of that time the targets status changes to Dead. This is a Metabolic effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Voice Control(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Voice Control(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to announce “Voice Control (Type)(#)” where (Type) denotes what they may control and (#) is the maximum level of the target allowed. All characters who hear the effect may be affected. Non-Sentient characters affected are enslaved by the character. Sentient characters must be affected by this effect each time they are given a command. This may also be delivered as a single target ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Vulnerable&amp;quot;&amp;gt;&#039;&#039;&#039;Vulnerable&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;Flavor&amp;gt;:&#039;&#039;&#039; This effect causes the creature to take double damage from the listed &amp;lt;Flavor&amp;gt;, or the Ward Flavor Carrier. A target who is Vulnerable to a flavor will always be affected by these attacks, even if they have To Hit on their card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ward&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ward:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Ward is a Flavor of attack against which immunities and x-to-hit effects do not apply.  With (very) few exceptions, if you are hit by ward, you are burning effects to defend or taking the damage.  Ward can be parried, deflected, rolled, etc; it simply cannot be passively ignored. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Signs&amp;quot;&amp;gt;&#039;&#039;&#039;Warning Signs:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  The signs are everywhere if you are looking for them. You can pick out tracks quick enough to notice a bad situation before you walk into, allowing you to find another route. This allows your party of up to 10 players to move past the encounter without engaging. This skill only works so long as there is another way to proceed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;War Cry&amp;quot;&amp;gt;&#039;&#039;&#039;War Cry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This causes the next technique or spell to be used at half cost, round down.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weakness&amp;quot;&amp;gt;&#039;&#039;&#039;Weakness:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Ward&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon Ward:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will negate any Disarm/Shatter 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.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Wither&amp;quot;&amp;gt;&#039;&#039;&#039;Wither:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a single limb to become useless on the target. The affected character may choose the limb if the character generating the effect did not specify which limb. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Wound&amp;quot;&amp;gt;&#039;&#039;&#039;Wound:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect reduces the targets maximum Base Body Points by up to 3 points, cannot reduce a target below 1 Base Body Points. This effect will stack with itself and other effects that reduce Base Body Points. This effect lasts until cured. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Progression&amp;diff=1773</id>
		<title>Progression</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Progression&amp;diff=1773"/>
		<updated>2024-08-16T18:09:07Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will cover the progression of your skills, rate at which you accumulate Powers and Species abilities, as well as the benefits for attunement favor thresholds.&lt;br /&gt;
&lt;br /&gt;
== Skill Points &amp;amp; Level ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; &lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Earned Skill &lt;br /&gt;
Points (SP)&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; !|&#039;&#039;&#039;Base Body Points by class(BP)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!|&#039;&#039;&#039;Champion, Trooper,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warrior, &amp;amp; Monk&#039;&#039;&#039;&lt;br /&gt;
!|&#039;&#039;&#039;Guardian, Paladin,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;amp; Spellblade&#039;&#039;&#039;&lt;br /&gt;
!|&#039;&#039;&#039;Rogue,  Ranger, Gunslinger,&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlock, &amp;amp; Bard&#039;&#039;&#039;&lt;br /&gt;
!|&#039;&#039;&#039;Caller &amp;amp; Mage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0-10&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|11-20&lt;br /&gt;
|9&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|21-30&lt;br /&gt;
|11&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|31-40&lt;br /&gt;
|12&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|41-50&lt;br /&gt;
|14&lt;br /&gt;
|9&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|51-60&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|61-70&lt;br /&gt;
|17&lt;br /&gt;
|11&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|71-80&lt;br /&gt;
|18&lt;br /&gt;
|12&lt;br /&gt;
|9&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|81-90&lt;br /&gt;
|20&lt;br /&gt;
|13&lt;br /&gt;
|9&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|91-100&lt;br /&gt;
|21&lt;br /&gt;
|14&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|101-110&lt;br /&gt;
|23&lt;br /&gt;
|15&lt;br /&gt;
|11&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|111-120&lt;br /&gt;
|24&lt;br /&gt;
|16&lt;br /&gt;
|11&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|121-130&lt;br /&gt;
|26&lt;br /&gt;
|17&lt;br /&gt;
|12&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|131-140&lt;br /&gt;
|27&lt;br /&gt;
|18&lt;br /&gt;
|13&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|141-150&lt;br /&gt;
|29&lt;br /&gt;
|19&lt;br /&gt;
|13&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|151-160&lt;br /&gt;
|30&lt;br /&gt;
|20&lt;br /&gt;
|14&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|161-170&lt;br /&gt;
|32&lt;br /&gt;
|21&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|171-180&lt;br /&gt;
|33&lt;br /&gt;
|22&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|181-190&lt;br /&gt;
|35&lt;br /&gt;
|23&lt;br /&gt;
|16&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|191-200&lt;br /&gt;
|36&lt;br /&gt;
|24&lt;br /&gt;
|17&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|21-40&lt;br /&gt;
| +10 SP per level&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |No increase to Body Point totals past level 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Earning Skill Points ===&lt;br /&gt;
Each time a character attends a game they will earn a set number of Skill Points (SP) based on their level:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Level&lt;br /&gt;
!Base SP per game&lt;br /&gt;
|-&lt;br /&gt;
|1 - 5&lt;br /&gt;
|4 SP per game&lt;br /&gt;
|-&lt;br /&gt;
|6-10&lt;br /&gt;
|2 SP per game&lt;br /&gt;
|-&lt;br /&gt;
|11+&lt;br /&gt;
|1 SP per game&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Each game a player can pay an additional $10 when they pay their normal game fees to earn one extra SP.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, a character can gain extra SP at the close of an event by paying In Game money and/or Crowns. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost for this is five silver times their current level per extra SP. This ratio adjusts if a character breaks a level threshold during purchase. For example, at 5th level the cost is 25 silver per extra skill point (25 silver for the first, 50 silver for the second and so on). However, if that second Skill Point would be break the threshold and put the character into 6th level instead of 5th then the cost would be 60 silver pieces ([6 x 5] x 2) for that second skill point.  However, after level 10, there is a cap of 2 on the number of skill points bought per currency each event for a character. So you can buy 2 SP with Crowns and an additional 2 with in game money.&lt;br /&gt;
&lt;br /&gt;
When figuring additional SP the order in which it is added to your sheet is Crowns-&amp;gt;Silver-&amp;gt;Event SP/Extra SP purchased with ticket. This means you calculate your Crowns and Silver purchased for the sake of rolling over to the next cost tier and after all of that your event SP will be added on last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances players can only receive SP from games that they attend. Once each month, if a player cannot personally attend any game, they can pay for a single event and earn the appropriate number of SP for that event. However, they do not gain Production Points or Favor for that event.&lt;br /&gt;
&lt;br /&gt;
Skill Points are spent on Skills, along with some abilities, which can be found [[Skills|here.]]&lt;br /&gt;
&lt;br /&gt;
== Powers ==&lt;br /&gt;
Characters gain a power every 4 levels.&lt;br /&gt;
&lt;br /&gt;
Species Powers are gained every 10 levels.&lt;br /&gt;
&lt;br /&gt;
Powers are selected from the [[Powers]] table. &lt;br /&gt;
&lt;br /&gt;
Upon reaching level 20, a character may take the powers gained at that level and any thereafter from the Heroic Powers table instead.&lt;br /&gt;
&lt;br /&gt;
== Innate Abilities ==&lt;br /&gt;
Most races in The Fallen Empires have &#039;species abilities&#039; like the Hill Dwarf Resist Toxin, the Elven Resist Sleep. These accumulate at the rate of one free species ability every 10 levels. For many races, additional uses of their species abilities may be purchased with Skill Points (see the [[Skills|Every Man skills]] chart)&lt;br /&gt;
&lt;br /&gt;
== Attunement Thresholds ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Favor&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Focused Training&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Initiate&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Rank 1&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Initiate&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Novice&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Rank 3&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Novice&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Rank 4&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Journeyman&lt;br /&gt;
|Knowledge Rank 3&lt;br /&gt;
|Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Journeyman&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Rank 6&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Journeyman&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Rank 7&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Adept&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Rank 8&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|Adept&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Rank 9&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|Adept&lt;br /&gt;
|Knowledge Rank 5&lt;br /&gt;
|Rank 10&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Master&lt;br /&gt;
| --&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|Grand Master&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Special&lt;br /&gt;
|}&lt;br /&gt;
Remember to keep in mind that Rank does not equal &amp;quot;authority&amp;quot;, see the [[Attunements]] page for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Triton&amp;diff=1772</id>
		<title>Triton</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Triton&amp;diff=1772"/>
		<updated>2024-08-16T16:40:49Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Advantages: ===&lt;br /&gt;
* Underwater Combat&lt;br /&gt;
* Terrain Adaptation (Water)&lt;br /&gt;
* Resist Elemental: receive 1 resist at 1st level and every 10th level for free, and may purchase more.&lt;br /&gt;
* Merchant Skill is purchased for 2 SP less per level (Triton with Merchant Background pays 2 per level any other background pays 4 per level)&lt;br /&gt;
* Can buy Knowledge: Nautical up to level 7 (excess levels carry into Contested Rolls for sailing)&lt;br /&gt;
&lt;br /&gt;
===  Disadvantages: ===&lt;br /&gt;
* Species Makeup (Blue Skin)&lt;br /&gt;
* Vulnerable (Fire)&lt;br /&gt;
* Cannot choose Fire in any case where multiple elements are available (Spell Pool, for example)&lt;br /&gt;
&lt;br /&gt;
===  Powers: ===&lt;br /&gt;
Liquid Form:  Liquid Tritons take half physical damage for one encounter or five minutes - this also removes their Vulnerability for the duration.&lt;br /&gt;
&lt;br /&gt;
Feels Like Home:  This allows a Triton to heal fully and clear all negative status effects by Concentrating while submerged in water for one minute.  Feel like Home can be used twice per reset.&lt;br /&gt;
&lt;br /&gt;
Cannonball:  This functions as an Elemental 20 Water Burst, usable twice per reset.&lt;br /&gt;
&lt;br /&gt;
Landsick:  This allows a Triton to simulate poor sea legs, inducing sickness and disorientation.  This is packet-delivered as &amp;quot;Natural Nausea&amp;quot; and is usable twice per reset.&lt;br /&gt;
&lt;br /&gt;
Cleansing Palette:  Tritons with this power are largely immune to ingested poisons.  It&#039;s not perfect, there are some toxins out there strong enough to survive being purified, but unless a Marshal tells you differently, you can call No Effect to poisons in your food or drink.&lt;br /&gt;
&lt;br /&gt;
====  Heroic: ====&lt;br /&gt;
Rejuvenating Waters:  (requires Feels Like Home) Once per reset, a dead Triton can receive a Life effect from having at least 12 ounces of water poured into their mouth.  (Please don&#039;t waterboard Triton players, just hand them a bottle and let them drink it on their own, out-of-game).  &lt;br /&gt;
&lt;br /&gt;
Drowning Strike/Shot:  This functions as a Natural Deprive (Water Breathing).  It can be packet or weapon delivered, decided at time of purchase.  Multi-role Tritons can buy this power twice and decide on use whether to swing or throw it.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Gargoyle&amp;diff=1771</id>
		<title>Gargoyle</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Gargoyle&amp;diff=1771"/>
		<updated>2024-08-16T16:40:24Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Advantages: ===&lt;br /&gt;
* Resist Elemental, receive 1 resist at 1st level and every 10th level for free, and may purchase more.&lt;br /&gt;
* Can buy Threshold (up to 4 levels at 8SP each, for a final threshold of 5 (everyone has Threshold 1))&lt;br /&gt;
* Can buy Natural Petrify (self-only, 1x/reset @ 4SP each)&lt;br /&gt;
&lt;br /&gt;
===  Disadvantages: ===&lt;br /&gt;
* Species Makeup (Grey/rocky skin)&lt;br /&gt;
* Vulnerable (Air)&lt;br /&gt;
* Must buy non-Nature spells with SP instead of scrolls or instructors&lt;br /&gt;
&lt;br /&gt;
===  Powers: ===&lt;br /&gt;
Claws:  Provides Short Claws&lt;br /&gt;
&lt;br /&gt;
Lengthen Claws:  Extends Claws to Medium Weapons&lt;br /&gt;
&lt;br /&gt;
Granite Skin:  +10 Body&lt;br /&gt;
&lt;br /&gt;
Waterspout:  Grants Hide, only usable in rocky/stone surroundings.  Gargoyles hidden by this power are immediately revealed if they move in any way not required to survive - you can breathe, and blink, but be comfortable before you call this.&lt;br /&gt;
&lt;br /&gt;
Arch Support:  Grants +1 Strength&lt;br /&gt;
&lt;br /&gt;
===  Heroic: ===&lt;br /&gt;
Stonehaven:  A Gargoyle under the effect of Petrify retains full sensory awareness and may choose to end the duration at any time.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Efreeti&amp;diff=1770</id>
		<title>Efreeti</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Efreeti&amp;diff=1770"/>
		<updated>2024-08-16T16:39:59Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Advantages: ===&lt;br /&gt;
* Can buy packet-delivered Natural Fire attack at 1SP for 5 Natural Fire damage.&lt;br /&gt;
* Resist Elemental: receive 1 resist at 1st level and every 10th level for free, and may purchase more.&lt;br /&gt;
* Can buy Natural Fire Aura for 4SP&lt;br /&gt;
&lt;br /&gt;
===  Disadvantages: ===&lt;br /&gt;
* Species makeup (red/orange flame markings)&lt;br /&gt;
* Vulnerable (Water)&lt;br /&gt;
* Pays double for Terrain Adaptation (Water) and Underwater Combat&lt;br /&gt;
&lt;br /&gt;
== Powers: ==&lt;br /&gt;
&#039;&#039;&#039;Emotional Pyrotic&#039;&#039;&#039;:  Fire is more than physical flame; it is also strong emotion.  You are unusually gifted in sparking violent emotion in others, and may use Gaze Berserk upon them. This is a tagged Ability, and may be used once per reset, per time bought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unquenchable&#039;&#039;&#039;:  You can draw on your inner fire to sustain your life; you may use your Natural Attack to heal yourself at a rate of one point of damage to one hit point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flashfire&#039;&#039;&#039;:  Twice per reset, you may elect to upgrade your Natural Fire Aura to Elemental Fire Aura.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Carrier&#039;&#039;&#039;:  You may elect to swing or shoot &amp;quot;fire&amp;quot; instead of your weapon&#039;s flavor for five minutes or one encounter, twice per reset.&lt;br /&gt;
&lt;br /&gt;
=== Heroic: ===&lt;br /&gt;
&#039;&#039;&#039;Immolate&#039;&#039;&#039;*:  Once per reset you may upgrade your Fire Aura to &amp;quot;Natural Fire Slay Aura&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheathed in Flame&#039;&#039;&#039;*:  Once per reset, you may upgrade your Fire Carrier to use the Elemental vector for five minutes or one encounter.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Djinn&amp;diff=1769</id>
		<title>Djinn</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Djinn&amp;diff=1769"/>
		<updated>2024-08-16T16:39:28Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Advantages: ===&lt;br /&gt;
Gain 4 generic &amp;quot;fuel&amp;quot; for use with Ritualism&lt;br /&gt;
&lt;br /&gt;
Resist Elemental: receive 1 resist at 1st level and every 10th level for free, and may purchase more.&lt;br /&gt;
&lt;br /&gt;
Can buy Natural Cyclone (self only, 4SP)&lt;br /&gt;
&lt;br /&gt;
===  Disadvantages: ===&lt;br /&gt;
-2 Body (to a minimum of 2)&lt;br /&gt;
&lt;br /&gt;
Species Makeup (white and/or blue markings, pointed ears)&lt;br /&gt;
&lt;br /&gt;
Vulnerable (Stone)&lt;br /&gt;
&lt;br /&gt;
Can be harvested by an Advanced Theurgist for &amp;quot;Heart of a Djinn&amp;quot; ritual component - being Harvested forces a Djinn to resurrect.&lt;br /&gt;
&lt;br /&gt;
===  Powers: ===&lt;br /&gt;
* Gentle Breeze*:  This functions as a Natural Glide, usable twice per reset.&lt;br /&gt;
* Windrider:  This functions as a Natural Fly, usable twice per reset (requires Gentle Breeze)&lt;br /&gt;
* Gust of Wind:  This functions as a packet-delivered Natural Disarm, usable twice per reset&lt;br /&gt;
* Camo:  Some lucky Djinn are born with markings in places covered by clothing; a Djinn with Camo can pass for an elf unless he&#039;s closely inspected.  Camo Djinn have their makeup requirements reduced to simple pointed ears and may respond with &amp;quot;elf&amp;quot; to &amp;quot;What do I see&amp;quot; calls.&lt;br /&gt;
&lt;br /&gt;
===  Heroic: ===&lt;br /&gt;
* Sorcerer:  Djinn Sorcerers stand alone at the apex of ritualism.  This power has a number of effects:&lt;br /&gt;
** A Sorcerer may re-roll a Ritual if they don&#039;t like how it came out.  They must abide by the result of the second roll, even if it&#039;s less desirable.&lt;br /&gt;
** Sorcerers may surrender one Natural Cyclone tag in lieu of any one component in a ritual.  This can only be done once per ritual.&lt;br /&gt;
** Once per season, a Sorcerer can forgo the ritual roll and simply declare the outcome.&lt;br /&gt;
* Ethereal:  Djinn Warriors, never very numerous, are nonetheless fearsome opponents.  An Ethereal Djinn may elect to alter his Natural Cyclone to admit ranged attacks but blunt melee; this allows him to call No Effect to normal melee attacks at the cost of suffering ranged attacks normally.  Ethereal Cyclones last for one minute.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1768</id>
		<title>Conventions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1768"/>
		<updated>2024-08-16T16:29:04Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any group of people engaged in a group activity will, over time, develop its own shorthand and quirks.  Archers talk about form, draw weight, draw length, optics, arrow flight speed, and lots of bow-related things that don&#039;t really have any use outside of that context.  Computer types can have entire conversations only tangentially related to English at all.  Larps are no different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this case, we have a number of game conventions that everyone just sort of seems to know without ever really having been told.  We pick it up from each other and pass it along by example to new arrivals.  It&#039;s not ideal and it contributes some avoidable length to the learning curve.  In the interest of easing that transition, these are some of the things that are common in the game and useless out of that context.&lt;br /&gt;
&lt;br /&gt;
== Common Conventions: ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Buffs&amp;quot;&amp;gt;&#039;&#039;&#039;Buffs:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Buffs are beneficial effects that are applied to your character to grant something they wouldn&#039;t normally have.  Endurance is a Buff to body that provides 10 extra Body points.  Magic Shield is a defensive Buff that stops the next unwanted magic effect that tries to get you.  Buffs, in general, last until they&#039;re used, used up, or the end of a given event.  Some really good buffs have longer durations, some may be re-used under some circumstances, some may last until used even if that&#039;s five years from now.  Unless otherwise noted, though, they stick until their conditions are triggered or their resource depleted or the end of the event.  (Tracking between-game buffs is a logistical headache no one likes.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Contested Roll&amp;quot;&amp;gt;&#039;&#039;&#039;Contested Roll:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Some skills test the player’s skill against a set objective, namely Disable Device, Resurrection, and Tracking. To determine the success or failure of such the following steps are taken. First the player adds up all of their bonuses, and then subtracts the negatives set by the Marshal, task, or the item being worked on. If the total modifier is positive the player will add it to their roll, if negative it plays no real effect unless the total is -10, in which case the character will automatically fail the roll. Conversely, if the final modifier is +9 or more the roll automatically succeeds. The character will roll a D10 and add their modifier, if positive; if the combined total is 10 or better then they succeed on the challenge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Counted Actions&amp;quot;&amp;gt;&#039;&#039;&#039;Counted Actions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Counted actions exist, loosely, to handle two conditions.  One, you want to do something that&#039;s perfectly viable for your character but out of the question for you.  If your character has Wings, for example, they&#039;re free to leave the ground, but you probably can&#039;t sprout your own wings and fly.  Two, you need to take some specific action for which rules provide a fixed delay - refitting your armor, for example, takes sixty seconds and it&#039;s technically a sort of sixty count.  Binding Strike is counted to let you know how long you have before you get eaten or whatever.  Killing Blow takes a three count which sounds fast and it is if no one&#039;s trying to stop you.  However you arrive there, all counted actions work the same way:  You start at the end, announce what you&#039;re doing and start at the top of the count, then count down, repeating the announcement until you finish at &amp;quot;I whatever 1&amp;quot;, at which point your action is completed and everyone should react accordingly.  You may see this a lot on modules, where Marshals have to handle player actions we didn&#039;t expect - it&#039;s easier and smoother to assign a count than call a meeting of the Rules Team and argue about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crowns&amp;quot;&amp;gt;&#039;&#039;&#039;[[Crowns]]:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crowns are points awarded for doings that the help the game - donating props and reps, NPC&#039;ing, anything that&#039;s beneficial to the game as a whole is probably worth some crowns.  They&#039;re accumulated and spent in a variety of ways.  They can be turned in towards extra Skill Points, or used to purchase a variety of in-game items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daily:&#039;&#039;&#039;  You may see &amp;quot;daily&amp;quot; here and there throughout the rules, used interchangeably with &amp;quot;per-reset&amp;quot;.  For rules consideration, these terms are almost always syntactically equivalent, and if a corner case means &amp;quot;once per 12- or 24- hour period, it&#039;ll be explicit in that rule&#039;s description.  This is a holdover from the earlier years of larps - resets used to be scheduled and everyone&#039;s skills would all reset at the same time, once per day.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Flavorless Damage&amp;quot;&amp;gt;&#039;&#039;&#039;Flavorless Damage&#039;&#039;&#039;&amp;lt;/span&amp;gt; A (very) few monsters and some Gunslingers can produce damage without a normal/silver/magic/flavor attached.  It&#039;s faster, but it comes with a significant downside - flavorless damage is up to the victim to interpret.  If you are resistant or immune to anything, anything at all, you can claim that reduction against &amp;quot;just a number&amp;quot; damage.   Gunslingers are free to flatten out against one each of every elemental despite then all reducing different flavors. This can get real bad in places with specific hit requirements.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Healer vs Medic&amp;quot;&amp;gt;&#039;&#039;&#039;Healer vs Medic:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  If someone calls for a Healer, they mean a Mage or Paladin with in-game healing effects to solve in-game trouble.  If someone calls for a Medic, there&#039;s an out of game situation that needs qualified medical personnel to attend.   Similarly, if your character has been jacked up by NPC&#039;s, you need a Healer, not a Medic.  Medic is called rarely enough that this is easy to remember; it&#039;s mentioned here because of various services that train &amp;quot;Medic&amp;quot; as a crisis response.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Hold&amp;quot;&amp;gt;&#039;&#039;&#039;Hold:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This one is an actual rule, but not an actual rule that fits conveniently anywhere.  &amp;quot;HOLD&amp;quot;, usually yelled like it owes someone money, causes the game to cease immediately.  Holds are typically called for safety issues (if you notice your opponent is about to back up into a table or a hole in the ground, call a hold and warn them), very often for glasses that have gone flying off of their designated face, sometimes for more serious medical issues.  Because Hold is invoked for real-life situations, we take it very seriously.  If someone calls a hold, repeat it, stop playing, and &#039;&#039;do not move&#039;&#039;.  More than one pair of glasses has been lost to overly cavalier treatment of a hold.  Hold is also used sometimes to clarify rules - combat can get loud and confusing and it&#039;s easy at first to lose track of what happened to you or what you&#039;re allowed to do about it.  Once it&#039;s been established that a hold was called for rules, you can relax a little.  Don&#039;t move, but feel free to pull some tags, or grab a drink from your water bottle, collect some close-by packets, etc.  Until it&#039;s established that the hold is a rules issue and there is no out of game danger, hold still, don&#039;t talk, and wait it out.  Holds are rarely lengthy.  When whatever situation that caused the hold is addressed, someone will check to make sure everyone&#039;s ready and then call Lay On - a Lay On is the opposite of a hold, resuming game play at the point where the Hold left off.        &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Item Tags&amp;quot;&amp;gt;&#039;&#039;&#039;Item Tags:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  These are the out-of-game indicators of in-game possessions.  You can have a beautifully constructed boffer sword, but you can&#039;t actually use in the course of the game without a corresponding item tag for it.  Lots of tags come attached to reps.  Some are just tags - very few people bother with reps for their poison stashes beyond the packets they intend to throw at people.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Machine Gunning&amp;quot;&amp;gt;&#039;&#039;&#039;Machine Gunning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sometimes also referred to as &#039;&#039;Drum Rolling&#039;&#039;,  these are two terms used interchangeably to mean the same thing - using a melee weapon to drill damage way faster than any real sword ever could be.  Some people can get unbelievably fast on swings, especially with dual wield and identical damage.  It&#039;s not legal, there&#039;s a Flurry rule for this exact reason, but people, especially newer people, get carried away and excited and before they know it, they&#039;re inflicting damage at a rate that burst-fire rifles envy.  It&#039;s not usually done maliciously and pretty obvious when it is.  If someone calls this to you, take a deep breath and slow your swings down. If you&#039;re under attack and it feels more like a big foam centipede is running on you than it does like someone is swinging a foam stick, point it out but remember it&#039;s probably not personal or intended to give offense.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Magic Pouch&amp;quot;&amp;gt;&#039;&#039;&#039;Magic Pouch:&#039;&#039;&#039;&amp;lt;/span&amp;gt;:  Frequently, treasure on modules isn&#039;t delivered on individual monsters - it&#039;s bundled together and presented to the module group at the end of the module.  Both the bundle of treasure and the practice of distributing treasure in that fashion are referred to as &amp;quot;magic pouch&amp;quot;.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Multipliers&amp;quot;&amp;gt;&#039;&#039;&#039;Multipliers:&#039;&#039;&#039;&amp;lt;/span&amp;gt; There are lots of rules that say things like &amp;quot;double damage&amp;quot; or &amp;quot;double negative effect&amp;quot;.  When a situation arises that allows for several multipliers, they stack as multiples of the base, not each other.  Put differently, if you double a double, you end up with a triple, not a quad.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Out-of-Game&amp;quot;&amp;gt;&#039;&#039;&#039;Out-of-Game:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  A character that&#039;s out of game is neither affected by nor can affect the state of the game world.  Ideally this is indicated by a white headband - some people (like Plot) spend more time out of game than in, running modules and overseeing stuff.  If you&#039;re less commonly out of game, or just need a quick minute to retie your boots, putting your hand or your weapon on your head is accepted shorthand for &amp;quot;briefly out of game&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reps&amp;quot;&amp;gt;&#039;&#039;&#039;Reps:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  You&#039;ll see this a lot in the rules and you&#039;ll hear it a good bit on site.  A rep is a &#039;&#039;physical representation&#039;&#039; of an in-game item.  &amp;quot;Physical representation&amp;quot; being unwieldy and people being people, this was inevitably shortened to &amp;quot;physrep&amp;quot;, which you&#039;ll still hear from time to time, and then &amp;quot;rep&amp;quot;, which you&#039;ll hear a lot.  Your boffer long sword is a rep for an in-game long sword.  Your armor rep is whatever you wear around to justify using armor points when you get hit.  It sounds pretty self-explanatory and for the most part it is, but there are some murky areas, too.  Spell packets can, variously, be reps for poison vials, thrown weapons, or literally nothing (for mages and other spellslingers.)  Reps have a necessary but not tightly-coupled association with...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reset&amp;quot;&amp;gt;&#039;&#039;&#039;Reset:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Given ten minutes of peace, you can reset your character sheet once per event.  This refreshes all of your refreshable skills - spell pool, mana, Energy, Ley Points and any dailies or per-reset skills.  This typically also resets your Body to its starting value and clears negative effects, but some effects do stick around through a reset. You&#039;ll see this a lot in Powers and some Skills - many Powers function twice per reset, for example, so you have two uses when you first check in and two more after you Reset.  Reset, like the name implies, resets your skills - if you had mana or energy or per-reset skills left over when you started your reset, they&#039;re lost when it completes.&lt;br /&gt;
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&#039;&#039;&#039;Shield Bash&#039;&#039;&#039;:  Shields can&#039;t be used to strike other players.  This is a safety issue - there are not a lot of safe ways to turn a shield bash - and because of that we have to take it seriously.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Swimming&amp;quot;&amp;gt;&#039;&#039;&#039;Swimming/Going to the Rock:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  FE&#039;s resurrection mechanic is a Lifewell, or viewed differently, the world&#039;s worst pool in which you never want to swim.  &amp;quot;Sending someone swimming&amp;quot; or &amp;quot;Sending someone to the pool&amp;quot; means sending someone off to resurrect.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Tank&amp;quot;&amp;gt;&#039;&#039;&#039;Tank:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Drawn from MMO culture, a Tank is someone you can trust to stand between you and harm.  There&#039;s a large overlap with folks in thick armor with shields and reams of their own defenses, but there are plenty of heavy-armor warriors that will hang you out to dry if there&#039;s a chance they can get a goblin by running off after it.  Most tanks are Champions or Paladins.  Not all Champions or Paladins are tanks.  You may also hear this used as a verb - &amp;quot;tanking a monster&amp;quot; means trading hits with it, &amp;quot;tanking damage&amp;quot; just means absorbing it so someone else doesn&#039;t have to.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Touch Cast&amp;quot;&amp;gt;&#039;&#039;&#039;Touch Cast:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Sometimes misleading, touch casting means putting your packet directly on your target, rather than throwing it.  This is only ever done to friendlies; you can&#039;t touch-cast on your opponents in combat (this presents all sorts of safety problems).  Further, targets are free to refuse your touch cast and this does happen sometimes for a couple of reasons.  Touch casting is usually done for buffs or healing before something ugly happens, or chain spells mid-combat for Refits and such.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;What do I see&amp;quot;&amp;gt;&#039;&#039;&#039;What do I see:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Very frequently, NPC&#039;s will be out and about dressed in a tabard and some weapons, but they could be playing any number of things.  Since we don&#039;t have the budget or the time to fully dress out every NPC in perfectly-identifiable costuming, you&#039;ll hear &amp;quot;What do I see&amp;quot; called - this is an out of game question to clarify what creature a character is looking at in-game.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Underwater Combat&amp;quot;&amp;gt;&#039;&#039;&#039;Underwater Combat:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Combat underwater has several rules that differ from the norm. Each step underwater requires a three count, though this does not need to be vocalized. All weapons, Fire Traps, and Massive Mechanical Traps deal half damage underwater. Spells may only be touch cast and require both hands to be free. Acid, Bombs, Gas Traps, and Vials may not be used. Guns do not function under water. A character may hold their breath for two minutes if they are not in combat, but combat reduces this time to a single minute. If a character runs out of breath, they are unconscious and begin to drown, becoming dead after a minute. Having the skill for Underwater Combat will lessen these penalties.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1767</id>
		<title>Gunslinger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1767"/>
		<updated>2024-08-16T16:24:17Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gunslingers are, as the name implies, firearms experts.  The slow advance of firearm technology out of Secord and Summerfall has grown a few schools of shooting. Some naturally gifted individuals pass their craft on from master to apprentice.  Both manufacturers are generally willing to sell their older model weapons to trusted folks (although you’re not getting a coilgun out of Secord or a Spellshot out of Summerfall) and that exposure is slowly advancing the art of sharpshooting.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in light armor.  Heavy armor complicates reloading and doesn’t leave enough space for ammo junkies to carry reams of magazines.  They&#039;re explicitly forbidden from using shields; Gunslingers more than most people are acutely aware of the limitations and drawbacks of carrying a plank around on your arm.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in every variation of firearm, including new ones as they’re developed.  They’re also trained in short/medium melee weapons as holdouts or last resorts when (not if) the ammo runs out.  &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Grit:&#039;&#039;&#039;&#039;&#039; Gunslinger effects are driven by Grit, as opposed to Mana or Energy.  Grit is mechanically identical to Energy but disambiguated here to avoid things like Energy Gems from falling into Gunslinger’s hands and turning a six-shot pistol into a railgun.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Class Feature&#039;&#039;:&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Hard to Kill:&#039;&#039;&#039;&#039;&#039;  Gunslingers that can’t take a hit don’t last long.  Gunslingers treat any Kill or Slay effect delivered by voice, bullet, or packet as an un-mitigated Stun effect instead (&#039;&#039;by which we mean if you&#039;ve engineered a way to be immune to Stun, HtK overrides this - you don&#039;t have to die but you&#039;re not walking away, either.&#039;&#039;).  If you want to kill a Gunslinger, use a knife. Or an axe. Dealer’s choice.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill Point Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +1&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +2&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +3&lt;br /&gt;
|Accuracy +2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +4&lt;br /&gt;
|Accuracy +3&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +5&lt;br /&gt;
|Accuracy +4&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +6&lt;br /&gt;
|Accuracy +5&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
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|Grit (1-40)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Trickshot|Trickshot]]&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Rapid Fire|Rapid Fire]]&lt;br /&gt;
|Trickshot&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Disabling Shot|Disabling Shot]]&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Fan The Hammer|Fan The Hammer]]&lt;br /&gt;
|Disabling Shot&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Piercing Shot|Piercing Shot]]&lt;br /&gt;
|Accuracy + 1&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Called Shot|Called Shot]]&lt;br /&gt;
|Piercing Shot&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Bull&#039;s Eye|Bull&#039;s Eye]]&lt;br /&gt;
|Called Shot&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Killshot|Killshot]]&lt;br /&gt;
|Bull&#039;s Eye&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defensive Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Roll|Roll]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Initiative|Initiative]]&lt;br /&gt;
|Roll&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Countershot|Countershot]]&lt;br /&gt;
|Initiative&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Tough|Tough]]&lt;br /&gt;
|Countershot&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Psych Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Warning Shot|Warning Shot]]&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Safeties Off|Safeties Off]]&lt;br /&gt;
|Warning Shot&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#High Noon|High Noon]]&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Cold Blood|Cold  Blood]]&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Crosstrained|Crosstrained]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Field Strip|Field Strip]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Holdout|Holdout]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Lucky|Lucky]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Quickdraw|Quickdraw]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;!-- [[Gunslinger#Rapid Reload|Rapid Reload]] &lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|3 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Ricochet|Ricochet]]&lt;br /&gt;
|Tier 1 Pistol or Rifle&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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== &#039;&#039;&#039;Gunslinger Skill Descriptions&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Accuracy&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Accuracy:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This is what shooters use to increase firearm damage.  Precision gets you a tight group and that’s great for competitions.  Accuracy puts you close to center; that’s better if you’re fighting for your life.  A tight group ten feet to the right of the ogre bearing down on you is not particularly helpful&lt;br /&gt;
&lt;br /&gt;
Accuracy applies to no weapons outside of firearms.  It also carries a limitation Focus and Precision do not - no combination of Accuracy and  base weapon damage ever exceeds 10.  Gunslingers can surpass this limit momentarily at the cost of Grit but cannot sustain 11+ damage by any mechanism or combination thereof.  &lt;br /&gt;
&lt;br /&gt;
This also means that no gunslinger will ever swing more melee damage than the weapon they use.  That is correct and intentional.  Gunslingers are called primarily for their love of the technology and skill involved.  They are not the types to use guns as a surprise.  If they can shoot, they will shoot.  It’s only if they can’t that they grudgingly go to melee.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Trickshot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Trickshot&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This costs one energy and absolutely guarantees that a bullet will land exactly where the shooter intends, so long as the intended destination is not an animate target.  Trickshots can cut nooses, push buttons across the room, drop chandeliers, and all sorts of other things, but have no direct combat effect.  (&amp;lt;i&amp;gt;We realize there’s some gray area here - shooting a pouch off an enemy’s belt, shooting through shoelaces to interrupt footing, etc.  For the gray areas, if the marshal rules the shot out of scope, it doesn’t work but also doesn’t cost you any energy.&amp;lt;/i&amp;gt;)  Trickshot functions to the theoretical range of the weapon rep (This is around 40ish feet (indoors at a decent angle) for standard-issue Nerf Elite-style blasters.  I presume shooters carrying superior tech will know the range better than I do.).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Rapid Fire&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Rapid Fire allows you to drop the x-to-hit call/flavor from your weapon call entirely, reducing it in its purest form to just a number.  This accelerates your firing speed, but does come with a downside - your target is free to interpret your number as whatever flavor he likes, which functionally means that any target that reduces or eliminates &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; flavor of damage does the same thing to your Rapid Fire.  Rapid Fire lasts for 2 minutes - it&#039;s an odd duration but Gunslingers should be capable of tracking one-minute intervals before they pick up guns.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Disabling Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Disabling Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Disabling Shot ruins connective tissue, acting as (and called as) &amp;quot;Physical Maim &amp;lt;Limb&amp;gt;&amp;quot;.  Disabling Shot can in principle be used to ruin inorganic things - a Gunslinger can certainly shoot out the lights or ruin a golem’s leg - but non-Maim uses are probably better handled with Trickshots.  Disabling Shot can be used as (an expensive) Disarm if that seems advisable; this is called as &amp;quot;Physical Disarm&amp;quot; if used in this way.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Fan the Hammer&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Fan the Hammer:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Fan the Hammer deals your usual weapon damage to six different targets at very nearly the same time.  It’s called as “Voice Physical &amp;lt;number&amp;gt;” and hits up to six targets for one application.  You can Fan the Hammer with other shots, but must pay the Grit cost for every individual bullet and this can get very pricey very quickly.  Fan the Hammer empties your clip.  If your phys rep is still loaded, this instead incurs a five-count reload action. This reload count does not reset your DPM timer. (&#039;&#039;This may end up as a deterrence skill, stripping pre-encounter hit points - there&#039;s been a very real playability concern raised about tracking it at combat speed and if that&#039;s dealbreaking, we&#039;ll update accordingly.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Cheap Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Cheap Shot: &#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This skill allows the character to make the most out of an opportunity when they are working with others. This skill acts as a minor interrupt and Negates the last active skill/ability their opponent used, though the effect is not expended and can be used again. This can only be used on attacks that target/affect someone other than the character using the Cheap Shot skill, this includes the opponent.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rifles&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Piercing Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Piercing Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This puts a bullet right through a shield, inflicting its usual damage if it hits a shield wielded by someone with the relevant Shield skill.  Piercing Shot appends &amp;quot;Pierce&amp;quot; to your verbal.  Piercing Shot provides you with two options for the fuel cost:&lt;br /&gt;
&lt;br /&gt;
* Piercing Shot will deliver as many as three unmodified shots through a shield.  &#039;&#039;Unmodified&#039;&#039; here means whatever damage your Gunslinger delivers without poisons, clips, buffs, or whatever else you can cram on to a bullet to increase that number.  &lt;br /&gt;
* Piercing Shot can alternately be used on one shot with modifiers on it - if you need to deliver a Killshot to a shieldbearer, Piercing Shot permits this but only once per activation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; A Called Shot delivers up to double the shooter’s usual damage, &amp;lt;i&amp;gt;after&amp;lt;/i&amp;gt; modifiers are figured in.  This allows a Gunslinger to violate the Accuracy cap.  Generally speaking, this’ll deliver 20 points.  (&#039;&#039;We are aware that it’s possible (if wildly inefficient) to push way past the 10-point cap and just leave that damage dormant until Called Shot shows up and does some ridiculous damage call for a fairly cheap cost in Grit.  I’ll be mildly disappointed if no one ever gets to 50.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Bull’s Eye&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Bull’s Eye:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Bull’s Eye alters one shot to Voice Delivery, adding Critical or Body carriers (decided at time of use). This skill requires line of sight (LoS) to the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Killshot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Killshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Self-explanatory.  Killshot inflicts the Slay effect on one bullet.  This is called as &amp;quot;Physical Slay&amp;quot; and in its raw form is blocked by shields.  If you need it to stick, we recommend adding Bull&#039;s Eye or Piercing Shot to it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Defensive&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Roll&amp;lt;/i&amp;gt;:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down).  Roll also removes the Effect of a defended attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Initiative&amp;lt;/i&amp;gt;:&#039;&#039;&#039;  Initiative causes a small pause in melee, enough time for the Gunslinger to step back ten feet from a melee opponent. The opponent may not pursue until the retreat is completed.  Wherever possible, avoid Holds for this - simply call Initiative and back off.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Countershot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Countershot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Countershot is called as a defense to any damaging packet- or bullet-delivered attack. Countershot is called as “Evade”.  Obviously, if you’re shooting arrows out of the air, you’ll need a gun in your hand to do it.  This is very likely on modules and somewhat less likely sitting in a bar having a drink.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tough&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Tough:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Tough is how the Gunslingers of old lived to become old Gunslingers.  Tough blunts an ass-whuppin; this is called as &amp;quot;Resist Physical&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Psych Skills&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Shot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Warning Shot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Warning Shot is exactly what the name says; it&#039;s a warning against further aggression.  This is bullet-delivered as &amp;quot;Physical Fear Pierce&amp;quot; - shields are great at stopping bullets but not great at stopping panic.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Safeties Off&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Safeties Off:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Every world that has Gunslingers knows exactly what it means when one unsnaps his holster or clicks the safety off his weapon.  Normal people try to de-escalate rather than face the hail of lead.  Safeties Off is called as &amp;quot;Peaceful Aura&amp;quot;; if enemies engage anyway, the user can add the &amp;quot;Surprise&amp;quot; tag to his first attack of the ensuing encounter free of charge.  This is purchased as a per-reset skill - there&#039;s only so far you can push a threat before you have to carry it out or fold.  (&amp;lt;i&amp;gt;We are aware of how this interacts with Fan the Hammer and that combination may or may not work into the future; as much as I love the idea of a hard-to-stop volley as a response to escalation, I worry about hard-to-defend mass attacks.  The most likely power reduction is surprise on the first target and only the first target, but I&#039;d like to see how it plays before making that call&amp;lt;/i&amp;gt;.)  For a bit of further clarification:  Safeties Off is an active skill and starts when it&#039;s invoked.  It does nothing to help you against an ambush, or instantly aggressive opponents.  Safeties Off exerts influence over an encounter that &#039;&#039;may&#039;&#039; turn violent and adds an edge if that eventuality comes to pass.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Noon&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;High Noon:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  High Noon calls out an enemy shooter for a duel; this generates [[Effects#Taunt|Taunt]] but can only be used on enemies with packets or guns in their hands at the time it&#039;s called.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cold Blood&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Cold Blood:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Gunslingers have a lot of words for cowardice and hate being called any of them.  Cold Blood is a reflexive defense to fear effects, regardless of vector or delivery.  Cold Blood can also be used as a roleplay effect without being consumed, in any situation where you may care to present yourself as an amoral gun platform.  This is purchased on a per-reset basis, like most Resist skills.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crosstrained&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Crosstrained:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crosstrained allows a Gunslinger to use a Rifle skill with a Pistol or vice-versa.  The Grit cost is additive.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Field Strip&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Field Strip:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Field Strip allows a Gunslinger to restore a broken/damaged/destroyed firearm to full working order.  This can be done in ten minutes for free, or rushed to Instant for 1 Grit.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Holdout&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Holdout:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Holdout produces a weapon when you were not otherwise armed. Holdout puts a gun in your hand if there’s any chance at all you could have had one hidden somewhere.  Holdout’s not perfect - if you’re arrested in a town familiar with your flavor of crime you’ll be thoroughly searched before you get tossed in a cell - but for meetings, “diplomatic” events, and similar places that ban weapons but don’t do a thorough search to confirm, it’s priceless.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Lucky&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Good shooters will tell you it&#039;s all skill.  Ace Gunslingers will tell you what they do is half luck and they&#039;ll only last til their luck runs out.  Lucky alters outcomes in your favor; if you need a jack to finish your straight, Lucky gets you one.  It can alter any randomizer by up to 10% in whatever direction works best for you - plus to tracking, minus to being tracked, etc.  Lucky &#039;&#039;can&#039;&#039; apply to resurrection, if you had one available when you dropped, but be aware that resurrection, life, and death are not the random events they appear and some organizations will want a word with you if you do this.   Death is not the worst thing that can happen to you.  Lucky is available once per reset per purchase and may stack with itself once - you can use two Lucky to alter an outcome by 20% but no more than that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Quickdraw&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickdraw:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Quickdraw overrides the “must have weapon in hand” restriction on Gunslinger skills.  You still need a weapon on your person but you can Quickdraw a Countershot if you get caught out in a bar.  Quickdraw also allows for Trickshots without weapons in hand.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rapid_Reload&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Rapid Reload:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Rapid Reload allows you to violate the rate of fire limit.  For the minute following the activation of Rapid Reload, you may fire 75 darts instead of the usual 50.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ricochet&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Ricochet:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.  Ricochet can only be used with ranged weapons.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Gunsmithing&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Gunsmithing:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt; Gunsmithing is the same thing as Engineering, except it only builds guns and ammo.  (&#039;&#039;We are aware that firearms are technically explosives and that gunpowder can just as well arm a grenade, and we suggest that you pay full cost for Engineering if you’d like to get into explosive force, detonation radius, fragmentation velocity and composition, and timing fuses&#039;&#039;.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gunslinger Powers ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lead Rain&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Lead Rain:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled.  This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;.  Lead Rain is usable once per reset.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Speedload&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Longshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther.  Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price.  20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart.  (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Right Between The Eyes&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Right Between The Eyes:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense.  This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1766</id>
		<title>Gunslinger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1766"/>
		<updated>2024-08-16T16:18:54Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gunslingers are, as the name implies, firearms experts.  The slow advance of firearm technology out of Secord and Summerfall has grown a few schools of shooting. Some naturally gifted individuals pass their craft on from master to apprentice.  Both manufacturers are generally willing to sell their older model weapons to trusted folks (although you’re not getting a coilgun out of Secord or a Spellshot out of Summerfall) and that exposure is slowly advancing the art of sharpshooting.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in light armor.  Heavy armor complicates reloading and doesn’t leave enough space for ammo junkies to carry reams of magazines.  They&#039;re explicitly forbidden from using shields; Gunslingers more than most people are acutely aware of the limitations and drawbacks of carrying a plank around on your arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in every variation of firearm, including new ones as they’re developed.  They’re also trained in short/medium melee weapons as holdouts or last resorts when (not if) the ammo runs out.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Grit:&#039;&#039;&#039;&#039;&#039; Gunslinger effects are driven by Grit, as opposed to Mana or Energy.  Grit is mechanically identical to Energy but disambiguated here to avoid things like Energy Gems from falling into Gunslinger’s hands and turning a six-shot pistol into a railgun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Class Feature&#039;&#039;:&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hard to Kill:&#039;&#039;&#039;&#039;&#039;  Gunslingers that can’t take a hit don’t last long.  Gunslingers treat any Kill or Slay effect delivered by voice, bullet, or packet as a Stun effect instead.  If you want to kill a Gunslinger, use a knife. Or an axe. Dealer’s choice.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill Point Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +1&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +2&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +3&lt;br /&gt;
|Accuracy +2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +4&lt;br /&gt;
|Accuracy +3&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +5&lt;br /&gt;
|Accuracy +4&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +6&lt;br /&gt;
|Accuracy +5&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
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|Grit (1-40)&lt;br /&gt;
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|1&lt;br /&gt;
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|&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
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|[[Gunslinger#Trickshot|Trickshot]]&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Rapid Fire|Rapid Fire]]&lt;br /&gt;
|Trickshot&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Disabling Shot|Disabling Shot]]&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Fan The Hammer|Fan The Hammer]]&lt;br /&gt;
|Disabling Shot&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
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|&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|[[Gunslinger#Piercing Shot|Piercing Shot]]&lt;br /&gt;
|Accuracy + 1&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Called Shot|Called Shot]]&lt;br /&gt;
|Piercing Shot&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Bull&#039;s Eye|Bull&#039;s Eye]]&lt;br /&gt;
|Called Shot&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Killshot|Killshot]]&lt;br /&gt;
|Bull&#039;s Eye&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Defensive Skills&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|[[Effects#Roll|Roll]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Initiative|Initiative]]&lt;br /&gt;
|Roll&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Countershot|Countershot]]&lt;br /&gt;
|Initiative&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Tough|Tough]]&lt;br /&gt;
|Countershot&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Psych Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Warning Shot|Warning Shot]]&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Safeties Off|Safeties Off]]&lt;br /&gt;
|Warning Shot&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#High Noon|High Noon]]&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Cold Blood|Cold  Blood]]&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| Daily&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous Skills&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Crosstrained|Crosstrained]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Field Strip|Field Strip]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Holdout|Holdout]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Lucky|Lucky]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Quickdraw|Quickdraw]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;!-- [[Gunslinger#Rapid Reload|Rapid Reload]] &lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|3 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Ricochet|Ricochet]]&lt;br /&gt;
|Tier 1 Pistol or Rifle&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Gunsmithing|Gunsmithing]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skill Descriptions&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Accuracy&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Accuracy:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This is what shooters use to increase firearm damage.  Precision gets you a tight group and that’s great for competitions.  Accuracy puts you close to center; that’s better if you’re fighting for your life.  A tight group ten feet to the right of the ogre bearing down on you is not particularly helpful&lt;br /&gt;
&lt;br /&gt;
Accuracy applies to no weapons outside of firearms.  It also carries a limitation Focus and Precision do not - no combination of Accuracy and  base weapon damage ever exceeds 10.  Gunslingers can surpass this limit momentarily at the cost of Grit but cannot sustain 11+ damage by any mechanism or combination thereof.  &lt;br /&gt;
&lt;br /&gt;
This also means that no gunslinger will ever swing more melee damage than the weapon they use.  That is correct and intentional.  Gunslingers are called primarily for their love of the technology and skill involved.  They are not the types to use guns as a surprise.  If they can shoot, they will shoot.  It’s only if they can’t that they grudgingly go to melee.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Trickshot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Trickshot&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This costs one energy and absolutely guarantees that a bullet will land exactly where the shooter intends, so long as the intended destination is not an animate target.  Trickshots can cut nooses, push buttons across the room, drop chandeliers, and all sorts of other things, but have no direct combat effect.  (&amp;lt;i&amp;gt;We realize there’s some gray area here - shooting a pouch off an enemy’s belt, shooting through shoelaces to interrupt footing, etc.  For the gray areas, if the marshal rules the shot out of scope, it doesn’t work but also doesn’t cost you any energy.&amp;lt;/i&amp;gt;)  Trickshot functions to the theoretical range of the weapon rep (This is around 40ish feet (indoors at a decent angle) for standard-issue Nerf Elite-style blasters.  I presume shooters carrying superior tech will know the range better than I do.).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Rapid Fire&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Rapid Fire allows you to drop the x-to-hit call/flavor from your weapon call entirely, reducing it in its purest form to just a number.  This accelerates your firing speed, but does come with a downside - your target is free to interpret your number as whatever flavor he likes, which functionally means that any target that reduces or eliminates &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; flavor of damage does the same thing to your Rapid Fire.  Rapid Fire lasts for 2 minutes - it&#039;s an odd duration but Gunslingers should be capable of tracking one-minute intervals before they pick up guns.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Disabling Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Disabling Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Disabling Shot ruins connective tissue, acting as (and called as) &amp;quot;Physical Maim &amp;lt;Limb&amp;gt;&amp;quot;.  Disabling Shot can in principle be used to ruin inorganic things - a Gunslinger can certainly shoot out the lights or ruin a golem’s leg - but non-Maim uses are probably better handled with Trickshots.  Disabling Shot can be used as (an expensive) Disarm if that seems advisable; this is called as &amp;quot;Physical Disarm&amp;quot; if used in this way.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Fan the Hammer&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Fan the Hammer:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Fan the Hammer deals your usual weapon damage to six different targets at very nearly the same time.  It’s called as “Voice Physical &amp;lt;number&amp;gt;” and hits up to six targets for one application.  You can Fan the Hammer with other shots, but must pay the Grit cost for every individual bullet and this can get very pricey very quickly.  Fan the Hammer empties your clip.  If your phys rep is still loaded, this instead incurs a five-count reload action. This reload count does not reset your DPM timer. (&#039;&#039;This may end up as a deterrence skill, stripping pre-encounter hit points - there&#039;s been a very real playability concern raised about tracking it at combat speed and if that&#039;s dealbreaking, we&#039;ll update accordingly.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Cheap Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Cheap Shot: &#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This skill allows the character to make the most out of an opportunity when they are working with others. This skill acts as a minor interrupt and Negates the last active skill/ability their opponent used, though the effect is not expended and can be used again. This can only be used on attacks that target/affect someone other than the character using the Cheap Shot skill, this includes the opponent.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rifles&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Piercing Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Piercing Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This puts a bullet right through a shield, inflicting its usual damage if it hits a shield wielded by someone with the relevant Shield skill.  Piercing Shot appends &amp;quot;Pierce&amp;quot; to your verbal.  Piercing Shot provides you with two options for the fuel cost:&lt;br /&gt;
&lt;br /&gt;
* Piercing Shot will deliver as many as three unmodified shots through a shield.  &#039;&#039;Unmodified&#039;&#039; here means whatever damage your Gunslinger delivers without poisons, clips, buffs, or whatever else you can cram on to a bullet to increase that number.  &lt;br /&gt;
* Piercing Shot can alternately be used on one shot with modifiers on it - if you need to deliver a Killshot to a shieldbearer, Piercing Shot permits this but only once per activation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; A Called Shot delivers up to double the shooter’s usual damage, &amp;lt;i&amp;gt;after&amp;lt;/i&amp;gt; modifiers are figured in.  This allows a Gunslinger to violate the Accuracy cap.  Generally speaking, this’ll deliver 20 points.  (&#039;&#039;We are aware that it’s possible (if wildly inefficient) to push way past the 10-point cap and just leave that damage dormant until Called Shot shows up and does some ridiculous damage call for a fairly cheap cost in Grit.  I’ll be mildly disappointed if no one ever gets to 50.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Bull’s Eye&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Bull’s Eye:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Bull’s Eye alters one shot to Voice Delivery, adding Critical or Body carriers (decided at time of use). This skill requires line of sight (LoS) to the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Killshot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Killshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Self-explanatory.  Killshot inflicts the Slay effect on one bullet.  This is called as &amp;quot;Physical Slay&amp;quot; and in its raw form is blocked by shields.  If you need it to stick, we recommend adding Bull&#039;s Eye or Piercing Shot to it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Defensive&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Roll&amp;lt;/i&amp;gt;:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down).  Roll also removes the Effect of a defended attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Initiative&amp;lt;/i&amp;gt;:&#039;&#039;&#039;  Initiative causes a small pause in melee, enough time for the Gunslinger to step back ten feet from a melee opponent. The opponent may not pursue until the retreat is completed.  Wherever possible, avoid Holds for this - simply call Initiative and back off.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Countershot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Countershot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Countershot is called as a defense to any damaging packet- or bullet-delivered attack. Countershot is called as “Evade”.  Obviously, if you’re shooting arrows out of the air, you’ll need a gun in your hand to do it.  This is very likely on modules and somewhat less likely sitting in a bar having a drink.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tough&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Tough:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Tough is how the Gunslingers of old lived to become old Gunslingers.  Tough blunts an ass-whuppin; this is called as &amp;quot;Resist Physical&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Psych Skills&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Shot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Warning Shot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Warning Shot is exactly what the name says; it&#039;s a warning against further aggression.  This is bullet-delivered as &amp;quot;Physical Fear Pierce&amp;quot; - shields are great at stopping bullets but not great at stopping panic.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Safeties Off&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Safeties Off:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Every world that has Gunslingers knows exactly what it means when one unsnaps his holster or clicks the safety off his weapon.  Normal people try to de-escalate rather than face the hail of lead.  Safeties Off is called as &amp;quot;Peaceful Aura&amp;quot;; if enemies engage anyway, the user can add the &amp;quot;Surprise&amp;quot; tag to his first attack of the ensuing encounter free of charge.  This is purchased as a per-reset skill - there&#039;s only so far you can push a threat before you have to carry it out or fold.  (&amp;lt;i&amp;gt;We are aware of how this interacts with Fan the Hammer and that combination may or may not work into the future; as much as I love the idea of a hard-to-stop volley as a response to escalation, I worry about hard-to-defend mass attacks.  The most likely power reduction is surprise on the first target and only the first target, but I&#039;d like to see how it plays before making that call&amp;lt;/i&amp;gt;.)  For a bit of further clarification:  Safeties Off is an active skill and starts when it&#039;s invoked.  It does nothing to help you against an ambush, or instantly aggressive opponents.  Safeties Off exerts influence over an encounter that &#039;&#039;may&#039;&#039; turn violent and adds an edge if that eventuality comes to pass.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Noon&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;High Noon:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  High Noon calls out an enemy shooter for a duel; this generates [[Effects#Taunt|Taunt]] but can only be used on enemies with packets or guns in their hands at the time it&#039;s called.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cold Blood&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Cold Blood:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Gunslingers have a lot of words for cowardice and hate being called any of them.  Cold Blood is a reflexive defense to fear effects, regardless of vector or delivery.  Cold Blood can also be used as a roleplay effect without being consumed, in any situation where you may care to present yourself as an amoral gun platform.  This is purchased on a per-reset basis, like most Resist skills.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crosstrained&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Crosstrained:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crosstrained allows a Gunslinger to use a Rifle skill with a Pistol or vice-versa.  The Grit cost is additive.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Field Strip&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Field Strip:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Field Strip allows a Gunslinger to restore a broken/damaged/destroyed firearm to full working order.  This can be done in ten minutes for free, or rushed to Instant for 1 Grit.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Holdout&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Holdout:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Holdout produces a weapon when you were not otherwise armed. Holdout puts a gun in your hand if there’s any chance at all you could have had one hidden somewhere.  Holdout’s not perfect - if you’re arrested in a town familiar with your flavor of crime you’ll be thoroughly searched before you get tossed in a cell - but for meetings, “diplomatic” events, and similar places that ban weapons but don’t do a thorough search to confirm, it’s priceless.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Lucky&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Good shooters will tell you it&#039;s all skill.  Ace Gunslingers will tell you what they do is half luck and they&#039;ll only last til their luck runs out.  Lucky alters outcomes in your favor; if you need a jack to finish your straight, Lucky gets you one.  It can alter any randomizer by up to 10% in whatever direction works best for you - plus to tracking, minus to being tracked, etc.  Lucky &#039;&#039;can&#039;&#039; apply to resurrection, if you had one available when you dropped, but be aware that resurrection, life, and death are not the random events they appear and some organizations will want a word with you if you do this.   Death is not the worst thing that can happen to you.  Lucky is available once per reset per purchase and may stack with itself once - you can use two Lucky to alter an outcome by 20% but no more than that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Quickdraw&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickdraw:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Quickdraw overrides the “must have weapon in hand” restriction on Gunslinger skills.  You still need a weapon on your person but you can Quickdraw a Countershot if you get caught out in a bar.  Quickdraw also allows for Trickshots without weapons in hand.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rapid_Reload&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Rapid Reload:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Rapid Reload allows you to violate the rate of fire limit.  For the minute following the activation of Rapid Reload, you may fire 75 darts instead of the usual 50.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ricochet&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Ricochet:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.  Ricochet can only be used with ranged weapons.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Gunsmithing&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Gunsmithing:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt; Gunsmithing is the same thing as Engineering, except it only builds guns and ammo.  (&#039;&#039;We are aware that firearms are technically explosives and that gunpowder can just as well arm a grenade, and we suggest that you pay full cost for Engineering if you’d like to get into explosive force, detonation radius, fragmentation velocity and composition, and timing fuses&#039;&#039;.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gunslinger Powers ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lead Rain&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Lead Rain:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled.  This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;.  Lead Rain is usable once per reset.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Speedload&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Longshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther.  Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price.  20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart.  (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Right Between The Eyes&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Right Between The Eyes:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense.  This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=1764</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=1764"/>
		<updated>2024-08-15T16:18:10Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gnome, Powers are things your character can have outside the usual bounds. Every Class and Species has Powers unavailable to other Classes and Species. They&#039;re the deeper mysteries of adventurers; some are very potent and consequently less common than Skills. Powers do not cost Skill Points; characters are awarded Powers as they move up in level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Class Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics&lt;br /&gt;
|[[Effects#Dodge|Dodge]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidexterity&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Amp&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|-&lt;br /&gt;
|Amplify Barrier&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|-&lt;br /&gt;
|Animal Speech&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Study&lt;br /&gt;
|[[Powers#Spell Devotion|Spell Devotion]]&lt;br /&gt;
|&#039;&#039;[[Spellblade]], [[Caller]], [[Paladin]], [[Mage]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Efficiency&lt;br /&gt;
|[[Powers#Armor Proficiency|Armor Proficiency]]&lt;br /&gt;
|&#039;&#039;All&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Proficiency&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Mastery&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blindsense&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Grappler*&lt;br /&gt;
|[[Half-Troll]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Marksman*&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born to Serve*&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Trader&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|[[Powers#Specialization|Specialization]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|[[Powers#Strong Arm|Strong Arm]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Beast*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Wild*&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Called Shot&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Archery&lt;br /&gt;
|[[Ranger#Precision|Precision]] &#039;&#039;+4&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Medic&lt;br /&gt;
|[[Skills|Diagnose]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Companion&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Conduit*&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create [[Wondrous Item]]&lt;br /&gt;
|Knowledge (Magic) 3 and Character level 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Critical Strike&lt;br /&gt;
|&#039;&#039;Blitz or Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defender&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defense is Good Offense&lt;br /&gt;
|[[[Champion]]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deep Pockets&lt;br /&gt;
|[[Craftsman]] [[Backgrounds|Background]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Desperate Rush&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Devotion&lt;br /&gt;
|Must be part of an  [[Attunements|Attunement]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Element Exclusion&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;, &#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Accuracy*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Martial Training&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting &lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Reclamation*&lt;br /&gt;
|Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Elemental&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Spirit&lt;br /&gt;
|&#039;&#039;[[Paladin]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Endless Fury*&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Energy&#039;&#039; Resistance*&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entmoot&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Extended Martial Training&lt;br /&gt;
|[[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eye for Quality&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Family Weapon&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast Learner&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favored Enemy&lt;br /&gt;
|[[Knowledge Skills|Knowledge]]  &#039;&#039;Area&#039;&#039; Rank 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fearless Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fey Blooded&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Powers#Fey Lineage|Fey Lineage]]&lt;br /&gt;
|[[Gnome]], Satyr, Sidhe, Sluagh, or Fae-Troll&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fight to the Death&lt;br /&gt;
|Adrenaline Rush   &#039;&#039;x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Florentine&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Follower&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|-&lt;br /&gt;
|Gnomish Talent&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harden Skin&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Concentration&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Familiar&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Phylactery&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Species, Resist Magic&lt;br /&gt;
|[[Deep Elf]], [[Deep Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Light&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lancet&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lead Rain&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lengthen Claws&lt;br /&gt;
|Short Claws&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Reflexes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Limb Breaker&lt;br /&gt;
|[[Warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|Limber Form&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Living Armor&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Longshot&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Local&lt;br /&gt;
|1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Character Level, creation only&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magic Staff&lt;br /&gt;
|[[Powers#One-Hand Block|One-Hand Block]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magical Training&lt;br /&gt;
|Non-Magic Class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Main Gauche&lt;br /&gt;
|[[Powers#Florentine|Florentine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Make it Work*&lt;br /&gt;
|[[Powers#Gnomish Talent|Gnomish Talent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Martial Style&lt;br /&gt;
|[[Monk]]&#039;&#039;,&#039;&#039; 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Craftsman&lt;br /&gt;
|An &#039;&#039;Advanced [[Production]]&#039;&#039; Skill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master of the Wilds&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Smithing&lt;br /&gt;
|[[Dwarf]] &amp;amp; &#039;&#039;Advanced [[Smithing]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mentor&lt;br /&gt;
|1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Character Level, creation only&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Strike&lt;br /&gt;
|&#039;&#039;Brawl&#039;&#039;, [[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Might of the Tiger&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mighty Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Memory&lt;br /&gt;
|Artisan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Hunter&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Next Best Thing&lt;br /&gt;
| [[Knowledge Skills|Knowledge]] &#039;&#039;(Warfare)Rank 5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oathbound&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One with the Land&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|Only when called&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Overwhelming Power&lt;br /&gt;
|[[Warrior]] &#039;&#039;Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pack Mentality*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Photosynthesis&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Point Blank&lt;br /&gt;
|[[Powers#Combat Archery|Combat Archery]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Potent Blood&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pounce*&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Power Chord&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Preparation&lt;br /&gt;
|[[Powers#Ambush|Ambush]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Princess Candidate&lt;br /&gt;
|[[Deep Elf]], Female, 10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Researcher&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Area)&#039;&#039; Rank 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resilient*&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Retain Magic&lt;br /&gt;
|30 [[Mage#Mana|Mana]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Right Between the Eyes&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Righteous Chorus&lt;br /&gt;
|Paladin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll with It&lt;br /&gt;
|[[Powers#Acrobatics|Acrobatics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scent&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Self-Stabilize&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Strike&lt;br /&gt;
|&#039;&#039;Conceal, Move Silent&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Large&lt;br /&gt;
|[[Powers#Shield Proficiency, Medium|Shield Proficiency, Medium]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Medium&lt;br /&gt;
|[[Powers#Shield Proficiency, Small|Shield Proficiency, Small]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Small&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shred*&lt;br /&gt;
|[[Felis]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shrug it Off&lt;br /&gt;
|&#039;&#039;Survival x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Minded Fury&lt;br /&gt;
|[[Powers#Ambidexterity|Ambidexterity]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sling Arrow&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Specialization&lt;br /&gt;
|[[Champion]], [[Trooper]] or [[Warrior]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Devotion&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus I&lt;br /&gt;
|&#039;&#039;Spell Pool 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus II&lt;br /&gt;
|&#039;&#039;Spell Pool 3 and Spell Focus I&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stalwart Guard&lt;br /&gt;
|[[Powers#Born To Serve|Born To Serve]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Strong Arm&lt;br /&gt;
|[[Champion]], [[Trooper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Subtlety&lt;br /&gt;
|[[Rogue]]&amp;lt;nowiki/&amp;gt;r or [[Ranger]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Swamp Thing&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talented Assistant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Taproot&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Terrain Adaptation&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Planes)Rank 3&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The Trees are Angry&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touch of the Wind*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touched by the Shadow*&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Toughen*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trapper&lt;br /&gt;
|&#039;&#039;Hunter’s Call, Snare&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trollsblood&lt;br /&gt;
|[[Half-Troll]], &#039;&#039;Regeneration x 5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tumble&lt;br /&gt;
|[[Powers#Athletics|Athletics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tunnel Fighter&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Undying Fury&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warning Signs&lt;br /&gt;
|&#039;&#039;Track x 10, [[Knowledge Skills|Knowledge]] (Nature) Rank 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Proficiency&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wild Magic&lt;br /&gt;
|[[Caller]], &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of Nature&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form&lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;*Powers with this notation can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
Powers do not function like skills they are always considered to be in effect. Powers either give characters’ access to a new ability or change the function of a skill they already have. At 1st level, all characters start with 1 power, and they gain an additional power at 4th level and every 4 levels after, i.e., 1st, 4th, 8th, 12th, Etc… In addition to the normal powers, every 10 levels players will gain an extra power that can only be used for a power that is species specific, Humans are the exception to this they can pick any power they have the prerequisites for. If a power has prerequisites, then all must be met before the power can be purchased. All powers can only be purchased one time unless noted otherwise. Unless indicated otherwise powers that have a daily use cannot be used simultaneously.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Acrobatics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Acrobatics&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Dodge This power allows the character to get the most out of every opportunity. Whenever they use a skill from their Defensive tree they gain a Barrier effect, these points do not stack with themselves and are the first to be lost.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ambidexterity&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Ambidexterity&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power reflects a character natural skill with both hands, this grants them the following abilities: they can move their Focus and Precision bonus damage to either hand, though this takes a 5 counted action and lasts until the end of combat. Additionally, while wield a weapon in each hand their flurry limit increases by 1, to 4 swings.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amp&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amp&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Bard When wielding an instrument weapon, the Base Weapon Damage is increased by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amplify Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amplify Barrier&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Animal Speech&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Animal Speech&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Caller This power allows the character to talk normally while shape changed, as well as will let them communicate with animals of similar breed. This does not allow spell casting or using magic items that require speech to activate.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Arcane Study&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Arcane Study&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spell Devotion Elves have always been known for their link and skill when it comes to magic, and as such, the power improves upon their magical ability. This power increases the characters Spell Pool by 10 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Efficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Efficiency&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Armor Proficiency This power allows the character to get the most out of the armor they wear. This will increase the armor gained from a phys-rep by 1 tier of armor, Example a suit that qualifies as a Medium Armor would be valued as Heavy Armor while worn. The character is still limited to their maximum armor value. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Proficiency&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power increases the maximum amount of armor a character can wear by 1 Tier. Example: A Rogue with this power could wear up to Medium Armor, instead of being limited to Light Armor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aspect Mastery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Aspect Mastery&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Caller This power causes Aspects that the player casts to have the duration doubled. It is up to the caster to inform the recipient of the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Athletics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Athletics*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None You have spent time working out and training your body to go further than the average person. This Power increases the characters Base Strength by +2 for performing Feats of Strength. The Strength gained from this Power will stack with itself; for example, if a character has taken Athletics 3 times, they will have an additional +6 Strength for performing Feats of Strength.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;   &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsense&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Blindsense&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Deep Elf While darkness is a hindrance to the sighted, you have spent years training your other senses to counteract the effects. You take no negative from the Blind effect; additionally, do not suffer penalties on Contested Rolls for darkness or lack of vision.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Grappler&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Grappler*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Half-Troll and Lengthen Claws This power allows the character to use their claws to grab their opponents and squeeze them into submission. Twice each reset, the character can use Binding Strike with a 6 counted action, and the resulting effect reduces the target to -1 Body Points. This can only be performed with claws and is considered to be a Base Strength of +4 for the purposes of foes’ ability to Break Free.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Marksman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Marksman*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Ranger This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter&#039;s Mark skill.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born To Serve&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born To Serve*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Oathbound This power comes from the dwarf’s lineage to guard the great Dwarven houses. This power allows the character to Resist effects that push them or force their movement, examples Repel, Sweep, ect. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Trader&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Trader&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Felis Born into a family of traders, the art was pushed upon you from an early age. This power gives 1 rank of the merchant skill for free, the max rank is still 10. This power also gives a 5% discount when using the &amp;quot;Purchase&amp;quot; Trade action. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broaden Specialization&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Broaden Specialization&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Specialization This power allows the character to apply their Specialization bonus to all weapons they are proficient with.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Bulwark&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Bulwark&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Strong Arm This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Called Shot&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Ranger When a character uses their Hunter’s Mark skill to deal only damage, not adding a Technique, they receive a +10 Base Weapon Damage bonus instead of the normal +5 bonus.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Beast&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Beast*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Rok’Shen This power allows the character to unleash their ancestral nature for a brief time. When used, the effect is determined by what type of animal they are; Large powerful animal types gain +4 Base Strength for 10 minutes, Smaller more agile animal types take Reduced: Half damage for the duration. This power can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Wild&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Wild*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Archery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Archery&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Precision +4 This power allows the character to block with a bow, even with a single hand. Once a bow has been hit with a weapon it must be restrung on a 3 counted action before it can be used to fire arrows again. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Medic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Medic&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Diagnose This power allows the character to perform the First Aid skill on two targets as the same time, so long as both are within arm’s reach.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Companion*&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Companion&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power allows the character to have a Tamed pet, so long as the pet is with the character they gain the benefit chosen from the pets list. A character can only have 1 pet at a time and must release their current pet to gain another. For more info on the pets see Appendix 8: Novice Rules.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conduit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Conduit*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade This power allows the character to use the Channel Class Feature two additional times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Wondrous Item&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Create [[Wondrous Item]]&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Character level 8 This power allows the character to use a &#039;&#039;Create Wondrous Item&#039;&#039; recipe to craft items that are more interesting and useful than your average equipment but do not reach the level of a ritually empowered magic item.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Critical Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Critical Strike&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Blitz  or Overpower When the character uses the Blitz or Overpower special attacks, they may add the Critical Modifier to the damage call.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deep Pockets&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power allows the character to more carefully stack and stow crafted goods allowing them to carry double the number of Ghost Tags as normally allowed, including doubling the value gained from items like Bags of Holding. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Defender&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Defender&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Champion This power allows the character to use the Defend skill 1 additional times each Encounter. Additionally, it allows the character to use Weapon Ward to protect others so long as they are within weapons reach. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense is Good Offense&#039;&#039;&#039; Prerequisite: Champion This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the &#039;&#039;&#039;Blitz&#039;&#039;&#039; + &#039;&#039;&#039;Critical Strike&#039;&#039;&#039; skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desperate Rush&#039;&#039;&#039; Prerequisite: Paladin This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset. This can be learned multiple times, handy for slow learners and the defensively challenged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Devotion&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Must be a member of an Order or Attunement This power reflects the character’s faith or investment into an Order or Attunement and grants them 6 Favor with the selected group. Once chosen the power can NEVER be removed by effects like Obliterate Mind. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Element Exclusion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Element Exclusion&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Mage, Spellblade This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Accuracy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Accuracy*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: High Elf This power hones the elf’s senses. When a skill or spell that has a Mana or Energy cost misses its target or is defended against, such as with Parry, Dodge, etc., the High Elf may call “Elven Accuracy” and repeat the attack immediately at no additional cost. This power can be used twice each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Martial Training&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: High-Elf This power gives the character Weapon Proficiency: Long Bow&amp;amp; Long Sword.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Enhanced Shifting&#039;&#039;&#039; - Prerequisite: Caller This power allows Callers to select a specific animal when shifting and gain parts of that animals natural locomotive capabilities. When using their Shift, the Caller may now Fly, Swim (along with breath Underwater), or Burrow.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Reclamation*&#039;&#039;&#039;: This power allows a mage to use their Reclamation ability two more times per reset.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Element&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Element&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade, Aura Blade This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Spirit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Spirit&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Paladin, Aura Blade This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Endless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Endless Fury*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power allows the character to activate their Primal Fury Class Feature 2 additional times each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Energy Resistance&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Energy Resistance*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: 8thCharacter Level. By now the character has been exposed to the elementals both natural and planar in origin and has developed a minor resistance to them. The character negates the first 5 points of any non-weapon delivered attack with their chosen flavor. The player must choose one of the following: Fire, Water, Wind, or Stone as the flavor that is affected. While this can be taken multiple time the effects to not stack, so a different flavor must be picked each time  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entmoot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Entmoot&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: One with the Land To use the power there must be at least 3 Ents with this power involved. Using this power takes 15 minutes of concentration and the Ents must be in a circle gently swaying. The Ents use this time to discuss and pool their knowledge; at the end of this they may ask a question of the world. This communion draws information from the world itself and because of this it may take some amount of time to receive the answer. Plot should be informed this power is going to be used and what the question or topic is as soon as possible so that the answer can be provided.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extended Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Extended Martial Training&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Monk This power allows the character to treat all of their Class Weapon Proficiencies as Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Eye for Quality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Eye for Quality&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power reflects the characters’ experience in the world and ability to notice even the most useful of scrap. When harvesting Nodes, the character receives 20% more harvesting points. Additionally, on Modules there is a chance they can scrounge up random items, and they can use the Survival skill to guarantee a scrounged item. If successful, the player will receive a Scrounge Tag which can be turned in at NPC camp at a later time.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Family Weapon&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Family Weapon&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Oathbound This power grants the character a masterfully crafted weapon that has been passed down through the ages. When the weapon is passed, their oath protects it. The weapon is chosen when this power is taken and will be tagged as such. The weapon is Immune to effects that would apply the Broken status to the item. Furthermore, when the character is wielding the weapon that weapon cannot be Disarmed. While the weapon will never expire, any effects added to it will carry their own expirations. The weapon must be an Axe, Hammer or Spear.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Learner&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fast Learner&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None While you might not always be a master at all things you have a knack for learning just about anything. In addition to your Basic Class skills you can also learn Basic Everyman skills without need of an instructor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Favored Enemy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Favored Enemy&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Knowledge (Area) Rank 3 This power increases the characters’ damage when fighting a chosen type of creature. When fighting creatures of the chosen type the character gains the Bane effect, giving them +5 Temporary Weapon Damage against those targets. Or this power can affect Spell Pool. This will increase the damage of each Spell Pool attack by 5 points; however, this will only apply to castings of 10 points or more Spell Pool. When the character using this power announces it, they will be made aware of which creatures the bane effect should work on, and it is up to the player to keep take of which creatures they get the added damage on. When this power is purchased one of the following types is chosen:  &lt;br /&gt;
&lt;br /&gt;
Nature: Animal or Shapechanger &lt;br /&gt;
&lt;br /&gt;
Cycle: Undead or Abominations  &lt;br /&gt;
&lt;br /&gt;
Magic: Draken or Golem  &lt;br /&gt;
&lt;br /&gt;
Planes: Outsiders or Elementals  &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fearless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fearless Fury&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fey Blooded&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Blooded&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Any Fey Species You are more than just a child of the fey, the home world still courses in your veins. This power allows the character to cancel all magical effects currently on their person and for 1 minute they will be Immune to all magical effects (positive and negative) that affect them. While this power is active the character becomes Vulnerable: Iron. This can be used once each reset.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fey Lineage&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Lineage&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Gnome You are among the Gnomes whose link to the Fey is still strong. As such the character can tap into that power. The character can sometimes see bits of the Fey world through this world. This allows them to be able to see weak points in the barrier between the 2 worlds, as well as identify fey portals. Additionally, the character can spend a few moments studying a target and discern if they are Fey. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fight to the Death&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fight to the Death&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Adrenaline Rush x 2 This power allows the character to fight off dying. When reduced to -1 Body Points the character may choose to be instantly healed for 16 Body Points. For the hour following the use of this power the characters bleed out count is reduced from 120 seconds to 60 seconds. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Florentine&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Florentine&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power allows a character to wield any 1-handed weapon in their main hand and up to a medium weapon in their off hand, with which they are skilled.   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Follower&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Follower&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Must be at least 8th character level A local from the area has shown some real talent, and you have taken them under your wing. Your character gains a follower with the following skills: 4 Ranks of Craftsman, Knowledge (Geography)Rank 2, Knowledge (History) Rank 1; the Talented Assistant Power, and the Local Power. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gnomish Talent&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Gnomish Talent&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Gnome This power allows the character to be able to attempt to Disable Device even if they do not have ranks and will always have a minimum of +2 Bonus. If they have at least 5 ranks of the Disable Device skill, they are always treated as having 5 more ranks for the purpose of Contested Rolls.  &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harden Skin&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Harden Skin&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Ent This power gives the character 10 points of natural armor, these points stack with other forms of armor and will allow the character to exceed their class maximum armor value by the 10 points gained. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Concentration&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Concentration&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power improves the characters’ ability to stay focused on a task even with outside disturbance. This makes the character Immune to Cheap Shot, and while using a skill or ability that requires Concentration to maintain, taking damage will not interrupt them.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Familiar&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Familiar&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Create Familiar This power allows the character to manifest a more powerful Familiar. Granting them 5 points of Spell Pool and a benefit based on the flavor of the familiar.  &lt;br /&gt;
&lt;br /&gt;
Fire- Increases the character&#039;s Spell Pool by 5 Points.  &lt;br /&gt;
&lt;br /&gt;
Water- Increases the character’s Spell Cap by 5 points.  &lt;br /&gt;
&lt;br /&gt;
Wind- Grants the character the Evade skill once each reset.  &lt;br /&gt;
&lt;br /&gt;
Stone- Increase the character base Body Points by 5. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Phylactery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Phylactery&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Create Phylactery This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mending- When the character reaches the last 5 seconds of their Bleed Out count, they are instantly healed for 5 points. Once triggered this cannot happen again for 4 hours.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes 7 mana less, minimum 1 mana.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Improved Racial, Resist Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Species, Resist Magic&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Deep Elf This power allows the Resist Magic species abilities that are earned from levels, not purchased with Skill Points, to also be used to resist attacks with the Arcane Delivery Type.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inner Light&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Inner Light&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: School of Spirit This power temporarily boosts a Mage’s abilities in 2 ways. First, while active, it grants Magic Vector for all Spirit spells; second, it doubles the characters Spell Pool, this can go beyond the cap outlined in Spell and Magic. When activated the characters Spell Pool becomes Touch Cast only. This power will last for one combat or up to 5 minutes. This can be used twice each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Will&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Iron Will*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; This power allows the character to shrug off a mental attack. This can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kintsugi Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Kintsugi Barrier&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade This power modifies the Barrier skill for a spell blade. With this power, the spell blade&#039;s armor is refit upon the use of their Barrier skill.   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lancet&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lancet&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Rain&#039;&#039;&#039; Prerequisite: Gunslinger&lt;br /&gt;
Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled. This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;. Lead Rain is usable once per reset.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lengthen Claws&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lengthen Claws&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Short Claws This power causes the characters’ claws to become elongated increasing them up to Medium weapon length.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Lightning Reflexes&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None With this power the character has an amazing reaction time, to the point of seeming to have a precognitive awareness about their surroundings. Whenever they are caught in the area of a trap or limited AOE, if they are within 1 step of the radius they can step out of the area and avoid the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limb Breaker&#039;&#039;&#039; - This power unlocks the purchase of the Maim Limb skill for the Warrior at the cost of 6 SP. Each use of the skill will cost 3 Energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Limber Form&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Limber Form&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Rok’ Shen This power allows the character to twist and contort their form granting them a few advantages. First, with a 60 counted action the character can break free of Pin, Bind, and Web effects in addition to non-magical bindings, Secondly, the character can squeeze through narrow openings.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Living Armor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Living Armor&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: School of Spirit This power allows the character to use their Spell Pool (Healing) to fix damaged suits of armor. They can use their Spell Pool with an altered incant “I Summon X Armor.” This change allows them to heal Body Points or Armor Points. Healing a suit of armor to its maximum value will Repair the armor.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longshot&#039;&#039;&#039; Prerequisite: Gunslinger&lt;br /&gt;
Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther. Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price. 20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart. (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Main Gauche&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Main Gauche&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&#039; Prerequisite: Florentine This power gives a character, while fighting with two weapons, an off handed strike whenever they use a skill from a Defensive Technique. When they use one of these skills, they gain a +5 Temporary Weapon Damage as a Blade effect on their next off hand attack to be used in the same encounter. This ability can only be used while fighting with two weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magic Staff&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Magic Staff&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: One-Hand Block This power allows the character to use a Staff as a wand, instead of a Short Blunt. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Magical Training&amp;lt;/b&amp;gt;  Prerequisite: A class that does not have access to magic. This power allows the character to be trained in the very basics of magic. When taken the player must choose a School of magic Elemental, Spirit, or Nature; Paladin and Spellblade spells are not in &#039;schools&#039; and thus cannot be chosen. Once a School is chosen it cannot be changed. The character can now use Scrolls from that School up to 6th level following the normal rules for using runes.&amp;lt;/p&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Craftsman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Craftsman&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: An Advanced Production skill This power allows the character to produce two identical items at the same time, when creating goods in-game. You must still pay the Component price for both items.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Make It Work&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Make It Work*&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Gnomish Talent All Gnomes were born with the mindset that everything can function with a little kick. With this power once each reset the character can use any Engineering item even if they don&#039;t have the normal skill to do so. This includes setting traps, throwing bombs, disarming traps, and even solving physical puzzles.   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Martial Style&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Martial Style&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Monk, 4th Character Level With extensive training the character has mastered a favored style in which they fight. By specializing on this style, they are granted a static bonus.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mantis Style- Grants 1 Additional swing to their Flurry limit.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Crane Style- Grants 10 points of Dexterity Armor.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Bull Style- Grants +1 Base Weapon Damage with Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master of the Wilds&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master of the Wilds&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Caller This power allows the character to now affect 2 additional targets when they cast Aspects.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Smithing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Smithing&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Dwarf and Advanced Smithing This power allows the dwarf to hone his skills; all weapons made by the character automatically receive 1Temper for free. Additionally, they can melt down weapons for half the crafting components (Common and Uncommon) it takes to make the item so long as the item has at least 3 months remaining on the duration. Also some Rare components may be gained if they were used to make the item (the number is a percentage of the remaining duration).  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mentor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mentor&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: 1st Character Level, can only be taken at character creation While you have a standard education like many adventurers there was someone along the way who took a shining to you. It could have been a relative, a teacher, a blacksmith, or even a local knight; no matter who it is, they have some kind of specialized training. You may begin play with one Advanced skill, and once each event, you can seek out your mentor to help you along in your career and they can perform one of the following tasks: Give you a single instruction session in one skill, Research a single question for you, or craft 4 basic items for you. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Merciful Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Merciful Strike&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Brawl, Monk This power allows the character to add the “Padded” flavor to their melee weapon attacks.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mighty Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mighty Fury&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian &lt;br /&gt;
&lt;br /&gt;
This power increases the potency of the characters Primal Fury power. While active they additionally gain 4 Blade Effects that are +5 Temporary Weapon Damage and Critical.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Might of the Tiger&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Might of the Tiger&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: &lt;br /&gt;
&lt;br /&gt;
Deep Elf Much as when the Tiger carried the Sage until he died, you are a symbol of his feat. When moving a downed/Helpless ally you are considered to have +2 Base Strength. This strength can also be called to overcome challenges (physical) that endanger the Deep Elf in addition to his allies. You are recognized as a champion of your people. Reactions from Deep Elf NPCs will be affected as such. This means your actions will be more noticed, both good and bad.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Hunter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Natural Hunter&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Felis &lt;br /&gt;
&lt;br /&gt;
This power improves the character’s scent and vision to an extreme level, allowing them a few advantages; first the character can spend a 10 counted action sniffing an item and can determine if the item contains any toxins, second, they receive a +1 Bonus on tracking Contested Rolls, and lastly at night or in dark lighting conditions the player will always get a species description of a target when they ask the question “What do I see”. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Oathbound&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Oathbound&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Dwarf &lt;br /&gt;
&lt;br /&gt;
This power binds the character to his word making it unbreakable. A character with this power who takes an oath will not break that oath even if it means death. Due to this frame of mind the character gains immunity to Command effects. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;One with the Land&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;One with the Land*&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;Prerequisite: Ent &lt;br /&gt;
&lt;br /&gt;
This power allows the character to generate any effect from the Knowledge Nature chart in Appendix 2, twice each reset. They do not need the Knowledge Nature skill to use the power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only when called&#039;&#039;&#039; Prerequisite: Paladin&lt;br /&gt;
This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied. For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Overwhelming Power&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Overwhelming Power&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Warrior and Overpower This power grants the character an additional +1 Base Strength when wielding a Great Weapon. Additionally, their Blitz skill grants the Massive Modifier when used. This is not limited only to Great Weapons; however, a Great Weapon must still be in hand to gain this effect on Blitz.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pack Mentality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Pack Mentality*&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Rok’Shen This power awakens in the character their nature to hunt with a pack. Once each reset the character can use a Natural version of the Wolf Pack spell, allowing the character and up to 10 allies to Flee. This is announced as &amp;quot;Natural Wolf Pack!&amp;quot; and follows the normal rules for the Wolf Pack spell.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Photosynthesis&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Photosynthesis&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Ent This power allows Ents to regenerate their Body Points. To use this power, the character must stand in a &#039;tree position&#039; with arms outstretched towards the sky for the duration and maintain concentration. For each minute they will regain up to 4 Body Points, up to their maximum. This power can only be used outdoors, in daylight (clouds will not stop you, but rain will). &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Point Blank&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Point Blank&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Combat Archery This power allows the character to continue to fire a bow while blocking with it, once the bow has been struck 5times, it will become unstrung and needs to be restrung as normal.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Potent Blood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Potent Blood&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Dwarf When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pounce&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Felis This power allows the character to make an attack that duplicates the Knockdown skill. This can be used once each reset, and the call is the same as the skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Chord&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Power Chord&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Bard When wielding an instrument weapon, the character can deliver their Dirges at range with the Voice Delivery Type.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Preparation&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Preparation&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Ambush This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Royalty Candidate&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Royalty Candidate&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Deep Elf, 10th Character Level You gain a weapon skill of your choice, Knowledge (Nobility) x1, Survival x 1, and Adrenaline Rush x1 at no Skill point cost. You are a strong candidate for Tson’chi royalty. This is something you and your rivals are aware of…. Good luck.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Researcher&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Researcher&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: At least one Knowledge (Area) at Rank 4 Bookworm does not quite cover your commitment to knowledge. When doing BGA’s (Between Game Action) you can research 2 questions with a single action. Additionally, characters with an Advanced Production skill may also research up to two Advanced Recipes at the same time, instead of only one, though each takes a BGA action each month.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resilient&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Resilient*&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; you have had more near-death experiences than a blind bull fighter; you have been blown up, burned, taken shrapnel, and fate knows what else. Once each reset when an attack would reduce your Body Points to 0 or lower you can call “Resilient” as a defense and be left at 1 Body Point and ignore any other effect the attack may have had. This is a Passive skill and can be used once each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right Between the Eyes&#039;&#039;&#039; Prerequisite: Gunslinger&lt;br /&gt;
Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense. This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Retain Magic&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Retain Magic&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: 30 Mana This power allows the caster to better control the magic around them. This skill can be used to &#039;keep&#039; spell protectives up even if they would normally be stripped. Most commonly, this defense is used against a Dispel or Anti-Magic effects but is also useful to not lose protectives after needing a Life spell. It can also be used to allow an effect that would strip a protective away, to instead bypass the protective and take effect. This power can be used once each encounter. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Righteous Chorus&#039;&#039;&#039; Prerequisite: Paladin&lt;br /&gt;
Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet. It can deliver Life, and if this is not also Desperate Rushed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target. Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five. Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Roll With It&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Roll With It&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Acrobatics This power changes the effect of the Roll skill to now reduce the damage of an attack to 1 point instead of half damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Scent&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Scent&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Rok’Shen This power allows the character to follow targets with their nose. They gain +2 Bonus to Track Contested Rolls. In addition, they can determine species of a scent, and by spending a 10 counted action, they can tell if a Toxin is present.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Self-Stabilize&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Self-Stabilize&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Half-Troll This power allows the character to use their Regeneration skill while they are Dying to set their current Body Points to 0, thus Stabilizing them, after 5 minutes they will wake up with 1 Body Point as normal.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shadow Strike&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shadow Strike&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Conceal, Move Silent This power doubles the effects of the Move Silent skill, allowing up to 30 steps or 2 attacks while remaining Hidden.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Small&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Small&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; This power allows a character to use a Small Shield.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Medium&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Medium&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Proficiency with Small Shield This power allows a character to use a Medium Shield. This cannot be taken if you have the Power: Shield proficiency, Small. You must have gained the small shield proficiency from your class or other source that isn&#039;t a Power to be able to take this. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Shield Proficiency, Large&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Large&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Proficiency with Medium Shield This power allows a character to use a Large Shield. This cannot be taken if you have the Power: Shield proficiency, Medium. You must have gained the medium shield proficiency from your class or other source that isn&#039;t a Power to be able to take this.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shred&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shred*&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Felis and Lengthen Claws This power allows the character to rip apart a target&#039;s armor. Twice each reset the character can make an attack with their Claws called as “Destroy Armor Strike” this attack is one swing hit or miss. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shrug It Off&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shrug It Off&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Survival x 2 This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used  twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Shot&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; You can safely employ very simple firearms, granting you Weapon Proficiency in single shot pistols.  Single Shot here refers to any pistol that must be reloaded after every shot - CarnyRex&#039;s excellent [https://www.etsy.com/listing/889692677/flintlock-foam-blaster-v1-3-files-only?click_key=959b34b5379a927227bcc62e3ad6d58e6b59621f%3A889692677&amp;amp;click_sum=3e42091c&amp;amp;ref=shop_home_active_2&amp;amp;crt=1 flintlock], or Nerf&#039;s surprisingly powerful [https://www.amazon.com/Nerf-N-Strike-Elite-Jolt-Blaster/dp/B01HEQHXE8 Jolt], for example.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Minded Fury&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Minded Fury&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Ambidexterity This power will increase the characters’ Base Weapon Damage by 1 when fighting with 2 weapons of the same length and type; this does not include Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sling Arrow&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Sling Arrow&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Bard This power all the character to use a stringed instrument weapon (Lute, Harp, Ect.) as both a melee and a ranged weapon. The rep must be appropriately constructed for the type of combat it will be used for. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialization&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialization&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Champion, Trooper or Warrior, 4th Character Level This power increases the characters Base Weapon Damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialist&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialist&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Advanced Production skill in the specialization being chosen. A character can only have one specialization. Once a character is specialized they gain the following bonuses with the related skills. First they receive 10 additional Production Points for the chosen skill at check-in, and then each one has an additional bonus as follows.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Brewmaster&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Brewmaster&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Potions the number of Common Components needed is reduced by 1 (minimum 1) for the first 40 items each game.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Apothecary&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Apothecary&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Chemistry items you can use expired Chemistry tags as Common Herbs.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Metalsmith&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Metalsmith&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Smithing recipes, those items get one free Temper.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Arcane Sculptor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Arcane Sculptor&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Damage/Healing Runes, the value is increased by 5 points at no added cost.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Inventor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Inventor&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Engineering recipes, those items get one free Master’s Workings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Devotion&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: High-Elf Once each reset the character can cast any spell from the Spirit or Elemental Path of Magic that is 5th level of lower, as “Natural &amp;lt;Effect&amp;gt;”.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 1&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 1&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spell Pool 2 This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 2&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 2&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Spell Pool 3 and Spell Focus 1 This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus 1 power. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stalwart Guard&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Stalwart Guard&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Born to Serve This power focuses the Dwarven training during battle; the key to winning is never giving up the ground you have. This power allows the character to enter a stance, where they must plant their right foot, and the effect will last for 5 minutes or one Encounter, until the players’ foot moves from the spot, or becomes Helpless. In this stance the character becomes Immune to Fear and gains Damage Cap 5. This can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Strong Arm&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Strong Arm&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Champion or Trooper This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the Massive Modifier, treating all such attacks that strike their shield as normal weapon swings. Additionally, while wielding a shield, they can use Deflect and Parry with their shield, as well as on attacks with the Massive Modifier. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Subtlety&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Subtlety&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Rogue or Ranger and 4th Character Level This power gives the character+2 additional Precision damage. This functions just as the Precision skill, but applies to both hands.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swamp Thing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Swamp Thing&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Half-Troll This power allows the character to breath underwater as well as in the air. In addition, the character gains the power Terrain Adaptation: Water.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Talented Assistant&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Talented Assistant&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None You have spent years working odd jobs in and around craftsmen and while you might have never taken the time to learn the trades, you have a skill at helping others get work done. You can aid a player who is crafting in a workshop and cut down their creation time by 1 minute per rank of the item being crafted.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Taproot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Taproot&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Ent Ents can remove negative effects on themselves by rooting into the ground. Rooting down takes 1 minute of concentration and standing in a ‘tree position’, arms raised toward the sky. Once rooted negative effects are considered to be removed per the Dispel effect. There are some effects this power may not work on. This power can be used so long as the character can freely move and is conscious.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Adaptation&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Terrain Adaptation&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Knowledge (Planes) Rank 3 This power allows a character to become attuned with a certain Terrain Type that is associated with one of the Inner Elements (Fire, Stone, Water, or Wind). This allows the character to ignore many of the normal penalties that the Terrain would inflict on them.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;The Trees Are Angry&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;The Trees Are Angry&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: One with the Land If a target desecrates a tree in the presence of the Ent, the Ent may choose to take a Berserk effect against the person doing the damage to the forest and gain +4 Temporary Strength or +50 Spell Pool 1n their attacks against that person for 5 minutes or one Encounter.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touch of the Wind&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touch of the Wind*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;Prerequisite: High-Elf High elves have always been known for their exceptional grace. Mix that with dwelling in the peaks of mountains that are said to be touched by the planar power of Wind itself, and you unlock a powerful gift. This power allows a character to automatically succeed on a physical challenge; this can be used once each reset. Additionally, when falling, the character is granted an effect similar to a Featherfall with the exception that they suffer half their max Body Points in damage but are never reduced below 1.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touched by the Shadow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touched By The Shadow&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Prerequisite: Deep Elf Being so adapted to the shadows, you have learned how to use them to your advantage. This power allows the character to wrap themselves in shadows, and by spending 1 minute concentrating the character will be Dispelled of all negative effects upon their character. This can be used three times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Toughen&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Toughen*&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: None This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&#039;&#039;&#039;T&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;rapper&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Hunter’s Call and Snare This Power improves the Hunter’s Call and Snare skills. For Snare, the Phys-Rep color will be changed to red; the trap becomes undetectable by most means and will change the effect to Natural Web. For Hunter’s Call, the uses of the skill can be used at NPC Camp to gather Foodstuffs (up to 10 Common Foodstuffs, or 2 Uncommon Foodstuffs).  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trollsblood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Trollsblood&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Half-Troll and Regeneration x 5 This power allows the character to return from the grip of death. At any time during the character’s normal 4-minuteDeath Count, they can make a 3 counted action to Revive (the call is “Revive 3, Revive 2, Revive 1”). This power can be used by expending 3 Regenerations. Being burned or receiving a killing blow with the Fire flavor will prevent the character from using this power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tumble&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tumble&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Athletics This power reflects the character’s advanced training in how to take a fall. The character takes half damage from falls less than 100 feet, and they can jump an additional 10 feet during Feats of Strength. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tunnel Fighter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tunnel Fighter&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Deep Elf or Deep Dwarf While fighting underground you know how to take advantage of the terrain, you gain a +1 Permanent Weapon Damage and gain Terrain Adaptation: Stone.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Undying Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Undying Fury&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power allows the character to push past the confines of their normal limits. When an attack would normally render the character Helpless they can Resist that attack. This can be used once during each use of Primal Fury.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Weapon Proficiency&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power gives the character proficiency and the ability to use a single weapon of their choice, which their class does not already grant them. (Weapon Proficiency does not provide for guns.)   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Wild Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wild Magic&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: (Caller Only) this power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke &#039;Wild Magic&#039; for a beneficial effect in accordance with your needs at the time. This can be something as lowly as a purify for a downed ally, a wolf pack flee for you and your friends, a Tree Walk to get you somewhere, or any other spontaneous effect. However, much like the Paladin spell [[Paladin#Miracle|Miracle]], it is not entirely up to you what the effect is and you must discuss with the marshal on hand to come to an agreement on the final effect if it is anything beyond a standard spell levels 1-9 castable by any class. In the case of duplication of a standard spell the verbal for this effect  it &amp;quot;Magic [spell name] wild magic&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Wrath of Nature&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wrath of Nature&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 Base Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form -&#039;&#039;&#039; Prerequisite: Caller he caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:&lt;br /&gt;
&lt;br /&gt;
15 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 1&lt;br /&gt;
&lt;br /&gt;
Flee x 2&lt;br /&gt;
&lt;br /&gt;
½ Damage from physical attacks&lt;br /&gt;
&lt;br /&gt;
Immune to Wind &amp;amp; Lightning damage&lt;br /&gt;
&lt;br /&gt;
+50 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Gain one bonus spells costing up to 5 mana &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;HEROIC POWERS&amp;lt;/u&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
=== Beginning at 20th level character can now choose from the Heroic Powers list. While they will continue to grow in levels the character can still choose powers for the core book as well as from this list. Powers notated with an asterisk (*) can be taken multiple times. ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&amp;lt;caption&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Power&amp;lt;/th&amp;gt; &amp;lt;th&amp;gt;Prerequisite&amp;lt;/th&amp;gt;&lt;br /&gt;
|Advanced Magical Training&lt;br /&gt;
|Power - &#039;&#039;Magical Training&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Strike*&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Armored to the teeth&lt;br /&gt;
|Power - &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Backlash&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Blood Oath&lt;br /&gt;
|Power - &#039;&#039;Family Weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Body Guard&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|Power - &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cast Iron&lt;br /&gt;
|Background - &#039;&#039;Nomad&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cat Like Reflexes&lt;br /&gt;
|&#039;&#039;Felis&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cataclysm&lt;br /&gt;
|Mage, Warlock&lt;br /&gt;
|-&lt;br /&gt;
|Chakra Focus&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Combat Challenge&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Combo Move&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Dedication&lt;br /&gt;
|Scholar&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity Armor*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Skin*&lt;br /&gt;
|Monk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Spirit&lt;br /&gt;
|Guardian&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting, Greater&lt;br /&gt;
|Caller, Enhanced Shifting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Totems&lt;br /&gt;
|Guardian&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Emulation&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Kintsugi Barrier&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|-&lt;br /&gt;
|Escape Plan&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Exotic Ammo*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Feedback Loop &lt;br /&gt;
|Spell Pool 4&lt;br /&gt;
|-&lt;br /&gt;
|Focus Zen*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Full-Blooded&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|-&lt;br /&gt;
|Greater Specialization&lt;br /&gt;
|Specialization&lt;br /&gt;
|-&lt;br /&gt;
|Hardened Training &lt;br /&gt;
|Soldier Background &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Heroic Toughness* &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Holy Nova*&lt;br /&gt;
|Path of Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Hype Man&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;m on a Boat&lt;br /&gt;
|Sailor&lt;br /&gt;
|-&lt;br /&gt;
|Improved Parry&lt;br /&gt;
|Parry, KA Warfare Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|Jam Device*&lt;br /&gt;
|Power - Gnomish Talent&lt;br /&gt;
|-&lt;br /&gt;
|Linguist&lt;br /&gt;
|5 different read and write skills&lt;br /&gt;
|-&lt;br /&gt;
|Mana Tap&lt;br /&gt;
|Elemental School of Magic&lt;br /&gt;
|-&lt;br /&gt;
|Mark up&lt;br /&gt;
|Merchant rank 10&lt;br /&gt;
|-&lt;br /&gt;
|Master Merchant&lt;br /&gt;
|Merchant Background&lt;br /&gt;
|-&lt;br /&gt;
|Master of Creation&lt;br /&gt;
|Create [[Wondrous Item]], KA Magic Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Creation&lt;br /&gt;
|Artisan&lt;br /&gt;
|-&lt;br /&gt;
|Momentum&lt;br /&gt;
|Warrior&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Embrace &lt;br /&gt;
|Caller&lt;br /&gt;
|-&lt;br /&gt;
|Next Best Thing&lt;br /&gt;
|KA Warfare Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|One Voice&lt;br /&gt;
|Entmoot&lt;br /&gt;
|-&lt;br /&gt;
|Posse&lt;br /&gt;
|Outlaw&lt;br /&gt;
|-&lt;br /&gt;
|Practiced Crafter&lt;br /&gt;
|Craftsman&lt;br /&gt;
|-&lt;br /&gt;
|Purge the Shadows&lt;br /&gt;
|School of spirit, KA Cycle Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Shot*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Renown&lt;br /&gt;
|Aristocrat&lt;br /&gt;
|-&lt;br /&gt;
|Reverberate&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Adept&lt;br /&gt;
|Ritualism&lt;br /&gt;
|-&lt;br /&gt;
|Scout&lt;br /&gt;
|Woodsman Background&lt;br /&gt;
|-&lt;br /&gt;
|Strengthen Bloodline&lt;br /&gt;
|5 Species Resists&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Subsonic&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Tolerance&lt;br /&gt;
|Terrain Mastery or Survival x5&lt;br /&gt;
|-&lt;br /&gt;
|Triage&lt;br /&gt;
|Medic Background&lt;br /&gt;
|-&lt;br /&gt;
|Triple Jointed&lt;br /&gt;
|Power - Limber Form&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed Combat&lt;br /&gt;
|Brawl&lt;br /&gt;
|-&lt;br /&gt;
|Unleash Elements&lt;br /&gt;
|KA Magic/Warfare Rank 3 &amp;amp; KA Planes 3&lt;br /&gt;
|-&lt;br /&gt;
|Unyeilding&lt;br /&gt;
|Must have successfully resurrected 3 times&lt;br /&gt;
|-&lt;br /&gt;
|Warp Magic&lt;br /&gt;
|Deep Elf, Power - Improved Species, Resist Magic&lt;br /&gt;
|-&lt;br /&gt;
|War Cry&lt;br /&gt;
|Trooper&lt;br /&gt;
|-&lt;br /&gt;
|Whirlwind&lt;br /&gt;
|Power - Overwhelming Power&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form, Greater&lt;br /&gt;
|Power - Wisp Form&lt;br /&gt;
|-&lt;br /&gt;
|Wyld Soul&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Years of Mastery&lt;br /&gt;
|High-Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zealous Dedication&lt;br /&gt;
|Single Attunement &amp;amp; 100+ Favor&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Magical Training&#039;&#039;&#039; Prerequisites: &#039;&#039;Magical Training&#039;&#039; &lt;br /&gt;
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This power further extended the characters understanding on magic and allows them to use &#039;&#039;Scrolls&#039;&#039; from a second &#039;&#039;School&#039;&#039; of magic.&lt;br /&gt;
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&#039;&#039;&#039;Arcane Strike&#039;&#039;&#039; &lt;br /&gt;
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This Power allows the character to deliver an attack with a more powerful version of their &#039;&#039;Channel&#039;&#039; skill. They may use the&#039;&#039;Arcane&#039;&#039;Delivery Type instead of the &#039;&#039;Magic&#039;&#039; Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of &#039;&#039;Channels.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Armored to the Teeth&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
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This Power increases the character’s armor value. The character gains an additional 10 points of armor that go over their class maximum and are readjusted with their normal armor. &#039;&#039;Temporary Armor&#039;&#039; effects do not stack with this Power.&lt;br /&gt;
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&#039;&#039;&#039;Backlash&#039;&#039;&#039; Prerequisite: &#039;&#039;Spellblade, Aura Emulation&#039;&#039;&lt;br /&gt;
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By manipulating your power, you can cause your &#039;&#039;Barrier&#039;&#039; to lash out instead of providing protection. To use this, you must activate your &#039;&#039;Barrier&#039;&#039; skill and on the first hit that strikes you can use the effect “&#039;&#039;Magic Aura&amp;lt;Flavor&amp;gt;”.&#039;&#039;This functions as per the &#039;&#039;Aura Emulation&#039;&#039; skill. This removes the &#039;&#039;Barrier&#039;&#039; from you and does not protect from any damage.&lt;br /&gt;
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&#039;&#039;&#039;Blood Oath&#039;&#039;&#039; Prerequisite: &#039;&#039;Family Weapon&#039;&#039;&lt;br /&gt;
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When wielding their family weapon, they can invoke ancient powers. Once activated the character gains the Flavor Carrier &#039;&#039;Ward&#039;&#039;. This Power can be used once each reset, and lasts for 5 minutes or one Encounter.&lt;br /&gt;
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&#039;&#039;&#039;Bodyguard&#039;&#039;&#039; Prerequisite: &#039;&#039;Champion&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;Cast Iron&#039;&#039;&#039; Prerequisite: &#039;&#039;Nomad&#039;&#039; &lt;br /&gt;
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Years of surviving in the wilds have hardened the character’s fortitude, making them &#039;&#039;Immune&#039;&#039; to the effect of &#039;&#039;Rot&#039;&#039;, though this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may be part of the attack. Additionally, their &#039;&#039;Resist Rot&#039;&#039; can be used to &#039;&#039;Resist&#039;&#039; the following effects: &#039;&#039;Plague&#039;&#039;, &#039;&#039;Vampiric, and Wounding.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Cataclysm&#039;&#039;&#039; Prerequisite: &#039;&#039;Evoker&#039;&#039;&lt;br /&gt;
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This power allows the character to unleash the true power of the elements on their foes. Twice each reset the character can inflict &#039;&#039;Vulnerability&#039;&#039; on their foes in combat. To use this Power, the character must announce, “All enemies &#039;&#039;Voice Vulnerability &amp;lt;Flavor&amp;gt;”,&#039;&#039; where &amp;lt;Flavor&amp;gt; is one of those from their &#039;&#039;Spell Pool.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Cat-Like Reflexes&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Felis&#039;&#039; &lt;br /&gt;
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This Power allows the character to automatically succeed on physical challenges, which are based on dexterity or grace; meaning this does not help lifting a heavy object. &lt;br /&gt;
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&#039;&#039;&#039;Combat Challenge&#039;&#039;&#039; Prerequisite: &#039;&#039;Champion&#039;&#039;&lt;br /&gt;
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Once per Encounter the character can challenge a foe causing the target to use any and all means to attack the challenger to the best of their ability, forsaking other individual targets along the way. This effect will only work on sentient targets, and will last for 5 minutes or one Encounter, otherwise ending when either challenger or the challenged are rendered Helpless.&lt;br /&gt;
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&#039;&#039;&#039;Combo Move&#039;&#039;&#039; Prerequisite: &#039;&#039;Rogue&#039;&#039;&lt;br /&gt;
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In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free.&lt;br /&gt;
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&#039;&#039;&#039;Dedication&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Scholar&#039;&#039;&lt;br /&gt;
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This Power allows the Scholar to expend fewer resources when generating effects with their &#039;&#039;Knowledge Points&#039;&#039;. This reduces the cost of the abilities for their favored &#039;&#039;Knowledge (Area)&#039;&#039; skills by 1 point, to a minimum of 1.&lt;br /&gt;
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&#039;&#039;&#039;Dexterity Armor*&#039;&#039;&#039;&lt;br /&gt;
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This Power grants the character Dexterity Armor. Each time this Power is taken, the character gains up to 20 points of Dexterity Armor, though they are still limited by their Class and Powers for maximum armor they can benefit from.&lt;br /&gt;
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&#039;&#039;&#039;Diamond Skin&#039;&#039;&#039; Prerequisite: &#039;&#039;Monk&#039;&#039;&lt;br /&gt;
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Through dedication to the arts you have pushed your body to the edges of control, able to shrug off small amounts of magic. This Power automatically &#039;&#039;Resists&#039;&#039; the next three spells or effects with the &#039;&#039;Magic&#039;&#039; Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset&#039;&#039;.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Dual Spirit&#039;&#039;&#039; Prerequisite: &#039;&#039;Guardian&#039;&#039;&lt;br /&gt;
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This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.&lt;br /&gt;
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&#039;&#039;&#039;Elemental Emulation&#039;&#039;&#039; Prerequisite: &#039;&#039;Aura Emulation&#039;&#039;&lt;br /&gt;
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This Power allows the character to change the Delivery Type of the &#039;&#039;Aura Emulation&#039;&#039; skill from “Magic Aura” to “Elemental Aura”. This can be used three times each reset.&lt;br /&gt;
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&#039;&#039;&#039;Escape Plan&#039;&#039;&#039; Prerequisite: &#039;&#039;Rogue&#039;&#039;&lt;br /&gt;
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This Power augments the &#039;&#039;Conceal&#039;&#039; skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a &#039;&#039;Prison,&#039;&#039; or &#039;&#039;Petrified.&#039;&#039; This also makes use of the skill a &#039;&#039;Passive&#039;&#039; ability&#039;&#039;.&#039;&#039; In addition to the normal effect of &#039;&#039;Conceal,&#039;&#039; if the character stays concealed for the full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove &#039;&#039;Derangements&#039;&#039;. Note: &#039;stay concealed for the full ten seconds&#039; means the character cannot transition into Hide via his Conceal skill if they want to use the negative status effect removal feature of this power.&lt;br /&gt;
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&#039;&#039;&#039;Exotic Ammo&#039;&#039;&#039; Prerequisite: &#039;&#039;Ranger&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;Feedback Loop&#039;&#039;&#039; Prerequisite: &#039;&#039;Spell Pool 4&#039;&#039;&lt;br /&gt;
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Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their &#039;&#039;Spell Pool&#039;&#039; on a 10 counted action, instead of concentrating for the normal amount of time.&lt;br /&gt;
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&#039;&#039;&#039;Focus Zen*&#039;&#039;&#039; Prerequisite: &#039;&#039;Monk&#039;&#039;&lt;br /&gt;
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This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “&#039;&#039;Arcane Break Enchantments&#039;&#039;”, and can be used once each reset.&lt;br /&gt;
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&#039;&#039;&#039;Full Blooded&#039;&#039;&#039; Prerequisites: &#039;&#039;Half-Troll&#039;&#039;&lt;br /&gt;
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The character gains &#039;&#039;Slow Regeneration;&#039;&#039; allowing them to spend 30 minutes of resting and taking no combative actions, at the end of which they are healed to their maximum &#039;&#039;Body Points&#039;&#039;, cured of all &#039;&#039;Toxins&#039;&#039;, and &#039;&#039;Regenerate&#039;&#039; all missing limbs.&lt;br /&gt;
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&#039;&#039;&#039;Greater Specialization&#039;&#039;&#039; Prerequisites: &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.&lt;br /&gt;
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&#039;&#039;&#039;Hardened Training&#039;&#039;&#039; Prerequisite: &#039;&#039;Soldier Background&#039;&#039;&lt;br /&gt;
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Years of service and training have honed your prowess to the point that you can push yourself beyond your own ability. This Power grants the character either 2 Energy, 4 Mana, or 10 &#039;&#039;Spell Pool&#039;&#039;. The character must already possess at least the same amount base of the source they choose.&lt;br /&gt;
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&#039;&#039;&#039;Heroic Toughness*&#039;&#039;&#039;&lt;br /&gt;
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This Power permanently increases the characters &#039;&#039;Body Points&#039;&#039; by 10.In addition, this increases the effects of &#039;&#039;Recovery&#039;&#039; by an additional 3 points. This power can be taken multiple times with stacking effect.&lt;br /&gt;
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&#039;&#039;&#039;Holy Nova&#039;&#039;&#039; Prerequisite: &#039;&#039;Spirit school of magic&#039;&#039;&lt;br /&gt;
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You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “&#039;&#039;All allies Voice 25 Healing Font&#039;&#039;”.&lt;br /&gt;
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&#039;&#039;&#039;Hype Man&#039;&#039;&#039; Prerequisite: &#039;&#039;Bard&#039;&#039;&lt;br /&gt;
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A good Bard can put on a stellar performance, but a great Bard can help put others over the top. This is exemplified by being their &#039;Hype Man&#039;. To do so the Bard will call &amp;quot;Allies Voice Delivery&amp;quot; which will allow all allies to deliver their next Energy or Mana driven skill via voice delivery. This may be used once per reset. Even Lil&#039; John can get repetitive, the magic is in the moderation.&lt;br /&gt;
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&#039;&#039;&#039;I’m on a Boat&#039;&#039;&#039; Prerequisite: &#039;&#039;Sailor Background&#039;&#039;&lt;br /&gt;
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Years on the Sea has given you the skill, knowhow, and contacts. You possess a small vessel. This ship is large enough to carry 10 people but can be sailed with as few as 2. Additionally, the character gains &#039;&#039;Underwater Combat&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Improved Parry&#039;&#039;&#039; Prerequisite: &#039;&#039;Parry, Knowledge(Warfare)Rank 2&#039;&#039;&lt;br /&gt;
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Through extensive training and study, the character has learned to defend themselves from a larger array of attacks. This Power allows the character to use &#039;&#039;Deflect, Parry, and Riposte&#039;&#039; against weapon delivered attacks regardless of Vector, however, they can only do this for attacks that target only themselves.&lt;br /&gt;
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&#039;&#039;&#039;Jam Device&#039;&#039;&#039; Prerequisite: &#039;&#039;Gnomish Talent&#039;&#039;&lt;br /&gt;
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This Power allows the character to overload a mechanical device causing it to fail and become dormant for 5 minutes. In the case of a trap it will not trigger, in the case of a lock it becomes undone. If used against a construct it will bring the creation to a halt for up to 1 minute. This Power can be used twice each reset, and is delivered as “&amp;lt;Target&amp;gt; Voice Jam Device.”&lt;br /&gt;
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&#039;&#039;&#039;Linguist&#039;&#039;&#039; Prerequisites: &#039;&#039;5 different Read and Write skills&#039;&#039;&lt;br /&gt;
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By studying a wide range of languages, you have learned to pick out nuances in the written text, with time of course. The character can study written text for a language they do not have and figure out what is written; Common languages take 15 minutes, and Rare languages take 60 minutes. At the end of the time, the character can read the text, as well after studying a text the character could write in the same language.&lt;br /&gt;
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&#039;&#039;&#039;Mana Tap&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Evoker&#039;&#039;&lt;br /&gt;
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This Power allows the character to fully utilize power stored into &#039;&#039;Mana Gems&#039;&#039;. While normally such items store &#039;&#039;Spell Levels,&#039;&#039; a character with this Power can refresh their &#039;&#039;Spell Pool&#039;&#039; by expending only 7 points (&#039;&#039;Spell Levels&#039;&#039;) of the gem. Additionally, this power reduces the &#039;&#039;Knowledge Point&#039;&#039; cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.&lt;br /&gt;
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&#039;&#039;&#039;Markup&#039;&#039;&#039; Prerequisite: &#039;&#039;Merchant Rank 10&#039;&#039;&lt;br /&gt;
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This Power allows the character to make a true profit on sales through use of the &#039;&#039;Merchant&#039;&#039; skill.  When turning in a Commission they increase the value by 10%.&lt;br /&gt;
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&#039;&#039;&#039;Master Merchant&#039;&#039;&#039; Prerequisite: &#039;&#039;Merchant Background&#039;&#039;&lt;br /&gt;
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In their non-adventuring time, the character spends an inordinate amount of time working the market, and as such, they receive 4 silver for each level of the &#039;&#039;Merchant&#039;&#039; skill they possess at Check-In each game.&lt;br /&gt;
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&#039;&#039;&#039;Master of Creation&#039;&#039;&#039; Prerequisite: &#039;&#039;Create Wondrous Item&#039;&#039;, &#039;&#039;Knowledge (Magic)Rank 5&#039;&#039;&lt;br /&gt;
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Years of forging items has honed your skill, leaving you almost unmatched. You have found short cuts and ways to get the most out of every effort, and this comes with several benefits. First, the character can use a &#039;&#039;Wondrous Item&#039;&#039; recipe twice before it is destroyed, after the first use it will be noted on the scroll that it can only be used by that person (for everyone else it is just a blank sheet of paper). Second, when researching, they can make two rolls and choose which recipe they receive.&lt;br /&gt;
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&#039;&#039;&#039;Enhanced Shifting, Greater -&#039;&#039;&#039; &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.&#039;&#039;&lt;br /&gt;
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This power doubles the stats of the shifter including the Enhanced Shifting strength bonus. Additionally, the Caller may use a single two-handed claw or a long and medium claw instead of paired medium claws.&lt;br /&gt;
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&#039;&#039;&#039;Enhanced Totems&#039;&#039;&#039; Prerequisite: Guardian&lt;br /&gt;
Your totems gain the following effect options:&lt;br /&gt;
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* Aerial Totem: You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* Aquatic Totem: You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter&lt;br /&gt;
* Earthen Totem: +10 Body and Recovery 5&lt;br /&gt;
* Fire Totem: Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character&lt;br /&gt;
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&#039;&#039;&#039;Magical Shifting&#039;&#039;&#039; - Prerequisite &#039;&#039;Enhanced Shifting, Caller may not have Greater Enhanced Shifting&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;Momentum&#039;&#039;&#039; Prerequisite: Warrior&lt;br /&gt;
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An object in motion stays in motion and you are no different, making every bit of force count. You reduce the &#039;&#039;Permanent Strength&#039;&#039; required to &#039;&#039;Break Free from Binding&#039;&#039; by 2 points, though this does not lower the damage taken for doing so.&lt;br /&gt;
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&#039;&#039;&#039;Nature’s Embrace&#039;&#039;&#039; Prerequisite: &#039;&#039;Caller&#039;&#039;&lt;br /&gt;
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This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains &#039;&#039;Fast Healing 5&#039;&#039;, and additionally can &#039;&#039;Auto-Stabilize&#039;&#039; themselves twice each reset, setting them to 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;One Voice&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Ent&#039;&#039;&lt;br /&gt;
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This Power allows the character to use &#039;&#039;Entmoot&#039;&#039; on their own, needing no other Ents.&lt;br /&gt;
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&#039;&#039;&#039;Posse&#039;&#039;&#039; Prerequisite: &#039;&#039;Outlaw&#039;&#039;&lt;br /&gt;
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You have friends in all kinds of places, and among those you have a few that would have your back in fight. These allies can be called in to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your posse create a distraction allowing you to skip an Encounter or two of a Module.&lt;br /&gt;
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&#039;&#039;&#039;Practiced Crafter&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Craftsman Background&#039;&#039;&lt;br /&gt;
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This Power reduces the character’s creation time by an additional minute, to a minimum on 1 minute per item level for basic items, and 5 minutes for advanced items.&lt;br /&gt;
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&#039;&#039;&#039;Rapid Shot&#039;&#039;&#039; Prerequisite: &#039;&#039;Ranger&#039;&#039;&lt;br /&gt;
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This Power may be used when the character has successfully made a ranged weapon attack upon a target, and the target defended against it in ANY fashion. The character may then call &amp;quot;Double Attack&amp;quot;, forcing the target to defend again or suffer the effect of the attack. This can be used twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;Renown&#039;&#039;&#039; Prerequisite: &#039;&#039;Aristocrat&#039;&#039;&lt;br /&gt;
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You have spent years as an adventurer making a name for yourself through your exploits; and because of the circles you come from, your deeds have not been overlooked. When this Power is taken, a noble of the kingdom will extend their gratitude. Your character is considered to be a minor noble, Tier 1 granting you the title of Esquire, additionally you gain 2 Favor with an Order if you are a member, if not an Order will accept you on the spot and boost you to 4 Favor.&lt;br /&gt;
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&#039;&#039;&#039;Reverberate&#039;&#039;&#039; Prerequisite: &#039;&#039;Bard&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;Ritual Adept&#039;&#039;&#039; Prerequisite: &#039;&#039;Ritualism&#039;&#039;&lt;br /&gt;
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This Power lowers the cost of rituals that the character has memorized, lowering the Fuel cost by up to 5 and the Named Component costby 1, minimum 1.&lt;br /&gt;
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&#039;&#039;&#039;Scout&#039;&#039;&#039; Prerequisite: &#039;&#039;Woodsman&#039;&#039;&lt;br /&gt;
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While in a natural setting your skill at getting around are almost unmatched. Even if the character does not have any ranks of &#039;&#039;Track&#039;&#039; they are still allowed to make a tracking &#039;&#039;Contested Roll&#039;&#039; as though they had 1 level, if they have at least 1 level of &#039;&#039;Tracking&#039;&#039; they receive +3 Bonus when &#039;&#039;Tracking&#039;&#039; or +5 Negative when counter tracking. Additionally, the character can ask questions about the tracks without having to make the normal &#039;&#039;Contested Roll&#039;&#039;, and will always have a chance to roll.&lt;br /&gt;
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&#039;&#039;&#039;Strengthen Bloodline&#039;&#039;&#039; Prerequisite: 5 &#039;&#039;Species&#039;&#039; &#039;&#039;Resists&#039;&#039;&lt;br /&gt;
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By strengthening one’s inner resolve, one can learn to channel away harmful effects. With this Power, when a character uses a Species &#039;&#039;Resist&#039;&#039; to negate an effect, they become &#039;&#039;Immune&#039;&#039; to further effects of the same type generated by the same attacker. While the effect is negated, any damage that might be attached to the attack is not.&lt;br /&gt;
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&#039;&#039;&#039;Subsonic&#039;&#039;&#039; Prerequisites: &#039;&#039;Bard&#039;&#039;&lt;br /&gt;
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The character’s mastery over sound has reached a point where they can manipulate it around them, allowing the character to play a subsonic chord. This is used by announcing &#039;&#039;“Everyone in the sound of my Voice Suppress Verbal”,&#039;&#039; this prevents all those effected from speaking or using any skill or ability that requires them to be able to speak. This effect lasts for 5 minutes or one Encounter, or until the character stops maintaining concentration on the performance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tolerance&#039;&#039;&#039; Prerequisite: &#039;&#039;Terrain Adaptation&#039;&#039; or &#039;&#039;Survival&#039;&#039; x 5This Power increases the character’s resolve when it comes to being overwhelmed by the elements. This both lowers the &#039;&#039;Fatigue&#039;&#039; severity by a tier in all situations, and allows the character to hold their breath for up to 10 minutes(5 minutes in combat).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triage&#039;&#039;&#039; Prerequisite: &#039;&#039;Medic Background&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power gives the character two benefits: First, when using the &#039;&#039;First-Aid&#039;&#039; skill,it can be performed in a 10 counted action instead of its usual time; second, the range of the &#039;&#039;Diagnose&#039;&#039; skill is changed to Line of Sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triple Joined&#039;&#039;&#039; Prerequisite: Rok’Shen, &#039;&#039;Limber Form&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s flexibility, making them hard to hold down in one place. The character becomes &#039;&#039;Immune&#039;&#039; to all &#039;&#039;Pin&#039;&#039; effects, and additionally, the duration of &#039;&#039;Bind&#039;&#039; and &#039;&#039;Web&#039;&#039; effects is reduced to 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat&#039;&#039;&#039; Prerequisite: &#039;&#039;Brawl&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows a character trained in the &#039;&#039;Brawl&#039;&#039; skill to use medium length reps, as well they can use Special Attacks with &#039;&#039;Brawl&#039;&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unleash Elements&#039;&#039;&#039; Prerequisite: &#039;&#039;Knowledge (Magic)/(Warfare) Rank 3, Knowledge (Planes)Rank 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to unleash and mold the power locked inside of some Named Components. To use the power, the target must spend one-minute concentrating and touching the weapons for that time. At the end the character destroys the component and up to 5 weapons gain the assigned Flavor Carrier for 5minutes or one Encounter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Named Component&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Flavor Carrier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Fire&lt;br /&gt;
|Fire&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Water&lt;br /&gt;
|Water&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Wind&lt;br /&gt;
|Wind&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Stone&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Shadow&lt;br /&gt;
|Shadow&lt;br /&gt;
|-&lt;br /&gt;
|Phoenix  Talon&lt;br /&gt;
|Silver&lt;br /&gt;
|-&lt;br /&gt;
|Shattered  Star&lt;br /&gt;
|Iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unyielding&#039;&#039;&#039; Prerequisite: &#039;&#039;Must have successfully resurrected 3 times&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power reflects the character resolve to live, having already returned from the brink on more than one occasion. When a character pulls a fails on a resurrection &#039;&#039;Contested Roll&#039;&#039;, they can instantly make a second draw if they choose. This Power can only be used once each reset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry&#039;&#039;&#039;&lt;br /&gt;
Prerequisite: Trooper&lt;br /&gt;
&lt;br /&gt;
This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Magic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Deep-Elf or Deep-Dwarf, &#039;&#039;Improved Species, Resist Magic&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the character uses their &#039;&#039;Resist Magic&#039;&#039;, they absorb some of the power; gaining 2 Energy or 20 &#039;&#039;Spell Pool&#039;&#039;. These must be used in the next 5 minutes or Encounter, or they are considered expended and lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind&#039;&#039;&#039; Prerequisite: &#039;&#039;Overwhelming Might&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character’s overwhelming strength and skill with Great Weapons allows them to attack all their nearby foes at once. This Power allows the character to use the &#039;&#039;Burst&#039;&#039; Modifier twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form, Greater&#039;&#039;&#039; Prerequisite: Wisp Form&lt;br /&gt;
&lt;br /&gt;
Changes the Wisp form statistics to the following:&lt;br /&gt;
&lt;br /&gt;
25 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 2&lt;br /&gt;
&lt;br /&gt;
Flee x 3&lt;br /&gt;
&lt;br /&gt;
½ Damage from all attacks&lt;br /&gt;
&lt;br /&gt;
Non-corporeal&lt;br /&gt;
&lt;br /&gt;
Can &#039;&#039;Flee&#039;&#039; into a combat they have left in the last 5 mins.&lt;br /&gt;
&lt;br /&gt;
+75 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Can change Spell Pool flavor to Venom&lt;br /&gt;
&lt;br /&gt;
Gain 2 bonus spells costing up to 7 mana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyld Heart&#039;&#039;&#039;  Prerequisite: &#039;&#039;Guardian&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power binds the character’s body with the might of nature. When the character uses &#039;&#039;Primal Fury&#039;&#039;, they gain &#039;&#039;Damage Cap 5&#039;&#039; for the duration of the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Years of Mastery&#039;&#039;&#039; Prerequisite: &#039;&#039;High-Elf&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to pick a &#039;&#039;Knowledge (Area)&#039;&#039; skill that they have no ranks in, and gain 3 ranks instantly; in the case of &#039;&#039;Rare Knowledge (Area)&#039;&#039; skills, the character must still meet the normal prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zealous Dedication&#039;&#039;&#039; Prereq: Must have a single attunement and 100 favor. Your strict dedication to your beliefs has suffused you with additional power drawn rom your core tenants. All of your Per Day abilities granted form your attunement may now be used 1 additional time per day. Any Spell Pool&#039; made available to you is now increased by an extra 50%. Other Roleplay or specific attunements may have further effects related to this power.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=1763</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=1763"/>
		<updated>2024-08-15T16:16:43Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gnome, Powers are things your character can have outside the usual bounds. Every Class and Species has Powers unavailable to other Classes and Species. They&#039;re the deeper mysteries of adventurers; some are very potent and consequently less common than Skills. Powers do not cost Skill Points; characters are awarded Powers as they move up in level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Class Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics&lt;br /&gt;
|[[Effects#Dodge|Dodge]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidexterity&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Amp&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|-&lt;br /&gt;
|Amplify Barrier&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|-&lt;br /&gt;
|Animal Speech&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Study&lt;br /&gt;
|[[Powers#Spell Devotion|Spell Devotion]]&lt;br /&gt;
|&#039;&#039;[[Spellblade]], [[Caller]], [[Paladin]], [[Mage]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Efficiency&lt;br /&gt;
|[[Powers#Armor Proficiency|Armor Proficiency]]&lt;br /&gt;
|&#039;&#039;All&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Proficiency&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Mastery&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blindsense&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Grappler*&lt;br /&gt;
|[[Half-Troll]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Marksman*&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born to Serve*&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Trader&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|[[Powers#Specialization|Specialization]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|[[Powers#Strong Arm|Strong Arm]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Beast*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Wild*&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Called Shot&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Archery&lt;br /&gt;
|[[Ranger#Precision|Precision]] &#039;&#039;+4&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Medic&lt;br /&gt;
|[[Skills|Diagnose]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Companion&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Conduit*&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create [[Wondrous Item]]&lt;br /&gt;
|Knowledge (Magic) 3 and Character level 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Critical Strike&lt;br /&gt;
|&#039;&#039;Blitz or Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defender&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defense is Good Offense&lt;br /&gt;
|[[[Champion]]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deep Pockets&lt;br /&gt;
|[[Craftsman]] [[Backgrounds|Background]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Desperate Rush&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Devotion&lt;br /&gt;
|Must be part of an  [[Attunements|Attunement]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Element Exclusion&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;, &#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Accuracy*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Martial Training&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting &lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Reclamation*&lt;br /&gt;
|Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Elemental&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Spirit&lt;br /&gt;
|&#039;&#039;[[Paladin]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Endless Fury*&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Energy&#039;&#039; Resistance*&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entmoot&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Extended Martial Training&lt;br /&gt;
|[[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eye for Quality&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Family Weapon&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast Learner&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favored Enemy&lt;br /&gt;
|[[Knowledge Skills|Knowledge]]  &#039;&#039;Area&#039;&#039; Rank 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fearless Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fey Blooded&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Powers#Fey Lineage|Fey Lineage]]&lt;br /&gt;
|[[Gnome]], Satyr, Sidhe, Sluagh, or Fae-Troll&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fight to the Death&lt;br /&gt;
|Adrenaline Rush   &#039;&#039;x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Florentine&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Follower&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|-&lt;br /&gt;
|Gnomish Talent&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harden Skin&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Concentration&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Familiar&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Phylactery&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Species, Resist Magic&lt;br /&gt;
|[[Deep Elf]], [[Deep Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Light&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lancet&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lead Rain&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lengthen Claws&lt;br /&gt;
|Short Claws&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Reflexes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Limb Breaker&lt;br /&gt;
|[[Warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|Limber Form&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Living Armor&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Longshot&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Local&lt;br /&gt;
|1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Character Level, creation only&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magic Staff&lt;br /&gt;
|[[Powers#One-Hand Block|One-Hand Block]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magical Training&lt;br /&gt;
|Non-Magic Class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Main Gauche&lt;br /&gt;
|[[Powers#Florentine|Florentine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Make it Work*&lt;br /&gt;
|[[Powers#Gnomish Talent|Gnomish Talent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Martial Style&lt;br /&gt;
|[[Monk]]&#039;&#039;,&#039;&#039; 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Craftsman&lt;br /&gt;
|An &#039;&#039;Advanced [[Production]]&#039;&#039; Skill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master of the Wilds&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Smithing&lt;br /&gt;
|[[Dwarf]] &amp;amp; &#039;&#039;Advanced [[Smithing]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mentor&lt;br /&gt;
|1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Character Level, creation only&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Strike&lt;br /&gt;
|&#039;&#039;Brawl&#039;&#039;, [[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Might of the Tiger&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mighty Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Memory&lt;br /&gt;
|Artisan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Hunter&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Next Best Thing&lt;br /&gt;
| [[Knowledge Skills|Knowledge]] &#039;&#039;(Warfare)Rank 5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oathbound&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One with the Land&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|Only when called&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Overwhelming Power&lt;br /&gt;
|[[Warrior]] &#039;&#039;Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pack Mentality*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Photosynthesis&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Point Blank&lt;br /&gt;
|[[Powers#Combat Archery|Combat Archery]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Potent Blood&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pounce*&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Power Chord&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Preparation&lt;br /&gt;
|[[Powers#Ambush|Ambush]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Princess Candidate&lt;br /&gt;
|[[Deep Elf]], Female, 10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Researcher&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Area)&#039;&#039; Rank 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resilient*&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Retain Magic&lt;br /&gt;
|30 [[Mage#Mana|Mana]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Right Between the Eyes&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Righteous Chorus&lt;br /&gt;
|Paladin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll with It&lt;br /&gt;
|[[Powers#Acrobatics|Acrobatics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scent&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Self-Stabilize&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Strike&lt;br /&gt;
|&#039;&#039;Conceal, Move Silent&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Large&lt;br /&gt;
|[[Powers#Shield Proficiency, Medium|Shield Proficiency, Medium]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Medium&lt;br /&gt;
|[[Powers#Shield Proficiency, Small|Shield Proficiency, Small]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Small&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shred*&lt;br /&gt;
|[[Felis]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shrug it Off&lt;br /&gt;
|&#039;&#039;Survival x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Minded Fury&lt;br /&gt;
|[[Powers#Ambidexterity|Ambidexterity]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sling Arrow&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Specialization&lt;br /&gt;
|[[Champion]], [[Trooper]] or [[Warrior]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Devotion&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus I&lt;br /&gt;
|&#039;&#039;Spell Pool 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus II&lt;br /&gt;
|&#039;&#039;Spell Pool 3 and Spell Focus I&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stalwart Guard&lt;br /&gt;
|[[Powers#Born To Serve|Born To Serve]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Strong Arm&lt;br /&gt;
|[[Champion]], [[Trooper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Subtlety&lt;br /&gt;
|[[Rogue]]&amp;lt;nowiki/&amp;gt;r or [[Ranger]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Swamp Thing&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talented Assistant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Taproot&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Terrain Adaptation&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Planes)Rank 3&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The Trees are Angry&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touch of the Wind*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touched by the Shadow*&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Toughen*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trapper&lt;br /&gt;
|&#039;&#039;Hunter’s Call, Snare&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trollsblood&lt;br /&gt;
|[[Half-Troll]], &#039;&#039;Regeneration x 5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tumble&lt;br /&gt;
|[[Powers#Athletics|Athletics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tunnel Fighter&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Undying Fury&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warning Signs&lt;br /&gt;
|&#039;&#039;Track x 10, [[Knowledge Skills|Knowledge]] (Nature) Rank 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Proficiency&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wild Magic&lt;br /&gt;
|[[Caller]], &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of Nature&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form&lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;*Powers with this notation can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
Powers do not function like skills they are always considered to be in effect. Powers either give characters’ access to a new ability or change the function of a skill they already have. At 1st level, all characters start with 1 power, and they gain an additional power at 4th level and every 4 levels after, i.e., 1st, 4th, 8th, 12th, Etc… In addition to the normal powers, every 10 levels players will gain an extra power that can only be used for a power that is species specific, Humans are the exception to this they can pick any power they have the prerequisites for. If a power has prerequisites, then all must be met before the power can be purchased. All powers can only be purchased one time unless noted otherwise. Unless indicated otherwise powers that have a daily use cannot be used simultaneously.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Acrobatics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Acrobatics&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Dodge This power allows the character to get the most out of every opportunity. Whenever they use a skill from their Defensive tree they gain a Barrier effect, these points do not stack with themselves and are the first to be lost.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ambidexterity&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Ambidexterity&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power reflects a character natural skill with both hands, this grants them the following abilities: they can move their Focus and Precision bonus damage to either hand, though this takes a 5 counted action and lasts until the end of combat. Additionally, while wield a weapon in each hand their flurry limit increases by 1, to 4 swings.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amp&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amp&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Bard When wielding an instrument weapon, the Base Weapon Damage is increased by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amplify Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amplify Barrier&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Animal Speech&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Animal Speech&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Caller This power allows the character to talk normally while shape changed, as well as will let them communicate with animals of similar breed. This does not allow spell casting or using magic items that require speech to activate.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Arcane Study&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Arcane Study&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spell Devotion Elves have always been known for their link and skill when it comes to magic, and as such, the power improves upon their magical ability. This power increases the characters Spell Pool by 10 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Efficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Efficiency&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Armor Proficiency This power allows the character to get the most out of the armor they wear. This will increase the armor gained from a phys-rep by 1 tier of armor, Example a suit that qualifies as a Medium Armor would be valued as Heavy Armor while worn. The character is still limited to their maximum armor value. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Proficiency&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power increases the maximum amount of armor a character can wear by 1 Tier. Example: A Rogue with this power could wear up to Medium Armor, instead of being limited to Light Armor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aspect Mastery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Aspect Mastery&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Caller This power causes Aspects that the player casts to have the duration doubled. It is up to the caster to inform the recipient of the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Athletics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Athletics*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None You have spent time working out and training your body to go further than the average person. This Power increases the characters Base Strength by +2 for performing Feats of Strength. The Strength gained from this Power will stack with itself; for example, if a character has taken Athletics 3 times, they will have an additional +6 Strength for performing Feats of Strength.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;   &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsense&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Blindsense&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Deep Elf While darkness is a hindrance to the sighted, you have spent years training your other senses to counteract the effects. You take no negative from the Blind effect; additionally, do not suffer penalties on Contested Rolls for darkness or lack of vision.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Grappler&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Grappler*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Half-Troll and Lengthen Claws This power allows the character to use their claws to grab their opponents and squeeze them into submission. Twice each reset, the character can use Binding Strike with a 6 counted action, and the resulting effect reduces the target to -1 Body Points. This can only be performed with claws and is considered to be a Base Strength of +4 for the purposes of foes’ ability to Break Free.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Marksman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Marksman*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Ranger This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter&#039;s Mark skill.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born To Serve&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born To Serve*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Oathbound This power comes from the dwarf’s lineage to guard the great Dwarven houses. This power allows the character to Resist effects that push them or force their movement, examples Repel, Sweep, ect. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Trader&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Trader&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Felis Born into a family of traders, the art was pushed upon you from an early age. This power gives 1 rank of the merchant skill for free, the max rank is still 10. This power also gives a 5% discount when using the &amp;quot;Purchase&amp;quot; Trade action. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broaden Specialization&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Broaden Specialization&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Specialization This power allows the character to apply their Specialization bonus to all weapons they are proficient with.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Bulwark&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Bulwark&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Strong Arm This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Called Shot&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Ranger When a character uses their Hunter’s Mark skill to deal only damage, not adding a Technique, they receive a +10 Base Weapon Damage bonus instead of the normal +5 bonus.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Beast&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Beast*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Rok’Shen This power allows the character to unleash their ancestral nature for a brief time. When used, the effect is determined by what type of animal they are; Large powerful animal types gain +4 Base Strength for 10 minutes, Smaller more agile animal types take Reduced: Half damage for the duration. This power can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Wild&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Wild*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Archery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Archery&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Precision +4 This power allows the character to block with a bow, even with a single hand. Once a bow has been hit with a weapon it must be restrung on a 3 counted action before it can be used to fire arrows again. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Medic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Medic&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Diagnose This power allows the character to perform the First Aid skill on two targets as the same time, so long as both are within arm’s reach.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Companion*&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Companion&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power allows the character to have a Tamed pet, so long as the pet is with the character they gain the benefit chosen from the pets list. A character can only have 1 pet at a time and must release their current pet to gain another. For more info on the pets see Appendix 8: Novice Rules.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conduit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Conduit*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade This power allows the character to use the Channel Class Feature two additional times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Wondrous Item&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Create [[Wondrous Item]]&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Character level 8 This power allows the character to use a &#039;&#039;Create Wondrous Item&#039;&#039; recipe to craft items that are more interesting and useful than your average equipment but do not reach the level of a ritually empowered magic item.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Critical Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Critical Strike&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Blitz  or Overpower When the character uses the Blitz or Overpower special attacks, they may add the Critical Modifier to the damage call.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deep Pockets&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power allows the character to more carefully stack and stow crafted goods allowing them to carry double the number of Ghost Tags as normally allowed, including doubling the value gained from items like Bags of Holding. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Defender&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Defender&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Champion This power allows the character to use the Defend skill 1 additional times each Encounter. Additionally, it allows the character to use Weapon Ward to protect others so long as they are within weapons reach. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense is Good Offense&#039;&#039;&#039; Prerequisite: Champion This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the &#039;&#039;&#039;Blitz&#039;&#039;&#039; + &#039;&#039;&#039;Critical Strike&#039;&#039;&#039; skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desperate Rush&#039;&#039;&#039; Prerequisite: Paladin This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset. This can be learned multiple times, handy for slow learners and the defensively challenged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Devotion&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Must be a member of an Order or Attunement This power reflects the character’s faith or investment into an Order or Attunement and grants them 6 Favor with the selected group. Once chosen the power can NEVER be removed by effects like Obliterate Mind. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Element Exclusion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Element Exclusion&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Mage, Spellblade This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Accuracy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Accuracy*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: High Elf This power hones the elf’s senses. When a skill or spell that has a Mana or Energy cost misses its target or is defended against, such as with Parry, Dodge, etc., the High Elf may call “Elven Accuracy” and repeat the attack immediately at no additional cost. This power can be used twice each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Martial Training&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: High-Elf This power gives the character Weapon Proficiency: Long Bow&amp;amp; Long Sword.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Enhanced Shifting&#039;&#039;&#039; - Prerequisite: Caller This power allows Callers to select a specific animal when shifting and gain parts of that animals natural locomotive capabilities. When using their Shift, the Caller may now Fly, Swim (along with breath Underwater), or Burrow.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Reclamation*&#039;&#039;&#039;: This power allows a mage to use their Reclamation ability two more times per reset.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Element&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Element&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade, Aura Blade This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Spirit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Spirit&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Paladin, Aura Blade This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Endless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Endless Fury*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power allows the character to activate their Primal Fury Class Feature 2 additional times each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Energy Resistance&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Energy Resistance*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: 8thCharacter Level. By now the character has been exposed to the elementals both natural and planar in origin and has developed a minor resistance to them. The character negates the first 5 points of any non-weapon delivered attack with their chosen flavor. The player must choose one of the following: Fire, Water, Wind, or Stone as the flavor that is affected. While this can be taken multiple time the effects to not stack, so a different flavor must be picked each time  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entmoot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Entmoot&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: One with the Land To use the power there must be at least 3 Ents with this power involved. Using this power takes 15 minutes of concentration and the Ents must be in a circle gently swaying. The Ents use this time to discuss and pool their knowledge; at the end of this they may ask a question of the world. This communion draws information from the world itself and because of this it may take some amount of time to receive the answer. Plot should be informed this power is going to be used and what the question or topic is as soon as possible so that the answer can be provided.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extended Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Extended Martial Training&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Monk This power allows the character to treat all of their Class Weapon Proficiencies as Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Eye for Quality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Eye for Quality&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power reflects the characters’ experience in the world and ability to notice even the most useful of scrap. When harvesting Nodes, the character receives 20% more harvesting points. Additionally, on Modules there is a chance they can scrounge up random items, and they can use the Survival skill to guarantee a scrounged item. If successful, the player will receive a Scrounge Tag which can be turned in at NPC camp at a later time.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Family Weapon&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Family Weapon&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Oathbound This power grants the character a masterfully crafted weapon that has been passed down through the ages. When the weapon is passed, their oath protects it. The weapon is chosen when this power is taken and will be tagged as such. The weapon is Immune to effects that would apply the Broken status to the item. Furthermore, when the character is wielding the weapon that weapon cannot be Disarmed. While the weapon will never expire, any effects added to it will carry their own expirations. The weapon must be an Axe, Hammer or Spear.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Learner&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fast Learner&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None While you might not always be a master at all things you have a knack for learning just about anything. In addition to your Basic Class skills you can also learn Basic Everyman skills without need of an instructor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Favored Enemy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Favored Enemy&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Knowledge (Area) Rank 3 This power increases the characters’ damage when fighting a chosen type of creature. When fighting creatures of the chosen type the character gains the Bane effect, giving them +5 Temporary Weapon Damage against those targets. Or this power can affect Spell Pool. This will increase the damage of each Spell Pool attack by 5 points; however, this will only apply to castings of 10 points or more Spell Pool. When the character using this power announces it, they will be made aware of which creatures the bane effect should work on, and it is up to the player to keep take of which creatures they get the added damage on. When this power is purchased one of the following types is chosen:  &lt;br /&gt;
&lt;br /&gt;
Nature: Animal or Shapechanger &lt;br /&gt;
&lt;br /&gt;
Cycle: Undead or Abominations  &lt;br /&gt;
&lt;br /&gt;
Magic: Draken or Golem  &lt;br /&gt;
&lt;br /&gt;
Planes: Outsiders or Elementals  &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fearless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fearless Fury&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fey Blooded&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Blooded&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Any Fey Species You are more than just a child of the fey, the home world still courses in your veins. This power allows the character to cancel all magical effects currently on their person and for 1 minute they will be Immune to all magical effects (positive and negative) that affect them. While this power is active the character becomes Vulnerable: Iron. This can be used once each reset.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fey Lineage&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Lineage&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Gnome You are among the Gnomes whose link to the Fey is still strong. As such the character can tap into that power. The character can sometimes see bits of the Fey world through this world. This allows them to be able to see weak points in the barrier between the 2 worlds, as well as identify fey portals. Additionally, the character can spend a few moments studying a target and discern if they are Fey. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fight to the Death&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fight to the Death&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Adrenaline Rush x 2 This power allows the character to fight off dying. When reduced to -1 Body Points the character may choose to be instantly healed for 16 Body Points. For the hour following the use of this power the characters bleed out count is reduced from 120 seconds to 60 seconds. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Florentine&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Florentine&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power allows a character to wield any 1-handed weapon in their main hand and up to a medium weapon in their off hand, with which they are skilled.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Follower&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Follower&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Must be at least 8th character level A local from the area has shown some real talent, and you have taken them under your wing. Your character gains a follower with the following skills: 4 Ranks of Craftsman, Knowledge (Geography)Rank 2, Knowledge (History) Rank 1; the Talented Assistant Power, and the Local Power. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gnomish Talent&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Gnomish Talent&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Gnome This power allows the character to be able to attempt to Disable Device even if they do not have ranks and will always have a minimum of +2 Bonus. If they have at least 5 ranks of the Disable Device skill, they are always treated as having 5 more ranks for the purpose of Contested Rolls.  &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harden Skin&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Harden Skin&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Ent This power gives the character 10 points of natural armor, these points stack with other forms of armor and will allow the character to exceed their class maximum armor value by the 10 points gained. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Concentration&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Concentration&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power improves the characters’ ability to stay focused on a task even with outside disturbance. This makes the character Immune to Cheap Shot, and while using a skill or ability that requires Concentration to maintain, taking damage will not interrupt them.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Familiar&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Familiar&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Create Familiar This power allows the character to manifest a more powerful Familiar. Granting them 5 points of Spell Pool and a benefit based on the flavor of the familiar.  &lt;br /&gt;
&lt;br /&gt;
Fire- Increases the character&#039;s Spell Pool by 5 Points.  &lt;br /&gt;
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Water- Increases the character’s Spell Cap by 5 points.  &lt;br /&gt;
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Wind- Grants the character the Evade skill once each reset.  &lt;br /&gt;
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Stone- Increase the character base Body Points by 5. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Phylactery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Phylactery&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Create Phylactery This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mending- When the character reaches the last 5 seconds of their Bleed Out count, they are instantly healed for 5 points. Once triggered this cannot happen again for 4 hours.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes 7 mana less, minimum 1 mana.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Improved Racial, Resist Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Species, Resist Magic&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Deep Elf This power allows the Resist Magic species abilities that are earned from levels, not purchased with Skill Points, to also be used to resist attacks with the Arcane Delivery Type.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inner Light&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Inner Light&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: School of Spirit This power temporarily boosts a Mage’s abilities in 2 ways. First, while active, it grants Magic Vector for all Spirit spells; second, it doubles the characters Spell Pool, this can go beyond the cap outlined in Spell and Magic. When activated the characters Spell Pool becomes Touch Cast only. This power will last for one combat or up to 5 minutes. This can be used twice each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Will&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Iron Will*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; This power allows the character to shrug off a mental attack. This can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kintsugi Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Kintsugi Barrier&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade This power modifies the Barrier skill for a spell blade. With this power, the spell blade&#039;s armor is refit upon the use of their Barrier skill.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lancet&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lancet&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spellblade This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Lead Rain&#039;&#039;&#039; Prerequisite: Gunslinger&lt;br /&gt;
Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled. This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;. Lead Rain is usable once per reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lengthen Claws&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lengthen Claws&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Short Claws This power causes the characters’ claws to become elongated increasing them up to Medium weapon length.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Lightning Reflexes&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None With this power the character has an amazing reaction time, to the point of seeming to have a precognitive awareness about their surroundings. Whenever they are caught in the area of a trap or limited AOE, if they are within 1 step of the radius they can step out of the area and avoid the attack.&lt;br /&gt;
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&#039;&#039;&#039;Limb Breaker&#039;&#039;&#039; - This power unlocks the purchase of the Maim Limb skill for the Warrior at the cost of 6 SP. Each use of the skill will cost 3 Energy.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Limber Form&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Limber Form&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Rok’ Shen This power allows the character to twist and contort their form granting them a few advantages. First, with a 60 counted action the character can break free of Pin, Bind, and Web effects in addition to non-magical bindings, Secondly, the character can squeeze through narrow openings.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Living Armor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Living Armor&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: School of Spirit This power allows the character to use their Spell Pool (Healing) to fix damaged suits of armor. They can use their Spell Pool with an altered incant “I Summon X Armor.” This change allows them to heal Body Points or Armor Points. Healing a suit of armor to its maximum value will Repair the armor.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Longshot&#039;&#039;&#039; Prerequisite: Gunslinger&lt;br /&gt;
Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther. Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price. 20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart. (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Main Gauche&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Main Gauche&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&#039; Prerequisite: Florentine This power gives a character, while fighting with two weapons, an off handed strike whenever they use a skill from a Defensive Technique. When they use one of these skills, they gain a +5 Temporary Weapon Damage as a Blade effect on their next off hand attack to be used in the same encounter. This ability can only be used while fighting with two weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magic Staff&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Magic Staff&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: One-Hand Block This power allows the character to use a Staff as a wand, instead of a Short Blunt. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Magical Training&amp;lt;/b&amp;gt;  Prerequisite: A class that does not have access to magic. This power allows the character to be trained in the very basics of magic. When taken the player must choose a School of magic Elemental, Spirit, or Nature; Paladin and Spellblade spells are not in &#039;schools&#039; and thus cannot be chosen. Once a School is chosen it cannot be changed. The character can now use Scrolls from that School up to 6th level following the normal rules for using runes.&amp;lt;/p&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Craftsman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Craftsman&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: An Advanced Production skill This power allows the character to produce two identical items at the same time, when creating goods in-game. You must still pay the Component price for both items.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Make It Work&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Make It Work*&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Gnomish Talent All Gnomes were born with the mindset that everything can function with a little kick. With this power once each reset the character can use any Engineering item even if they don&#039;t have the normal skill to do so. This includes setting traps, throwing bombs, disarming traps, and even solving physical puzzles.   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Martial Style&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Martial Style&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Monk, 4th Character Level With extensive training the character has mastered a favored style in which they fight. By specializing on this style, they are granted a static bonus.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mantis Style- Grants 1 Additional swing to their Flurry limit.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Crane Style- Grants 10 points of Dexterity Armor.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Bull Style- Grants +1 Base Weapon Damage with Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master of the Wilds&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master of the Wilds&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Caller This power allows the character to now affect 2 additional targets when they cast Aspects.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Smithing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Smithing&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Dwarf and Advanced Smithing This power allows the dwarf to hone his skills; all weapons made by the character automatically receive 1Temper for free. Additionally, they can melt down weapons for half the crafting components (Common and Uncommon) it takes to make the item so long as the item has at least 3 months remaining on the duration. Also some Rare components may be gained if they were used to make the item (the number is a percentage of the remaining duration).  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mentor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mentor&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: 1st Character Level, can only be taken at character creation While you have a standard education like many adventurers there was someone along the way who took a shining to you. It could have been a relative, a teacher, a blacksmith, or even a local knight; no matter who it is, they have some kind of specialized training. You may begin play with one Advanced skill, and once each event, you can seek out your mentor to help you along in your career and they can perform one of the following tasks: Give you a single instruction session in one skill, Research a single question for you, or craft 4 basic items for you. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Merciful Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Merciful Strike&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Brawl, Monk This power allows the character to add the “Padded” flavor to their melee weapon attacks.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mighty Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mighty Fury&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian &lt;br /&gt;
&lt;br /&gt;
This power increases the potency of the characters Primal Fury power. While active they additionally gain 4 Blade Effects that are +5 Temporary Weapon Damage and Critical.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Might of the Tiger&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Might of the Tiger&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: &lt;br /&gt;
&lt;br /&gt;
Deep Elf Much as when the Tiger carried the Sage until he died, you are a symbol of his feat. When moving a downed/Helpless ally you are considered to have +2 Base Strength. This strength can also be called to overcome challenges (physical) that endanger the Deep Elf in addition to his allies. You are recognized as a champion of your people. Reactions from Deep Elf NPCs will be affected as such. This means your actions will be more noticed, both good and bad.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Hunter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Natural Hunter&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Felis &lt;br /&gt;
&lt;br /&gt;
This power improves the character’s scent and vision to an extreme level, allowing them a few advantages; first the character can spend a 10 counted action sniffing an item and can determine if the item contains any toxins, second, they receive a +1 Bonus on tracking Contested Rolls, and lastly at night or in dark lighting conditions the player will always get a species description of a target when they ask the question “What do I see”. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Oathbound&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Oathbound&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Dwarf &lt;br /&gt;
&lt;br /&gt;
This power binds the character to his word making it unbreakable. A character with this power who takes an oath will not break that oath even if it means death. Due to this frame of mind the character gains immunity to Command effects. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;One with the Land&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;One with the Land*&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;Prerequisite: Ent &lt;br /&gt;
&lt;br /&gt;
This power allows the character to generate any effect from the Knowledge Nature chart in Appendix 2, twice each reset. They do not need the Knowledge Nature skill to use the power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only when called&#039;&#039;&#039; Prerequisite: Paladin&lt;br /&gt;
This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied. For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Overwhelming Power&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Overwhelming Power&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Warrior and Overpower This power grants the character an additional +1 Base Strength when wielding a Great Weapon. Additionally, their Blitz skill grants the Massive Modifier when used. This is not limited only to Great Weapons; however, a Great Weapon must still be in hand to gain this effect on Blitz.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pack Mentality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Pack Mentality*&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Rok’Shen This power awakens in the character their nature to hunt with a pack. Once each reset the character can use a Natural version of the Wolf Pack spell, allowing the character and up to 10 allies to Flee. This is announced as &amp;quot;Natural Wolf Pack!&amp;quot; and follows the normal rules for the Wolf Pack spell.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Photosynthesis&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Photosynthesis&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Ent This power allows Ents to regenerate their Body Points. To use this power, the character must stand in a &#039;tree position&#039; with arms outstretched towards the sky for the duration and maintain concentration. For each minute they will regain up to 4 Body Points, up to their maximum. This power can only be used outdoors, in daylight (clouds will not stop you, but rain will). &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Point Blank&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Point Blank&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Combat Archery This power allows the character to continue to fire a bow while blocking with it, once the bow has been struck 5times, it will become unstrung and needs to be restrung as normal.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Potent Blood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Potent Blood&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Dwarf When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pounce&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Felis This power allows the character to make an attack that duplicates the Knockdown skill. This can be used once each reset, and the call is the same as the skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Chord&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Power Chord&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Bard When wielding an instrument weapon, the character can deliver their Dirges at range with the Voice Delivery Type.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Preparation&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Preparation&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Ambush This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Royalty Candidate&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Royalty Candidate&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Deep Elf, 10th Character Level You gain a weapon skill of your choice, Knowledge (Nobility) x1, Survival x 1, and Adrenaline Rush x1 at no Skill point cost. You are a strong candidate for Tson’chi royalty. This is something you and your rivals are aware of…. Good luck.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Researcher&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Researcher&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: At least one Knowledge (Area) at Rank 4 Bookworm does not quite cover your commitment to knowledge. When doing BGA’s (Between Game Action) you can research 2 questions with a single action. Additionally, characters with an Advanced Production skill may also research up to two Advanced Recipes at the same time, instead of only one, though each takes a BGA action each month.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resilient&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Resilient*&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; you have had more near-death experiences than a blind bull fighter; you have been blown up, burned, taken shrapnel, and fate knows what else. Once each reset when an attack would reduce your Body Points to 0 or lower you can call “Resilient” as a defense and be left at 1 Body Point and ignore any other effect the attack may have had. This is a Passive skill and can be used once each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right Between the Eyes&#039;&#039;&#039; Prerequisite: Gunslinger&lt;br /&gt;
Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense. This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Retain Magic&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Retain Magic&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: 30 Mana This power allows the caster to better control the magic around them. This skill can be used to &#039;keep&#039; spell protectives up even if they would normally be stripped. Most commonly, this defense is used against a Dispel or Anti-Magic effects but is also useful to not lose protectives after needing a Life spell. It can also be used to allow an effect that would strip a protective away, to instead bypass the protective and take effect. This power can be used once each encounter. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Righteous Chorus&#039;&#039;&#039; Prerequisite: Paladin&lt;br /&gt;
Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet. It can deliver Life, and if this is not also Desperate Rushed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target. Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five. Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Roll With It&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Roll With It&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Acrobatics This power changes the effect of the Roll skill to now reduce the damage of an attack to 1 point instead of half damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Scent&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Scent&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Rok’Shen This power allows the character to follow targets with their nose. They gain +2 Bonus to Track Contested Rolls. In addition, they can determine species of a scent, and by spending a 10 counted action, they can tell if a Toxin is present.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Self-Stabilize&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Self-Stabilize&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Half-Troll This power allows the character to use their Regeneration skill while they are Dying to set their current Body Points to 0, thus Stabilizing them, after 5 minutes they will wake up with 1 Body Point as normal.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shadow Strike&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shadow Strike&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Conceal, Move Silent This power doubles the effects of the Move Silent skill, allowing up to 30 steps or 2 attacks while remaining Hidden.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Small&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Small&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; This power allows a character to use a Small Shield.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Medium&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Medium&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Proficiency with Small Shield This power allows a character to use a Medium Shield. This cannot be taken if you have the Power: Shield proficiency, Small. You must have gained the small shield proficiency from your class or other source that isn&#039;t a Power to be able to take this. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Shield Proficiency, Large&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Large&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Proficiency with Medium Shield This power allows a character to use a Large Shield. This cannot be taken if you have the Power: Shield proficiency, Medium. You must have gained the medium shield proficiency from your class or other source that isn&#039;t a Power to be able to take this.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shred&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shred*&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Felis and Lengthen Claws This power allows the character to rip apart a target&#039;s armor. Twice each reset the character can make an attack with their Claws called as “Destroy Armor Strike” this attack is one swing hit or miss. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shrug It Off&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shrug It Off&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Survival x 2 This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used  twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Shot&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; You can safely employ very simple firearms, granting you Weapon Proficiency in single shot pistols.  Single Shot here refers to any pistol that must be reloaded after every shot - CarnyRex&#039;s excellent flintlock, or Nerf&#039;s surprisingly powerful Jolt, for example.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Minded Fury&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Minded Fury&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Ambidexterity This power will increase the characters’ Base Weapon Damage by 1 when fighting with 2 weapons of the same length and type; this does not include Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sling Arrow&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Sling Arrow&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Bard This power all the character to use a stringed instrument weapon (Lute, Harp, Ect.) as both a melee and a ranged weapon. The rep must be appropriately constructed for the type of combat it will be used for. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialization&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialization&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: Champion, Trooper or Warrior, 4th Character Level This power increases the characters Base Weapon Damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialist&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialist&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Advanced Production skill in the specialization being chosen. A character can only have one specialization. Once a character is specialized they gain the following bonuses with the related skills. First they receive 10 additional Production Points for the chosen skill at check-in, and then each one has an additional bonus as follows.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Brewmaster&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Brewmaster&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Potions the number of Common Components needed is reduced by 1 (minimum 1) for the first 40 items each game.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Apothecary&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Apothecary&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Chemistry items you can use expired Chemistry tags as Common Herbs.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Metalsmith&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Metalsmith&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Smithing recipes, those items get one free Temper.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Arcane Sculptor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Arcane Sculptor&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Damage/Healing Runes, the value is increased by 5 points at no added cost.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Inventor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Inventor&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Engineering recipes, those items get one free Master’s Workings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Devotion&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: High-Elf Once each reset the character can cast any spell from the Spirit or Elemental Path of Magic that is 5th level of lower, as “Natural &amp;lt;Effect&amp;gt;”.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 1&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 1&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Spell Pool 2 This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 2&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 2&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Spell Pool 3 and Spell Focus 1 This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus 1 power. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stalwart Guard&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Stalwart Guard&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Born to Serve This power focuses the Dwarven training during battle; the key to winning is never giving up the ground you have. This power allows the character to enter a stance, where they must plant their right foot, and the effect will last for 5 minutes or one Encounter, until the players’ foot moves from the spot, or becomes Helpless. In this stance the character becomes Immune to Fear and gains Damage Cap 5. This can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Strong Arm&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Strong Arm&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Champion or Trooper This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the Massive Modifier, treating all such attacks that strike their shield as normal weapon swings. Additionally, while wielding a shield, they can use Deflect and Parry with their shield, as well as on attacks with the Massive Modifier. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Subtlety&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Subtlety&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Rogue or Ranger and 4th Character Level This power gives the character+2 additional Precision damage. This functions just as the Precision skill, but applies to both hands.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swamp Thing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Swamp Thing&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Half-Troll This power allows the character to breath underwater as well as in the air. In addition, the character gains the power Terrain Adaptation: Water.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Talented Assistant&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Talented Assistant&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None You have spent years working odd jobs in and around craftsmen and while you might have never taken the time to learn the trades, you have a skill at helping others get work done. You can aid a player who is crafting in a workshop and cut down their creation time by 1 minute per rank of the item being crafted.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Taproot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Taproot&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Ent Ents can remove negative effects on themselves by rooting into the ground. Rooting down takes 1 minute of concentration and standing in a ‘tree position’, arms raised toward the sky. Once rooted negative effects are considered to be removed per the Dispel effect. There are some effects this power may not work on. This power can be used so long as the character can freely move and is conscious.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Adaptation&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Terrain Adaptation&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Knowledge (Planes) Rank 3 This power allows a character to become attuned with a certain Terrain Type that is associated with one of the Inner Elements (Fire, Stone, Water, or Wind). This allows the character to ignore many of the normal penalties that the Terrain would inflict on them.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;The Trees Are Angry&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;The Trees Are Angry&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: One with the Land If a target desecrates a tree in the presence of the Ent, the Ent may choose to take a Berserk effect against the person doing the damage to the forest and gain +4 Temporary Strength or +50 Spell Pool 1n their attacks against that person for 5 minutes or one Encounter.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touch of the Wind&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touch of the Wind*&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;Prerequisite: High-Elf High elves have always been known for their exceptional grace. Mix that with dwelling in the peaks of mountains that are said to be touched by the planar power of Wind itself, and you unlock a powerful gift. This power allows a character to automatically succeed on a physical challenge; this can be used once each reset. Additionally, when falling, the character is granted an effect similar to a Featherfall with the exception that they suffer half their max Body Points in damage but are never reduced below 1.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touched by the Shadow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touched By The Shadow&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Prerequisite: Deep Elf Being so adapted to the shadows, you have learned how to use them to your advantage. This power allows the character to wrap themselves in shadows, and by spending 1 minute concentrating the character will be Dispelled of all negative effects upon their character. This can be used three times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Toughen&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Toughen*&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisite: None This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&#039;&#039;&#039;T&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;rapper&#039;&#039;&#039;&amp;lt;/span&amp;gt; Prerequisites: Hunter’s Call and Snare This Power improves the Hunter’s Call and Snare skills. For Snare, the Phys-Rep color will be changed to red; the trap becomes undetectable by most means and will change the effect to Natural Web. For Hunter’s Call, the uses of the skill can be used at NPC Camp to gather Foodstuffs (up to 10 Common Foodstuffs, or 2 Uncommon Foodstuffs).  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trollsblood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Trollsblood&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: Half-Troll and Regeneration x 5 This power allows the character to return from the grip of death. At any time during the character’s normal 4-minuteDeath Count, they can make a 3 counted action to Revive (the call is “Revive 3, Revive 2, Revive 1”). This power can be used by expending 3 Regenerations. Being burned or receiving a killing blow with the Fire flavor will prevent the character from using this power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tumble&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tumble&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Athletics This power reflects the character’s advanced training in how to take a fall. The character takes half damage from falls less than 100 feet, and they can jump an additional 10 feet during Feats of Strength. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tunnel Fighter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tunnel Fighter&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Deep Elf or Deep Dwarf While fighting underground you know how to take advantage of the terrain, you gain a +1 Permanent Weapon Damage and gain Terrain Adaptation: Stone.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Undying Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Undying Fury&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power allows the character to push past the confines of their normal limits. When an attack would normally render the character Helpless they can Resist that attack. This can be used once during each use of Primal Fury.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Weapon Proficiency&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: None This power gives the character proficiency and the ability to use a single weapon of their choice, which their class does not already grant them. (Weapon Proficiency does not provide for guns.)   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Wild Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wild Magic&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisites: (Caller Only) this power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke &#039;Wild Magic&#039; for a beneficial effect in accordance with your needs at the time. This can be something as lowly as a purify for a downed ally, a wolf pack flee for you and your friends, a Tree Walk to get you somewhere, or any other spontaneous effect. However, much like the Paladin spell [[Paladin#Miracle|Miracle]], it is not entirely up to you what the effect is and you must discuss with the marshal on hand to come to an agreement on the final effect if it is anything beyond a standard spell levels 1-9 castable by any class. In the case of duplication of a standard spell the verbal for this effect  it &amp;quot;Magic [spell name] wild magic&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Wrath of Nature&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wrath of Nature&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: Guardian This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 Base Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form -&#039;&#039;&#039; Prerequisite: Caller he caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:&lt;br /&gt;
&lt;br /&gt;
15 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 1&lt;br /&gt;
&lt;br /&gt;
Flee x 2&lt;br /&gt;
&lt;br /&gt;
½ Damage from physical attacks&lt;br /&gt;
&lt;br /&gt;
Immune to Wind &amp;amp; Lightning damage&lt;br /&gt;
&lt;br /&gt;
+50 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Gain one bonus spells costing up to 5 mana &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;HEROIC POWERS&amp;lt;/u&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
=== Beginning at 20th level character can now choose from the Heroic Powers list. While they will continue to grow in levels the character can still choose powers for the core book as well as from this list. Powers notated with an asterisk (*) can be taken multiple times. ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&amp;lt;caption&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Power&amp;lt;/th&amp;gt; &amp;lt;th&amp;gt;Prerequisite&amp;lt;/th&amp;gt;&lt;br /&gt;
|Advanced Magical Training&lt;br /&gt;
|Power - &#039;&#039;Magical Training&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Strike*&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Armored to the teeth&lt;br /&gt;
|Power - &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Backlash&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Blood Oath&lt;br /&gt;
|Power - &#039;&#039;Family Weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Body Guard&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|Power - &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cast Iron&lt;br /&gt;
|Background - &#039;&#039;Nomad&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cat Like Reflexes&lt;br /&gt;
|&#039;&#039;Felis&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cataclysm&lt;br /&gt;
|Mage, Warlock&lt;br /&gt;
|-&lt;br /&gt;
|Chakra Focus&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Combat Challenge&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Combo Move&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Dedication&lt;br /&gt;
|Scholar&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity Armor*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Skin*&lt;br /&gt;
|Monk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Spirit&lt;br /&gt;
|Guardian&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting, Greater&lt;br /&gt;
|Caller, Enhanced Shifting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Totems&lt;br /&gt;
|Guardian&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Emulation&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Kintsugi Barrier&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|-&lt;br /&gt;
|Escape Plan&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Exotic Ammo*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Feedback Loop &lt;br /&gt;
|Spell Pool 4&lt;br /&gt;
|-&lt;br /&gt;
|Focus Zen*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Full-Blooded&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|-&lt;br /&gt;
|Greater Specialization&lt;br /&gt;
|Specialization&lt;br /&gt;
|-&lt;br /&gt;
|Hardened Training &lt;br /&gt;
|Soldier Background &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Heroic Toughness* &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Holy Nova*&lt;br /&gt;
|Path of Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Hype Man&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;m on a Boat&lt;br /&gt;
|Sailor&lt;br /&gt;
|-&lt;br /&gt;
|Improved Parry&lt;br /&gt;
|Parry, KA Warfare Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|Jam Device*&lt;br /&gt;
|Power - Gnomish Talent&lt;br /&gt;
|-&lt;br /&gt;
|Linguist&lt;br /&gt;
|5 different read and write skills&lt;br /&gt;
|-&lt;br /&gt;
|Mana Tap&lt;br /&gt;
|Elemental School of Magic&lt;br /&gt;
|-&lt;br /&gt;
|Mark up&lt;br /&gt;
|Merchant rank 10&lt;br /&gt;
|-&lt;br /&gt;
|Master Merchant&lt;br /&gt;
|Merchant Background&lt;br /&gt;
|-&lt;br /&gt;
|Master of Creation&lt;br /&gt;
|Create [[Wondrous Item]], KA Magic Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Creation&lt;br /&gt;
|Artisan&lt;br /&gt;
|-&lt;br /&gt;
|Momentum&lt;br /&gt;
|Warrior&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Embrace &lt;br /&gt;
|Caller&lt;br /&gt;
|-&lt;br /&gt;
|Next Best Thing&lt;br /&gt;
|KA Warfare Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|One Voice&lt;br /&gt;
|Entmoot&lt;br /&gt;
|-&lt;br /&gt;
|Posse&lt;br /&gt;
|Outlaw&lt;br /&gt;
|-&lt;br /&gt;
|Practiced Crafter&lt;br /&gt;
|Craftsman&lt;br /&gt;
|-&lt;br /&gt;
|Purge the Shadows&lt;br /&gt;
|School of spirit, KA Cycle Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Shot*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Renown&lt;br /&gt;
|Aristocrat&lt;br /&gt;
|-&lt;br /&gt;
|Reverberate&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Adept&lt;br /&gt;
|Ritualism&lt;br /&gt;
|-&lt;br /&gt;
|Scout&lt;br /&gt;
|Woodsman Background&lt;br /&gt;
|-&lt;br /&gt;
|Strengthen Bloodline&lt;br /&gt;
|5 Species Resists&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Subsonic&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Tolerance&lt;br /&gt;
|Terrain Mastery or Survival x5&lt;br /&gt;
|-&lt;br /&gt;
|Triage&lt;br /&gt;
|Medic Background&lt;br /&gt;
|-&lt;br /&gt;
|Triple Jointed&lt;br /&gt;
|Power - Limber Form&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed Combat&lt;br /&gt;
|Brawl&lt;br /&gt;
|-&lt;br /&gt;
|Unleash Elements&lt;br /&gt;
|KA Magic/Warfare Rank 3 &amp;amp; KA Planes 3&lt;br /&gt;
|-&lt;br /&gt;
|Unyeilding&lt;br /&gt;
|Must have successfully resurrected 3 times&lt;br /&gt;
|-&lt;br /&gt;
|Warp Magic&lt;br /&gt;
|Deep Elf, Power - Improved Species, Resist Magic&lt;br /&gt;
|-&lt;br /&gt;
|War Cry&lt;br /&gt;
|Trooper&lt;br /&gt;
|-&lt;br /&gt;
|Whirlwind&lt;br /&gt;
|Power - Overwhelming Power&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form, Greater&lt;br /&gt;
|Power - Wisp Form&lt;br /&gt;
|-&lt;br /&gt;
|Wyld Soul&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Years of Mastery&lt;br /&gt;
|High-Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zealous Dedication&lt;br /&gt;
|Single Attunement &amp;amp; 100+ Favor&lt;br /&gt;
|&lt;br /&gt;
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&#039;&#039;&#039;Advanced Magical Training&#039;&#039;&#039; Prerequisites: &#039;&#039;Magical Training&#039;&#039; &lt;br /&gt;
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This power further extended the characters understanding on magic and allows them to use &#039;&#039;Scrolls&#039;&#039; from a second &#039;&#039;School&#039;&#039; of magic.&lt;br /&gt;
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&#039;&#039;&#039;Arcane Strike&#039;&#039;&#039; &lt;br /&gt;
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This Power allows the character to deliver an attack with a more powerful version of their &#039;&#039;Channel&#039;&#039; skill. They may use the&#039;&#039;Arcane&#039;&#039;Delivery Type instead of the &#039;&#039;Magic&#039;&#039; Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of &#039;&#039;Channels.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Armored to the Teeth&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
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This Power increases the character’s armor value. The character gains an additional 10 points of armor that go over their class maximum and are readjusted with their normal armor. &#039;&#039;Temporary Armor&#039;&#039; effects do not stack with this Power.&lt;br /&gt;
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&#039;&#039;&#039;Backlash&#039;&#039;&#039; Prerequisite: &#039;&#039;Spellblade, Aura Emulation&#039;&#039;&lt;br /&gt;
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By manipulating your power, you can cause your &#039;&#039;Barrier&#039;&#039; to lash out instead of providing protection. To use this, you must activate your &#039;&#039;Barrier&#039;&#039; skill and on the first hit that strikes you can use the effect “&#039;&#039;Magic Aura&amp;lt;Flavor&amp;gt;”.&#039;&#039;This functions as per the &#039;&#039;Aura Emulation&#039;&#039; skill. This removes the &#039;&#039;Barrier&#039;&#039; from you and does not protect from any damage.&lt;br /&gt;
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&#039;&#039;&#039;Blood Oath&#039;&#039;&#039; Prerequisite: &#039;&#039;Family Weapon&#039;&#039;&lt;br /&gt;
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When wielding their family weapon, they can invoke ancient powers. Once activated the character gains the Flavor Carrier &#039;&#039;Ward&#039;&#039;. This Power can be used once each reset, and lasts for 5 minutes or one Encounter.&lt;br /&gt;
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&#039;&#039;&#039;Bodyguard&#039;&#039;&#039; Prerequisite: &#039;&#039;Champion&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;Cast Iron&#039;&#039;&#039; Prerequisite: &#039;&#039;Nomad&#039;&#039; &lt;br /&gt;
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Years of surviving in the wilds have hardened the character’s fortitude, making them &#039;&#039;Immune&#039;&#039; to the effect of &#039;&#039;Rot&#039;&#039;, though this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may be part of the attack. Additionally, their &#039;&#039;Resist Rot&#039;&#039; can be used to &#039;&#039;Resist&#039;&#039; the following effects: &#039;&#039;Plague&#039;&#039;, &#039;&#039;Vampiric, and Wounding.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Cataclysm&#039;&#039;&#039; Prerequisite: &#039;&#039;Evoker&#039;&#039;&lt;br /&gt;
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This power allows the character to unleash the true power of the elements on their foes. Twice each reset the character can inflict &#039;&#039;Vulnerability&#039;&#039; on their foes in combat. To use this Power, the character must announce, “All enemies &#039;&#039;Voice Vulnerability &amp;lt;Flavor&amp;gt;”,&#039;&#039; where &amp;lt;Flavor&amp;gt; is one of those from their &#039;&#039;Spell Pool.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Cat-Like Reflexes&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Felis&#039;&#039; &lt;br /&gt;
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This Power allows the character to automatically succeed on physical challenges, which are based on dexterity or grace; meaning this does not help lifting a heavy object. &lt;br /&gt;
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&#039;&#039;&#039;Combat Challenge&#039;&#039;&#039; Prerequisite: &#039;&#039;Champion&#039;&#039;&lt;br /&gt;
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Once per Encounter the character can challenge a foe causing the target to use any and all means to attack the challenger to the best of their ability, forsaking other individual targets along the way. This effect will only work on sentient targets, and will last for 5 minutes or one Encounter, otherwise ending when either challenger or the challenged are rendered Helpless.&lt;br /&gt;
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&#039;&#039;&#039;Combo Move&#039;&#039;&#039; Prerequisite: &#039;&#039;Rogue&#039;&#039;&lt;br /&gt;
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In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free.&lt;br /&gt;
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&#039;&#039;&#039;Dedication&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Scholar&#039;&#039;&lt;br /&gt;
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This Power allows the Scholar to expend fewer resources when generating effects with their &#039;&#039;Knowledge Points&#039;&#039;. This reduces the cost of the abilities for their favored &#039;&#039;Knowledge (Area)&#039;&#039; skills by 1 point, to a minimum of 1.&lt;br /&gt;
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&#039;&#039;&#039;Dexterity Armor*&#039;&#039;&#039;&lt;br /&gt;
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This Power grants the character Dexterity Armor. Each time this Power is taken, the character gains up to 20 points of Dexterity Armor, though they are still limited by their Class and Powers for maximum armor they can benefit from.&lt;br /&gt;
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&#039;&#039;&#039;Diamond Skin&#039;&#039;&#039; Prerequisite: &#039;&#039;Monk&#039;&#039;&lt;br /&gt;
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Through dedication to the arts you have pushed your body to the edges of control, able to shrug off small amounts of magic. This Power automatically &#039;&#039;Resists&#039;&#039; the next three spells or effects with the &#039;&#039;Magic&#039;&#039; Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset&#039;&#039;.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Dual Spirit&#039;&#039;&#039; Prerequisite: &#039;&#039;Guardian&#039;&#039;&lt;br /&gt;
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This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.&lt;br /&gt;
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&#039;&#039;&#039;Elemental Emulation&#039;&#039;&#039; Prerequisite: &#039;&#039;Aura Emulation&#039;&#039;&lt;br /&gt;
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This Power allows the character to change the Delivery Type of the &#039;&#039;Aura Emulation&#039;&#039; skill from “Magic Aura” to “Elemental Aura”. This can be used three times each reset.&lt;br /&gt;
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&#039;&#039;&#039;Escape Plan&#039;&#039;&#039; Prerequisite: &#039;&#039;Rogue&#039;&#039;&lt;br /&gt;
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This Power augments the &#039;&#039;Conceal&#039;&#039; skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a &#039;&#039;Prison,&#039;&#039; or &#039;&#039;Petrified.&#039;&#039; This also makes use of the skill a &#039;&#039;Passive&#039;&#039; ability&#039;&#039;.&#039;&#039; In addition to the normal effect of &#039;&#039;Conceal,&#039;&#039; if the character stays concealed for the full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove &#039;&#039;Derangements&#039;&#039;. Note: &#039;stay concealed for the full ten seconds&#039; means the character cannot transition into Hide via his Conceal skill if they want to use the negative status effect removal feature of this power.&lt;br /&gt;
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&#039;&#039;&#039;Exotic Ammo&#039;&#039;&#039; Prerequisite: &#039;&#039;Ranger&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;Feedback Loop&#039;&#039;&#039; Prerequisite: &#039;&#039;Spell Pool 4&#039;&#039;&lt;br /&gt;
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Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their &#039;&#039;Spell Pool&#039;&#039; on a 10 counted action, instead of concentrating for the normal amount of time.&lt;br /&gt;
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&#039;&#039;&#039;Focus Zen*&#039;&#039;&#039; Prerequisite: &#039;&#039;Monk&#039;&#039;&lt;br /&gt;
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This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “&#039;&#039;Arcane Break Enchantments&#039;&#039;”, and can be used once each reset.&lt;br /&gt;
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&#039;&#039;&#039;Full Blooded&#039;&#039;&#039; Prerequisites: &#039;&#039;Half-Troll&#039;&#039;&lt;br /&gt;
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The character gains &#039;&#039;Slow Regeneration;&#039;&#039; allowing them to spend 30 minutes of resting and taking no combative actions, at the end of which they are healed to their maximum &#039;&#039;Body Points&#039;&#039;, cured of all &#039;&#039;Toxins&#039;&#039;, and &#039;&#039;Regenerate&#039;&#039; all missing limbs.&lt;br /&gt;
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&#039;&#039;&#039;Greater Specialization&#039;&#039;&#039; Prerequisites: &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.&lt;br /&gt;
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&#039;&#039;&#039;Hardened Training&#039;&#039;&#039; Prerequisite: &#039;&#039;Soldier Background&#039;&#039;&lt;br /&gt;
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Years of service and training have honed your prowess to the point that you can push yourself beyond your own ability. This Power grants the character either 2 Energy, 4 Mana, or 10 &#039;&#039;Spell Pool&#039;&#039;. The character must already possess at least the same amount base of the source they choose.&lt;br /&gt;
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&#039;&#039;&#039;Heroic Toughness*&#039;&#039;&#039;&lt;br /&gt;
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This Power permanently increases the characters &#039;&#039;Body Points&#039;&#039; by 10.In addition, this increases the effects of &#039;&#039;Recovery&#039;&#039; by an additional 3 points. This power can be taken multiple times with stacking effect.&lt;br /&gt;
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&#039;&#039;&#039;Holy Nova&#039;&#039;&#039; Prerequisite: &#039;&#039;Spirit school of magic&#039;&#039;&lt;br /&gt;
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You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “&#039;&#039;All allies Voice 25 Healing Font&#039;&#039;”.&lt;br /&gt;
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&#039;&#039;&#039;Hype Man&#039;&#039;&#039; Prerequisite: &#039;&#039;Bard&#039;&#039;&lt;br /&gt;
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A good Bard can put on a stellar performance, but a great Bard can help put others over the top. This is exemplified by being their &#039;Hype Man&#039;. To do so the Bard will call &amp;quot;Allies Voice Delivery&amp;quot; which will allow all allies to deliver their next Energy or Mana driven skill via voice delivery. This may be used once per reset. Even Lil&#039; John can get repetitive, the magic is in the moderation.&lt;br /&gt;
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&#039;&#039;&#039;I’m on a Boat&#039;&#039;&#039; Prerequisite: &#039;&#039;Sailor Background&#039;&#039;&lt;br /&gt;
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Years on the Sea has given you the skill, knowhow, and contacts. You possess a small vessel. This ship is large enough to carry 10 people but can be sailed with as few as 2. Additionally, the character gains &#039;&#039;Underwater Combat&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Improved Parry&#039;&#039;&#039; Prerequisite: &#039;&#039;Parry, Knowledge(Warfare)Rank 2&#039;&#039;&lt;br /&gt;
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Through extensive training and study, the character has learned to defend themselves from a larger array of attacks. This Power allows the character to use &#039;&#039;Deflect, Parry, and Riposte&#039;&#039; against weapon delivered attacks regardless of Vector, however, they can only do this for attacks that target only themselves.&lt;br /&gt;
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&#039;&#039;&#039;Jam Device&#039;&#039;&#039; Prerequisite: &#039;&#039;Gnomish Talent&#039;&#039;&lt;br /&gt;
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This Power allows the character to overload a mechanical device causing it to fail and become dormant for 5 minutes. In the case of a trap it will not trigger, in the case of a lock it becomes undone. If used against a construct it will bring the creation to a halt for up to 1 minute. This Power can be used twice each reset, and is delivered as “&amp;lt;Target&amp;gt; Voice Jam Device.”&lt;br /&gt;
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&#039;&#039;&#039;Linguist&#039;&#039;&#039; Prerequisites: &#039;&#039;5 different Read and Write skills&#039;&#039;&lt;br /&gt;
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By studying a wide range of languages, you have learned to pick out nuances in the written text, with time of course. The character can study written text for a language they do not have and figure out what is written; Common languages take 15 minutes, and Rare languages take 60 minutes. At the end of the time, the character can read the text, as well after studying a text the character could write in the same language.&lt;br /&gt;
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&#039;&#039;&#039;Mana Tap&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Evoker&#039;&#039;&lt;br /&gt;
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This Power allows the character to fully utilize power stored into &#039;&#039;Mana Gems&#039;&#039;. While normally such items store &#039;&#039;Spell Levels,&#039;&#039; a character with this Power can refresh their &#039;&#039;Spell Pool&#039;&#039; by expending only 7 points (&#039;&#039;Spell Levels&#039;&#039;) of the gem. Additionally, this power reduces the &#039;&#039;Knowledge Point&#039;&#039; cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.&lt;br /&gt;
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&#039;&#039;&#039;Markup&#039;&#039;&#039; Prerequisite: &#039;&#039;Merchant Rank 10&#039;&#039;&lt;br /&gt;
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This Power allows the character to make a true profit on sales through use of the &#039;&#039;Merchant&#039;&#039; skill.  When turning in a Commission they increase the value by 10%.&lt;br /&gt;
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&#039;&#039;&#039;Master Merchant&#039;&#039;&#039; Prerequisite: &#039;&#039;Merchant Background&#039;&#039;&lt;br /&gt;
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In their non-adventuring time, the character spends an inordinate amount of time working the market, and as such, they receive 4 silver for each level of the &#039;&#039;Merchant&#039;&#039; skill they possess at Check-In each game.&lt;br /&gt;
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&#039;&#039;&#039;Master of Creation&#039;&#039;&#039; Prerequisite: &#039;&#039;Create Wondrous Item&#039;&#039;, &#039;&#039;Knowledge (Magic)Rank 5&#039;&#039;&lt;br /&gt;
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Years of forging items has honed your skill, leaving you almost unmatched. You have found short cuts and ways to get the most out of every effort, and this comes with several benefits. First, the character can use a &#039;&#039;Wondrous Item&#039;&#039; recipe twice before it is destroyed, after the first use it will be noted on the scroll that it can only be used by that person (for everyone else it is just a blank sheet of paper). Second, when researching, they can make two rolls and choose which recipe they receive.&lt;br /&gt;
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&#039;&#039;&#039;Enhanced Shifting, Greater -&#039;&#039;&#039; &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.&#039;&#039;&lt;br /&gt;
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This power doubles the stats of the shifter including the Enhanced Shifting strength bonus. Additionally, the Caller may use a single two-handed claw or a long and medium claw instead of paired medium claws.&lt;br /&gt;
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&#039;&#039;&#039;Enhanced Totems&#039;&#039;&#039; Prerequisite: Guardian&lt;br /&gt;
Your totems gain the following effect options:&lt;br /&gt;
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* Aerial Totem: You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* Aquatic Totem: You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter&lt;br /&gt;
* Earthen Totem: +10 Body and Recovery 5&lt;br /&gt;
* Fire Totem: Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character&lt;br /&gt;
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&#039;&#039;&#039;Magical Shifting&#039;&#039;&#039; - Prerequisite &#039;&#039;Enhanced Shifting, Caller may not have Greater Enhanced Shifting&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;Momentum&#039;&#039;&#039; Prerequisite: Warrior&lt;br /&gt;
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An object in motion stays in motion and you are no different, making every bit of force count. You reduce the &#039;&#039;Permanent Strength&#039;&#039; required to &#039;&#039;Break Free from Binding&#039;&#039; by 2 points, though this does not lower the damage taken for doing so.&lt;br /&gt;
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&#039;&#039;&#039;Nature’s Embrace&#039;&#039;&#039; Prerequisite: &#039;&#039;Caller&#039;&#039;&lt;br /&gt;
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This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains &#039;&#039;Fast Healing 5&#039;&#039;, and additionally can &#039;&#039;Auto-Stabilize&#039;&#039; themselves twice each reset, setting them to 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;One Voice&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Ent&#039;&#039;&lt;br /&gt;
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This Power allows the character to use &#039;&#039;Entmoot&#039;&#039; on their own, needing no other Ents.&lt;br /&gt;
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&#039;&#039;&#039;Posse&#039;&#039;&#039; Prerequisite: &#039;&#039;Outlaw&#039;&#039;&lt;br /&gt;
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You have friends in all kinds of places, and among those you have a few that would have your back in fight. These allies can be called in to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your posse create a distraction allowing you to skip an Encounter or two of a Module.&lt;br /&gt;
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&#039;&#039;&#039;Practiced Crafter&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Craftsman Background&#039;&#039;&lt;br /&gt;
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This Power reduces the character’s creation time by an additional minute, to a minimum on 1 minute per item level for basic items, and 5 minutes for advanced items.&lt;br /&gt;
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&#039;&#039;&#039;Rapid Shot&#039;&#039;&#039; Prerequisite: &#039;&#039;Ranger&#039;&#039;&lt;br /&gt;
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This Power may be used when the character has successfully made a ranged weapon attack upon a target, and the target defended against it in ANY fashion. The character may then call &amp;quot;Double Attack&amp;quot;, forcing the target to defend again or suffer the effect of the attack. This can be used twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;Renown&#039;&#039;&#039; Prerequisite: &#039;&#039;Aristocrat&#039;&#039;&lt;br /&gt;
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You have spent years as an adventurer making a name for yourself through your exploits; and because of the circles you come from, your deeds have not been overlooked. When this Power is taken, a noble of the kingdom will extend their gratitude. Your character is considered to be a minor noble, Tier 1 granting you the title of Esquire, additionally you gain 2 Favor with an Order if you are a member, if not an Order will accept you on the spot and boost you to 4 Favor.&lt;br /&gt;
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&#039;&#039;&#039;Reverberate&#039;&#039;&#039; Prerequisite: &#039;&#039;Bard&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;Ritual Adept&#039;&#039;&#039; Prerequisite: &#039;&#039;Ritualism&#039;&#039;&lt;br /&gt;
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This Power lowers the cost of rituals that the character has memorized, lowering the Fuel cost by up to 5 and the Named Component costby 1, minimum 1.&lt;br /&gt;
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&#039;&#039;&#039;Scout&#039;&#039;&#039; Prerequisite: &#039;&#039;Woodsman&#039;&#039;&lt;br /&gt;
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While in a natural setting your skill at getting around are almost unmatched. Even if the character does not have any ranks of &#039;&#039;Track&#039;&#039; they are still allowed to make a tracking &#039;&#039;Contested Roll&#039;&#039; as though they had 1 level, if they have at least 1 level of &#039;&#039;Tracking&#039;&#039; they receive +3 Bonus when &#039;&#039;Tracking&#039;&#039; or +5 Negative when counter tracking. Additionally, the character can ask questions about the tracks without having to make the normal &#039;&#039;Contested Roll&#039;&#039;, and will always have a chance to roll.&lt;br /&gt;
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&#039;&#039;&#039;Strengthen Bloodline&#039;&#039;&#039; Prerequisite: 5 &#039;&#039;Species&#039;&#039; &#039;&#039;Resists&#039;&#039;&lt;br /&gt;
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By strengthening one’s inner resolve, one can learn to channel away harmful effects. With this Power, when a character uses a Species &#039;&#039;Resist&#039;&#039; to negate an effect, they become &#039;&#039;Immune&#039;&#039; to further effects of the same type generated by the same attacker. While the effect is negated, any damage that might be attached to the attack is not.&lt;br /&gt;
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&#039;&#039;&#039;Subsonic&#039;&#039;&#039; Prerequisites: &#039;&#039;Bard&#039;&#039;&lt;br /&gt;
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The character’s mastery over sound has reached a point where they can manipulate it around them, allowing the character to play a subsonic chord. This is used by announcing &#039;&#039;“Everyone in the sound of my Voice Suppress Verbal”,&#039;&#039; this prevents all those effected from speaking or using any skill or ability that requires them to be able to speak. This effect lasts for 5 minutes or one Encounter, or until the character stops maintaining concentration on the performance.&lt;br /&gt;
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&#039;&#039;&#039;Tolerance&#039;&#039;&#039; Prerequisite: &#039;&#039;Terrain Adaptation&#039;&#039; or &#039;&#039;Survival&#039;&#039; x 5This Power increases the character’s resolve when it comes to being overwhelmed by the elements. This both lowers the &#039;&#039;Fatigue&#039;&#039; severity by a tier in all situations, and allows the character to hold their breath for up to 10 minutes(5 minutes in combat).&lt;br /&gt;
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&#039;&#039;&#039;Triage&#039;&#039;&#039; Prerequisite: &#039;&#039;Medic Background&#039;&#039;&lt;br /&gt;
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This Power gives the character two benefits: First, when using the &#039;&#039;First-Aid&#039;&#039; skill,it can be performed in a 10 counted action instead of its usual time; second, the range of the &#039;&#039;Diagnose&#039;&#039; skill is changed to Line of Sight.&lt;br /&gt;
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&#039;&#039;&#039;Triple Joined&#039;&#039;&#039; Prerequisite: Rok’Shen, &#039;&#039;Limber Form&#039;&#039;&lt;br /&gt;
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This Power increases the character’s flexibility, making them hard to hold down in one place. The character becomes &#039;&#039;Immune&#039;&#039; to all &#039;&#039;Pin&#039;&#039; effects, and additionally, the duration of &#039;&#039;Bind&#039;&#039; and &#039;&#039;Web&#039;&#039; effects is reduced to 30 seconds.&lt;br /&gt;
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&#039;&#039;&#039;Unarmed Combat&#039;&#039;&#039; Prerequisite: &#039;&#039;Brawl&#039;&#039;&lt;br /&gt;
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This Power allows a character trained in the &#039;&#039;Brawl&#039;&#039; skill to use medium length reps, as well they can use Special Attacks with &#039;&#039;Brawl&#039;&#039; weapons.&lt;br /&gt;
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&#039;&#039;&#039;Unleash Elements&#039;&#039;&#039; Prerequisite: &#039;&#039;Knowledge (Magic)/(Warfare) Rank 3, Knowledge (Planes)Rank 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to unleash and mold the power locked inside of some Named Components. To use the power, the target must spend one-minute concentrating and touching the weapons for that time. At the end the character destroys the component and up to 5 weapons gain the assigned Flavor Carrier for 5minutes or one Encounter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Named Component&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Flavor Carrier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Fire&lt;br /&gt;
|Fire&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Water&lt;br /&gt;
|Water&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Wind&lt;br /&gt;
|Wind&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Stone&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Shadow&lt;br /&gt;
|Shadow&lt;br /&gt;
|-&lt;br /&gt;
|Phoenix  Talon&lt;br /&gt;
|Silver&lt;br /&gt;
|-&lt;br /&gt;
|Shattered  Star&lt;br /&gt;
|Iron&lt;br /&gt;
|}&lt;br /&gt;
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&#039;&#039;&#039;Unyielding&#039;&#039;&#039; Prerequisite: &#039;&#039;Must have successfully resurrected 3 times&#039;&#039;&lt;br /&gt;
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This Power reflects the character resolve to live, having already returned from the brink on more than one occasion. When a character pulls a fails on a resurrection &#039;&#039;Contested Roll&#039;&#039;, they can instantly make a second draw if they choose. This Power can only be used once each reset. &lt;br /&gt;
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&#039;&#039;&#039;War Cry&#039;&#039;&#039;&lt;br /&gt;
Prerequisite: Trooper&lt;br /&gt;
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This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used.&lt;br /&gt;
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&#039;&#039;&#039;Warp Magic&#039;&#039;&#039;&lt;br /&gt;
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Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Deep-Elf or Deep-Dwarf, &#039;&#039;Improved Species, Resist Magic&#039;&#039;&lt;br /&gt;
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When the character uses their &#039;&#039;Resist Magic&#039;&#039;, they absorb some of the power; gaining 2 Energy or 20 &#039;&#039;Spell Pool&#039;&#039;. These must be used in the next 5 minutes or Encounter, or they are considered expended and lost. &lt;br /&gt;
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&#039;&#039;&#039;Whirlwind&#039;&#039;&#039; Prerequisite: &#039;&#039;Overwhelming Might&#039;&#039;&lt;br /&gt;
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The character’s overwhelming strength and skill with Great Weapons allows them to attack all their nearby foes at once. This Power allows the character to use the &#039;&#039;Burst&#039;&#039; Modifier twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;Wisp Form, Greater&#039;&#039;&#039; Prerequisite: Wisp Form&lt;br /&gt;
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Changes the Wisp form statistics to the following:&lt;br /&gt;
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25 Body&lt;br /&gt;
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Resist Toxin/Physical x 2&lt;br /&gt;
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Flee x 3&lt;br /&gt;
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½ Damage from all attacks&lt;br /&gt;
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Non-corporeal&lt;br /&gt;
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Can &#039;&#039;Flee&#039;&#039; into a combat they have left in the last 5 mins.&lt;br /&gt;
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+75 Spell Pool&lt;br /&gt;
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Can change Spell Pool flavor to Venom&lt;br /&gt;
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Gain 2 bonus spells costing up to 7 mana&lt;br /&gt;
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&#039;&#039;&#039;Wyld Heart&#039;&#039;&#039;  Prerequisite: &#039;&#039;Guardian&#039;&#039;&lt;br /&gt;
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This Power binds the character’s body with the might of nature. When the character uses &#039;&#039;Primal Fury&#039;&#039;, they gain &#039;&#039;Damage Cap 5&#039;&#039; for the duration of the ability.&lt;br /&gt;
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&#039;&#039;&#039;Years of Mastery&#039;&#039;&#039; Prerequisite: &#039;&#039;High-Elf&#039;&#039;&lt;br /&gt;
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This power allows the character to pick a &#039;&#039;Knowledge (Area)&#039;&#039; skill that they have no ranks in, and gain 3 ranks instantly; in the case of &#039;&#039;Rare Knowledge (Area)&#039;&#039; skills, the character must still meet the normal prerequisites.&lt;br /&gt;
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&#039;&#039;&#039;Zealous Dedication&#039;&#039;&#039; Prereq: Must have a single attunement and 100 favor. Your strict dedication to your beliefs has suffused you with additional power drawn rom your core tenants. All of your Per Day abilities granted form your attunement may now be used 1 additional time per day. Any Spell Pool&#039; made available to you is now increased by an extra 50%. Other Roleplay or specific attunements may have further effects related to this power.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1752</id>
		<title>Conventions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1752"/>
		<updated>2024-08-14T16:13:48Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Common Conventions: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any group of people engaged in a group activity will, over time, develop its own shorthand and quirks.  Archers talk about form, draw weight, draw length, optics, arrow flight speed, and lots of bow-related things that don&#039;t really have any use outside of that context.  Computer types can have entire conversations only tangentially related to English at all.  Larps are no different.&lt;br /&gt;
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In this case, we have a number of game conventions that everyone just sort of seems to know without ever really having been told.  We pick it up from each other and pass it along by example to new arrivals.  It&#039;s not ideal and it contributes some avoidable length to the learning curve.  In the interest of easing that transition, these are some of the things that are common in the game and useless out of that context.&lt;br /&gt;
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== Common Conventions: ==&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Contested Roll&amp;quot;&amp;gt;&#039;&#039;&#039;Contested Roll:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Some skills test the player’s skill against a set objective, namely Disable Device, Resurrection, and Tracking. To determine the success or failure of such the following steps are taken. First the player adds up all of their bonuses, and then subtracts the negatives set by the Marshal, task, or the item being worked on. If the total modifier is positive the player will add it to their roll, if negative it plays no real effect unless the total is -10, in which case the character will automatically fail the roll. Conversely, if the final modifier is +9 or more the roll automatically succeeds. The character will roll a D10 and add their modifier, if positive; if the combined total is 10 or better then they succeed on the challenge.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Counted Actions&amp;quot;&amp;gt;&#039;&#039;&#039;Counted Actions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Counted actions exist, loosely, to handle two conditions.  One, you want to do something that&#039;s perfectly viable for your character but out of the question for you.  If your character has Wings, for example, they&#039;re free to leave the ground, but you probably can&#039;t sprout your own wings and fly.  Two, you need to take some specific action for which rules provide a fixed delay - refitting your armor, for example, takes sixty seconds and it&#039;s technically a sort of sixty count.  Binding Strike is counted to let you know how long you have before you get eaten or whatever.  Killing Blow takes a three count which sounds fast and it is if no one&#039;s trying to stop you.  However you arrive there, all counted actions work the same way:  You start at the end, announce what you&#039;re doing and start at the top of the count, then count down, repeating the announcement until you finish at &amp;quot;I whatever 1&amp;quot;, at which point your action is completed and everyone should react accordingly.  You may see this a lot on modules, where Marshals have to handle player actions we didn&#039;t expect - it&#039;s easier and smoother to assign a count than call a meeting of the Rules Team and argue about it.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Crowns&amp;quot;&amp;gt;&#039;&#039;&#039;[[Crowns]]:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crowns are points awarded for doings that the help the game - donating props and reps, NPC&#039;ing, anything that&#039;s beneficial to the game as a whole is probably worth some crowns.  They&#039;re accumulated and spent in a variety of ways.  They can be turned in towards extra Skill Points, or used to purchase a variety of in-game items.&lt;br /&gt;
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&#039;&#039;&#039;Daily:&#039;&#039;&#039;  You may see &amp;quot;daily&amp;quot; here and there throughout the rules, used interchangeably with &amp;quot;per-reset&amp;quot;.  For rules consideration, these terms are almost always syntactically equivalent, and if a corner case means &amp;quot;once per 12- or 24- hour period, it&#039;ll be explicit in that rule&#039;s description.  This is a holdover from the earlier years of larps - resets used to be scheduled and everyone&#039;s skills would all reset at the same time, once per day.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Flavorless Damage&amp;quot;&amp;gt;&#039;&#039;&#039;Flavorless Damage&#039;&#039;&#039;&amp;lt;/span&amp;gt; A (very) few monsters and some Gunslingers can produce damage without a normal/silver/magic/flavor attached.  It&#039;s faster, but it comes with a significant downside - flavorless damage is up to the victim to interpret.  If you are resistant or immune to anything, anything at all, you can claim that reduction against &amp;quot;just a number&amp;quot; damage.   Gunslingers are free to flatten out against one each of every elemental despite then all reducing different flavors. This can get real bad in places with specific hit requirements.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Healer vs Medic&amp;quot;&amp;gt;&#039;&#039;&#039;Healer vs Medic:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  If someone calls for a Healer, they mean a Mage or Paladin with in-game healing effects to solve in-game trouble.  If someone calls for a Medic, there&#039;s an out of game situation that needs qualified medical personnel to attend.   Similarly, if your character has been jacked up by NPC&#039;s, you need a Healer, not a Medic.  Medic is called rarely enough that this is easy to remember; it&#039;s mentioned here because of various services that train &amp;quot;Medic&amp;quot; as a crisis response.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Hold&amp;quot;&amp;gt;&#039;&#039;&#039;Hold:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This one is an actual rule, but not an actual rule that fits conveniently anywhere.  &amp;quot;HOLD&amp;quot;, usually yelled like it owes someone money, causes the game to cease immediately.  Holds are typically called for safety issues (if you notice your opponent is about to back up into a table or a hole in the ground, call a hold and warn them), very often for glasses that have gone flying off of their designated face, sometimes for more serious medical issues.  Because Hold is invoked for real-life situations, we take it very seriously.  If someone calls a hold, repeat it, stop playing, and &#039;&#039;do not move&#039;&#039;.  More than one pair of glasses has been lost to overly cavalier treatment of a hold.  Hold is also used sometimes to clarify rules - combat can get loud and confusing and it&#039;s easy at first to lose track of what happened to you or what you&#039;re allowed to do about it.  Once it&#039;s been established that a hold was called for rules, you can relax a little.  Don&#039;t move, but feel free to pull some tags, or grab a drink from your water bottle, collect some close-by packets, etc.  Until it&#039;s established that the hold is a rules issue and there is no out of game danger, hold still, don&#039;t talk, and wait it out.  Holds are rarely lengthy.  When whatever situation that caused the hold is addressed, someone will check to make sure everyone&#039;s ready and then call Lay On - a Lay On is the opposite of a hold, resuming game play at the point where the Hold left off.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Item Tags&amp;quot;&amp;gt;&#039;&#039;&#039;Item Tags:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  These are the out-of-game indicators of in-game possessions.  You can have a beautifully constructed boffer sword, but you can&#039;t actually use in the course of the game without a corresponding item tag for it.  Lots of tags come attached to reps.  Some are just tags - very few people bother with reps for their poison stashes beyond the packets they intend to throw at people.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Machine Gunning&amp;quot;&amp;gt;&#039;&#039;&#039;Machine Gunning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sometimes also referred to as &#039;&#039;Drum Rolling&#039;&#039;,  these are two terms used interchangeably to mean the same thing - using a melee weapon to drill damage way faster than any real sword ever could be.  Some people can get unbelievably fast on swings, especially with dual wield and identical damage.  It&#039;s not legal, there&#039;s a Flurry rule for this exact reason, but people, especially newer people, get carried away and excited and before they know it, they&#039;re inflicting damage at a rate that burst-fire rifles envy.  It&#039;s not usually done maliciously and pretty obvious when it is.  If someone calls this to you, take a deep breath and slow your swings down. If you&#039;re under attack and it feels more like a big foam centipede is running on you than it does like someone is swinging a foam stick, point it out but remember it&#039;s probably not personal or intended to give offense.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Magic Pouch&amp;quot;&amp;gt;&#039;&#039;&#039;Magic Pouch:&#039;&#039;&#039;&amp;lt;/span&amp;gt;:  Frequently, treasure on modules isn&#039;t delivered on individual monsters - it&#039;s bundled together and presented to the module group at the end of the module.  Both the bundle of treasure and the practice of distributing treasure in that fashion are referred to as &amp;quot;magic pouch&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Multipliers&amp;quot;&amp;gt;&#039;&#039;&#039;Multipliers:&#039;&#039;&#039;&amp;lt;/span&amp;gt; There are lots of rules that say things like &amp;quot;double damage&amp;quot; or &amp;quot;double negative effect&amp;quot;.  When a situation arises that allows for several multipliers, they stack as multiples of the base, not each other.  Put differently, if you double a double, you end up with a triple, not a quad.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Out-of-Game&amp;quot;&amp;gt;&#039;&#039;&#039;Out-of-Game:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  A character that&#039;s out of game is neither affected by nor can affect the state of the game world.  Ideally this is indicated by a white headband - some people (like Plot) spend more time out of game than in, running modules and overseeing stuff.  If you&#039;re less commonly out of game, or just need a quick minute to retie your boots, putting your hand or your weapon on your head is accepted shorthand for &amp;quot;briefly out of game&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reps&amp;quot;&amp;gt;&#039;&#039;&#039;Reps:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  You&#039;ll see this a lot in the rules and you&#039;ll hear it a good bit on site.  A rep is a &#039;&#039;physical representation&#039;&#039; of an in-game item.  &amp;quot;Physical representation&amp;quot; being unwieldy and people being people, this was inevitably shortened to &amp;quot;physrep&amp;quot;, which you&#039;ll still hear from time to time, and then &amp;quot;rep&amp;quot;, which you&#039;ll hear a lot.  Your boffer long sword is a rep for an in-game long sword.  Your armor rep is whatever you wear around to justify using armor points when you get hit.  It sounds pretty self-explanatory and for the most part it is, but there are some murky areas, too.  Spell packets can, variously, be reps for poison vials, thrown weapons, or literally nothing (for mages and other spellslingers.)  Reps have a necessary but not tightly-coupled association with...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reset&amp;quot;&amp;gt;&#039;&#039;&#039;Reset:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Given ten minutes of peace, you can reset your character sheet once per event.  This refreshes all of your refreshable skills - spell pool, mana, Energy, Ley Points and any dailies or per-reset skills.  This typically also resets your Body to its starting value and clears negative effects, but some effects do stick around through a reset. You&#039;ll see this a lot in Powers and some Skills - many Powers function twice per reset, for example, so you have two uses when you first check in and two more after you Reset.  Reset, like the name implies, resets your skills - if you had mana or energy or per-reset skills left over when you started your reset, they&#039;re lost when it completes.&lt;br /&gt;
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&#039;&#039;&#039;Shield Bash&#039;&#039;&#039;:  Shields can&#039;t be used to strike other players.  This is a safety issue - there are not a lot of safe ways to turn a shield bash - and because of that we have to take it seriously.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Swimming&amp;quot;&amp;gt;&#039;&#039;&#039;Swimming/Going to the Rock:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  FE&#039;s resurrection mechanic is a Lifewell, or viewed differently, the world&#039;s worst pool in which you never want to swim.  &amp;quot;Sending someone swimming&amp;quot; or &amp;quot;Sending someone to the pool&amp;quot; means sending someone off to resurrect.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Tank&amp;quot;&amp;gt;&#039;&#039;&#039;Tank:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Drawn from MMO culture, a Tank is someone you can trust to stand between you and harm.  There&#039;s a large overlap with folks in thick armor with shields and reams of their own defenses, but there are plenty of heavy-armor warriors that will hang you out to dry if there&#039;s a chance they can get a goblin by running off after it.  Most tanks are Champions or Paladins.  Not all Champions or Paladins are tanks.  You may also hear this used as a verb - &amp;quot;tanking a monster&amp;quot; means trading hits with it, &amp;quot;tanking damage&amp;quot; just means absorbing it so someone else doesn&#039;t have to.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Touch Cast&amp;quot;&amp;gt;&#039;&#039;&#039;Touch Cast:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Sometimes misleading, touch casting means putting your packet directly on your target, rather than throwing it.  This is only ever done to friendlies; you can&#039;t touch-cast on your opponents in combat (this presents all sorts of safety problems).  Further, targets are free to refuse your touch cast and this does happen sometimes for a couple of reasons.  Touch casting is usually done for buffs or healing before something ugly happens, or chain spells mid-combat for Refits and such.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;What do I see&amp;quot;&amp;gt;&#039;&#039;&#039;What do I see:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Very frequently, NPC&#039;s will be out and about dressed in a tabard and some weapons, but they could be playing any number of things.  Since we don&#039;t have the budget or the time to fully dress out every NPC in perfectly-identifiable costuming, you&#039;ll hear &amp;quot;What do I see&amp;quot; called - this is an out of game question to clarify what creature a character is looking at in-game.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Underwater Combat&amp;quot;&amp;gt;&#039;&#039;&#039;Underwater Combat:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Combat underwater has several rules that differ from the norm. Each step underwater requires a three count, though this does not need to be vocalized. All weapons, Fire Traps, and Massive Mechanical Traps deal half damage underwater. Spells may only be touch cast and require both hands to be free. Acid, Bombs, Gas Traps, and Vials may not be used. Guns do not function under water. A character may hold their breath for two minutes if they are not in combat, but combat reduces this time to a single minute. If a character runs out of breath, they are unconscious and begin to drown, becoming dead after a minute. Having the skill for Underwater Combat will lessen these penalties.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Psionics&amp;diff=1751</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Psionics&amp;diff=1751"/>
		<updated>2024-08-13T23:55:47Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Psychometabolism */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Basics ==&lt;br /&gt;
Psionics are mental abilities, generated by the minds and will of some creatures.  They&#039;re only available to certain kinds of creature and even then aren&#039;t inherent to most of them.  This makes them comparatively rare across the worlds, and psions inspire a wide range of reactions from people and societies that are aware of them.  The societies that cultivate psions have a pretty stable set of effects that are safe to use (by which we mean they don&#039;t cause any harm to the wielder or any unforeseen side effects).  Some monsters (to use the term loosely) have much stronger or weirder effects; some of those can be taught, some rely on alien physiology, some could be taught but require so much power that they&#039;re guaranteed to kill cross-trained users.&lt;br /&gt;
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For day to day purposes, Psionics resemble energy-driven skills.  The skill itself costs some number of Skill Points and activating it costs some number of Psionic Points. Every Psionic skill you learn gives you two Psionics Points free of charge.  Your psion can have as many as ten distinct psionic skills (and thus, 20 psionic strength points to fuel them) without any exceptional training or effort.  These are things that are easy to self-teach or commonly taught in places that cultivate psionics.   As your psion encounters other psions, you may or may not be able to learn powers from them or teach your powers to them, with or without some consequential side effects.  As strictly mental powers, Psionics enjoy a bit more latitude in deployment than magic; psionic skills can be activated regardless of restraints or silence, although they require you to be conscious and in control of your own actions.  Psionic skills pass cleanly through magical barriers - wizard locks, Imprison cages, Circles, and similar magically-generated structures.  Psionics are generally packet-delivered and called as &amp;quot;Psionic &amp;lt;effect&amp;gt;&amp;quot;, making them comparatively quick to use.  Some are voice-delivered and these&#039;ll be noted in the relevant skill description.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common, stable psionic skills include: &lt;br /&gt;
&lt;br /&gt;
=== Psychometabolism ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Power Name&lt;br /&gt;
!Skill Point Cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
!Prerequisite Powers&lt;br /&gt;
|-&lt;br /&gt;
|XXXXXXXXXXXXXXXXX&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mind Over Body&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Surgery&lt;br /&gt;
|3&lt;br /&gt;
|1 per effect&lt;br /&gt;
|Mind Over Body&lt;br /&gt;
|-&lt;br /&gt;
|Correct Form&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|Psychic Surgery&lt;br /&gt;
|-&lt;br /&gt;
|Defibrillate&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|Correct Form&lt;br /&gt;
|-&lt;br /&gt;
|Heightened Nerves&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Mind Over Body&lt;br /&gt;
|-&lt;br /&gt;
|Deadened Nerves&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Heightened Nerves&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Power Name&lt;br /&gt;
!Skill Point Cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
!Prerequisite Powers&lt;br /&gt;
|-&lt;br /&gt;
|XXXXXXXXXXXXXXXXX&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Empathic Thoughts&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Telepathic Link&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Empathic Thoughts&lt;br /&gt;
|-&lt;br /&gt;
|Tailgunner&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|Telepathic Link&lt;br /&gt;
|-&lt;br /&gt;
|Awaken&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|Empathic Thoughts&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Shield&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Awaken&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|Psionic Shield&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Guard&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|Psionic Shield&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Charm&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Empathic Thoughts&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Command&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|Psionic Charm&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Enthrall&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|Psionic Command&lt;br /&gt;
|-&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Power Name&lt;br /&gt;
!Skill Point Cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
!Prerequisite Powers&lt;br /&gt;
|-&lt;br /&gt;
|XXXXXXXXXXXXXXXXX&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Blast&lt;br /&gt;
|3&lt;br /&gt;
|Variable&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Lance&lt;br /&gt;
|3&lt;br /&gt;
|Variable&lt;br /&gt;
|Psionic Blast&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Stun&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|Psionic Lance&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Slay&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|Psionic Stun&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Hand&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Poltergeist&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|Ghost Hand&lt;br /&gt;
|-&lt;br /&gt;
|Ogre Hand&lt;br /&gt;
|4&lt;br /&gt;
|Variable&lt;br /&gt;
|Ghost Hand&lt;br /&gt;
|-&lt;br /&gt;
|Thieves&#039; Hands&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|Ghost Hand&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Skill Descriptions ==&lt;br /&gt;
&lt;br /&gt;
=== Psychometabolism ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Mind Over Body&#039;&#039;:  This allows a psion&#039;s will to override his physiology, limiting the effect of his environment on him.  Mind Over Body prevents negative environmental effects for up to one hour or module and functions as a self-only Planar Asylum effect on any Prime, no matter how bizarre the local physics get.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psychic Surgery:&#039;&#039;  Psychic Surgery cures negative effects on the target, at the cost of incurring Body damage as the effects are solidified and ripped through the victim&#039;s skin.  A psion with time (five minutes) to prepare inflicts one point of Body damage for every effect removed.  A psion rushed at battlefield speeds inflicts 5 points of Body damage per effect removed.  Psions can peform this surgery on themselves but are advised not to knock themselves out with it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Heightened Nerves:&#039;&#039;  Psions can intentionally overload the conduction of their nervous systems, allowing for short bursts of great speed.  This increases their Flurry limit by 1, and lasts for one encounter or five minutes.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Deadened Nerves&#039;&#039;:  Deadened Nerves provide 10 temporary Body points; these are consumed after Body buffs but before base Body.  Deadened Nerves is mutually exclusive with Heightened Nerves; you can turn them up, or down, but not both at once.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Correct Form&#039;&#039;: By directing willpower to restore a body to its healthy state, a psion can repair himself.  Correct Form lasts for one encounter or five minutes; during that time, a psion&#039;s Body points refit with his Armor points after adjusting/refitting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Defibrillate&#039;&#039;:  With this skill, a psion forces his own will into another body, shocking them back from the brink.  Defib acts as a Life effect, but can only be used on targets that were killed outright, rather than bled out or rendered helpless and executed (or [[Effects#Execute|Executed]]).  If you&#039;re unsure what killed the target before you, you can use the Diagnose skill to determine cause of death before possibly wasting Psionic Points.  Defib is effective on victims of Slay, Kill, and similar effects that set a target&#039;s status to Dead without all the inconvenient bother of beating through defenses and body points.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
All Telepathy skills require a sentient target.  There are branches of psionics that deal with things like animal communication, object reading, and other interactions with non-sentient creatures or objects, but none have been stabilized by playable races.&amp;lt;blockquote&amp;gt;&#039;&#039;Empathic Thoughts&#039;&#039;:  This power allows the character to read the thoughts of another creature they are in contact with. To use the ability, the character must be in contact with the target and must expend 1 Psionic  point. This allows the characters to have an OOG conversation and is completely Role-Play. Alternately, it can be used to detect sentient creatures near them; this is called as “Everyone in the sound of my Voice Detect Sentient”. Fully-trained Psions (those with 10 purchased Psionic skills) can expend 5 Psionic Points to ask a question that must be answered truthfully out of game.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Telepathic Link:&#039;&#039;  Telepathic Link allows the user to form a connection with a willing target.  While the link is active, the linked parties may communicate out-of-game, and may communicate over long distances - a Link can be maintained for up to 20 miles per max Psionic Point of the user (someone with 6 Psionic Points could run a link for 120 miles, someone with 10 could manage 200 miles).  Telepathic Links do not cross planar boundaries and are severed as soon as one party moves into another plane.  Telepathic Link lasts for one day and can be terminated at any time by either party.  Links can also be forcibly terminated via Cleanse (which treats enemy links as &#039;negative effects&#039; for this purpose).  Telepathic Link does not allow for rummaging through someone&#039;s mind; it&#039;s simply a communications tool.  Messages take as long to deliver as they take to rep - you can use out of game communications tech to speed this along, if you can do it unobtrusively - and must be deliberate.  You can&#039;t eavesdrop via this skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Tailgunner:&#039;&#039;  A very recent development in the world of psionics, Tailgunner allows a psion to join minds with a willing target.  A Tailgunner may choose to go out-of-game and tag along as a psychic presence with the target; this leaves the psion&#039;s body Helpless wherever it was when the skill was used (we recommend a nice cozy Tailgunner chair in your cabin).  Tailgunners cannot use combat skills, but can communicate with their targets as though joined by Telepathic Link - this allows them to advise, make suggestions, and otherwise offer the benefits of their experience to the target.  As a psychic presence, a Tailgunner has the uses of their normal senses; they cannot see through Stealth but can prevent the use of the Surprise tag on their targets.  A psion can only be a Tailgunner for one person at a time, although mulitple psions can tag along with a single target.  (T&#039;&#039;ailgunner is here to allow vets to help newer players along without altering the balance of power on lower-level modules and such - on the occasions similar effects have come out, they&#039;ve been very helpful and everyone involved has either really like them or lied to my face about it.  I am 100% certain there&#039;s some horribly abusive Tailgunner exploit and we&#039;ll deal with those as they come up.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken&#039;&#039;:  This will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber. (This is a psionic-vector [[Effects#Awaken|Awaken]] effect, copied here for ease of reference).&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Shield&#039;&#039;:  Psionic Shield passively protects a character from the next Mental or Psionic effect that lands.  (Mental and Psionic have high overlap but aren&#039;t interchangeable).  This can be used on other characters.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Guard&#039;&#039;:  Psionic Guard acts as Resist Psionic, chosen at time of use.  This can be used on other characters. (&#039;&#039;Resist Psionic, like Psionic Shield, blocks Mental effects regardless of source and Psionic effects regardless of whether or not they appear on the Mental effects list&#039;&#039;).  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Clear&#039;&#039;:  Clear immediately ends the duration of all negative mental effects on a character, regardless of source.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Charm&#039;&#039;: Inflicts the [[Effects#Charm|Charm]] effect on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Command&#039;&#039;:  Inflicts the [[Effects#Command|Command]] effect on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Enthral&#039;&#039;l:  Inflicts the [[Effects#Thrall|Thrall]] effect on the target.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Blast&#039;&#039;:  Psionic Blast is a telekinetic punch, delivering 5 points of normal damage per Psionic Point spent in its activation.  This is called as &amp;quot;Psionic X Normal&amp;quot;; while it may seem underwhelming, remember that it can be used while confined, missing all your limbs, silenced, hanging upside or whatever - it lacks for the power of a Spell Pool but compensates in ease of delivery.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Lance&#039;&#039;:  This is the more traditional telekinetic brain bleed.  Psionic Lance is called as &amp;quot;Psionic X Body&amp;quot; and delivers 2 points of Body damage from every Psionic Point spent activating it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Stun&#039;&#039;:  This inflicts the [[Effects#Stun|Stun]] effect on its target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Psionic Slay&#039;&#039;:  The (current) pinnacle of psionic violence, Psionic Slay inflicts the [[Effects#Slay|Slay]] effect on its target. (This effect deals 100 points of damage to the target.)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ghost Hand:&#039;&#039;  Ghost Hand allows a psion to remotely manipulate small objects.  Flipping switches from across the room, stirring a pot with or without a spoon, if you could have done it with one hand close up, you can do it from up to twenty feet away for a Psionic Point.  Ghost Hand isn&#039;t nimble or fast enough to fight with (&#039;&#039;by which I mean you can&#039;t get someone in a white headband to carry a shield around for you while you&#039;re dual wielding&#039;&#039;) and can&#039;t exert enough force to injure someone (&#039;&#039;by which I mean you&#039;re not Darth Vader&#039;&#039;).  Ghost Hand is largely a roleplay skill, since it frequently needs a marshal to adjudicate its outcome, but clever players can always find a way to do something environmental that manages to affect combat anyway.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Poltergeist:&#039;&#039;  Having learned how to move one small object with fine control, it is not a huge leap to move a lot of small objects with no control all.  Poltergeist whips up leaves, or dishes, or rocks, or whatever loose stuff is laying around into a whirlwind of confusion and frustration.  Poltergeist lasts for one encounter and produces Difficult Terrain for the duration, or until the psionicist chooses to end the effect.  Terrain Adapation allows victims of a Poltergeist to act freely in their Terrain - a Wood Elf (for example) can ignore Poltergeist in the woods, a Triton could ignore it underwater, etc.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ogre Hand&#039;&#039;:  Some psions prefer more focused and controlled telekinesis after learning Ghost Hand. Ogre Hand can perform a single Feat of Strength with Strength equal to twice the number of Psionic Points spent on its activation, to maximum of +10 Strength for 5 Psionic Points.  It can be used to add to damage from bows or thrown weapons, forcing the projectile along, but cannot be added to guns or melee damage (and it&#039;d be too expensive to be practical even if you could.)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Thief&#039;s Hands&#039;&#039;:  Thief&#039;s Hands functions as a pair of Ghost Hands that are capable of fine manipulation.  A psion can use Thief&#039;s Hands at up to 50 feet; that hand can write a letter, pick a lot, sort coins, or do anything else the user could do with his hands if they were close enough.  This requires Concentation and lasts until Concentration is interrupted.  The Psion has to be able to see what he&#039;s doing; you can pick a lock from across the room but can&#039;t just open the handle from the other side of the door.  &amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1742</id>
		<title>Conventions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1742"/>
		<updated>2024-08-12T16:10:47Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Common Conventions: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any group of people engaged in a group activity will, over time, develop its own shorthand and quirks.  Archers talk about form, draw weight, draw length, optics, arrow flight speed, and lots of bow-related things that don&#039;t really have any use outside of that context.  Computer types can have entire conversations only tangentially related to English at all.  Larps are no different.&lt;br /&gt;
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In this case, we have a number of game conventions that everyone just sort of seems to know without ever really having been told.  We pick it up from each other and pass it along by example to new arrivals.  It&#039;s not ideal and it contributes some avoidable length to the learning curve.  In the interest of easing that transition, these are some of the things that are common in the game and useless out of that context.&lt;br /&gt;
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== Common Conventions: ==&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Contested Roll&amp;quot;&amp;gt;&#039;&#039;&#039;Contested Roll:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Some skills test the player’s skill against a set objective, namely Disable Device, Resurrection, and Tracking. To determine the success or failure of such the following steps are taken. First the player adds up all of their bonuses, and then subtracts the negatives set by the Marshal, task, or the item being worked on. If the total modifier is positive the player will add it to their roll, if negative it plays no real effect unless the total is -10, in which case the character will automatically fail the roll. Conversely, if the final modifier is +9 or more the roll automatically succeeds. The character will roll a D10 and add their modifier, if positive; if the combined total is 10 or better then they succeed on the challenge.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Counted Actions&amp;quot;&amp;gt;&#039;&#039;&#039;Counted Actions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Counted actions exist, loosely, to handle two conditions.  One, you want to do something that&#039;s perfectly viable for your character but out of the question for you.  If your character has Wings, for example, they&#039;re free to leave the ground, but you probably can&#039;t sprout your own wings and fly.  Two, you need to take some specific action for which rules provide a fixed delay - refitting your armor, for example, takes sixty seconds and it&#039;s technically a sort of sixty count.  Binding Strike is counted to let you know how long you have before you get eaten or whatever.  Killing Blow takes a three count which sounds fast and it is if no one&#039;s trying to stop you.  However you arrive there, all counted actions work the same way:  You start at the end, announce what you&#039;re doing and start at the top of the count, then count down, repeating the announcement until you finish at &amp;quot;I whatever 1&amp;quot;, at which point your action is completed and everyone should react accordingly.  You may see this a lot on modules, where Marshals have to handle player actions we didn&#039;t expect - it&#039;s easier and smoother to assign a count than call a meeting of the Rules Team and argue about it.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Crowns&amp;quot;&amp;gt;&#039;&#039;&#039;[[Crowns]]:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crowns are points awarded for doings that the help the game - donating props and reps, NPC&#039;ing, anything that&#039;s beneficial to the game as a whole is probably worth some crowns.  They&#039;re accumulated and spent in a variety of ways.  They can be turned in towards extra Skill Points, or used to purchase a variety of in-game items.&lt;br /&gt;
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&#039;&#039;&#039;Daily:&#039;&#039;&#039;  You may see &amp;quot;daily&amp;quot; here and there throughout the rules, used interchangeably with &amp;quot;per-reset&amp;quot;.  For rules consideration, these terms are almost always syntactically equivalent, and if a corner case means &amp;quot;once per 12- or 24- hour period, it&#039;ll be explicit in that rule&#039;s description.  This is a holdover from the earlier years of larps - resets used to be scheduled and everyone&#039;s skills would all reset at the same time, once per day.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Flavorless Damage&amp;quot;&amp;gt;&#039;&#039;&#039;Flavorless Damage&#039;&#039;&#039;&amp;lt;/span&amp;gt; A (very) few monsters and some Gunslingers can produce damage without a normal/silver/magic/flavor attached.  It&#039;s faster, but it comes with a significant downside - flavorless damage is up to the victim to interpret.  If you are resistant or immune to anything, anything at all, you can claim that reduction against &amp;quot;just a number&amp;quot; damage.   Gunslingers are free to flatten out against one each of every elemental despite then all reducing different flavors. This can get real bad in places with specific hit requirements.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Healer vs Medic&amp;quot;&amp;gt;&#039;&#039;&#039;Healer vs Medic:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  If someone calls for a Healer, they mean a Mage or Paladin with in-game healing effects to solve in-game trouble.  If someone calls for a Medic, there&#039;s an out of game situation that needs qualified medical personnel to attend.   Similarly, if your character has been jacked up by NPC&#039;s, you need a Healer, not a Medic.  Medic is called rarely enough that this is easy to remember; it&#039;s mentioned here because of various services that train &amp;quot;Medic&amp;quot; as a crisis response.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Hold&amp;quot;&amp;gt;&#039;&#039;&#039;Hold:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This one is an actual rule, but not an actual rule that fits conveniently anywhere.  &amp;quot;HOLD&amp;quot;, usually yelled like it owes someone money, causes the game to cease immediately.  Holds are typically called for safety issues (if you notice your opponent is about to back up into a table or a hole in the ground, call a hold and warn them), very often for glasses that have gone flying off of their designated face, sometimes for more serious medical issues.  Because Hold is invoked for real-life situations, we take it very seriously.  If someone calls a hold, repeat it, stop playing, and &#039;&#039;do not move&#039;&#039;.  More than one pair of glasses has been lost to overly cavalier treatment of a hold.  Hold is also used sometimes to clarify rules - combat can get loud and confusing and it&#039;s easy at first to lose track of what happened to you or what you&#039;re allowed to do about it.  Once it&#039;s been established that a hold was called for rules, you can relax a little.  Don&#039;t move, but feel free to pull some tags, or grab a drink from your water bottle, collect some close-by packets, etc.  Until it&#039;s established that the hold is a rules issue and there is no out of game danger, hold still, don&#039;t talk, and wait it out.  Holds are rarely lengthy.  When whatever situation that caused the hold is addressed, someone will check to make sure everyone&#039;s ready and then call Lay On - a Lay On is the opposite of a hold, resuming game play at the point where the Hold left off.        &lt;br /&gt;
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&lt;br /&gt;
&amp;lt;span id=&amp;quot;Item Tags&amp;quot;&amp;gt;&#039;&#039;&#039;Item Tags:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  These are the out-of-game indicators of in-game possessions.  You can have a beautifully constructed boffer sword, but you can&#039;t actually use in the course of the game without a corresponding item tag for it.  Lots of tags come attached to reps.  Some are just tags - very few people bother with reps for their poison stashes beyond the packets they intend to throw at people.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Machine Gunning&amp;quot;&amp;gt;&#039;&#039;&#039;Machine Gunning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sometimes also referred to as &#039;&#039;Drum Rolling&#039;&#039;,  these are two terms used interchangeably to mean the same thing - using a melee weapon to drill damage way faster than any real sword ever could be.  Some people can get unbelievably fast on swings, especially with dual wield and identical damage.  It&#039;s not legal, there&#039;s a Flurry rule for this exact reason, but people, especially newer people, get carried away and excited and before they know it, they&#039;re inflicting damage at a rate that burst-fire rifles envy.  It&#039;s not usually done maliciously and pretty obvious when it is.  If someone calls this to you, take a deep breath and slow your swings down. If you&#039;re under attack and it feels more like a big foam centipede is running on you than it does like someone is swinging a foam stick, point it out but remember it&#039;s probably not personal or intended to give offense.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Magic Pouch&amp;quot;&amp;gt;&#039;&#039;&#039;Magic Pouch:&#039;&#039;&#039;&amp;lt;/span&amp;gt;:  Frequently, treasure on modules isn&#039;t delivered on individual monsters - it&#039;s bundled together and presented to the module group at the end of the module.  Both the bundle of treasure and the practice of distributing treasure in that fashion are referred to as &amp;quot;magic pouch&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Multipliers&amp;quot;&amp;gt;&#039;&#039;&#039;Multipliers:&#039;&#039;&#039;&amp;lt;/span&amp;gt; There are lots of rules that say things like &amp;quot;double damage&amp;quot; or &amp;quot;double negative effect&amp;quot;.  When a situation arises that allows for several multipliers, they stack as multiples of the base, not each other.  Put differently, if you double a double, you end up with a triple, not a quad.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Out-of-Game&amp;quot;&amp;gt;&#039;&#039;&#039;Out-of-Game:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  A character that&#039;s out of game is neither affected by nor can affect the state of the game world.  Ideally this is indicated by a white headband - some people (like Plot) spend more time out of game than in, running modules and overseeing stuff.  If you&#039;re less commonly out of game, or just need a quick minute to retie your boots, putting your hand or your weapon on your head is accepted shorthand for &amp;quot;briefly out of game&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reps&amp;quot;&amp;gt;&#039;&#039;&#039;Reps:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  You&#039;ll see this a lot in the rules and you&#039;ll hear it a good bit on site.  A rep is a &#039;&#039;physical representation&#039;&#039; of an in-game item.  &amp;quot;Physical representation&amp;quot; being unwieldy and people being people, this was inevitably shortened to &amp;quot;physrep&amp;quot;, which you&#039;ll still hear from time to time, and then &amp;quot;rep&amp;quot;, which you&#039;ll hear a lot.  Your boffer long sword is a rep for an in-game long sword.  Your armor rep is whatever you wear around to justify using armor points when you get hit.  It sounds pretty self-explanatory and for the most part it is, but there are some murky areas, too.  Spell packets can, variously, be reps for poison vials, thrown weapons, or literally nothing (for mages and other spellslingers.)  Reps have a necessary but not tightly-coupled association with...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reset&amp;quot;&amp;gt;&#039;&#039;&#039;Reset:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Given ten minutes of peace, you can reset your character sheet once per event.  This refreshes all of your refreshable skills - spell pool, mana, Energy, Ley Points and any dailies or per-reset skills.  This typically also resets your Body to its starting value and clears negative effects, but some effects do stick around through a reset. You&#039;ll see this a lot in Powers and some Skills - many Powers function twice per reset, for example, so you have two uses when you first check in and two more after you Reset.  Reset, like the name implies, resets your skills - if you had mana or energy or per-reset skills left over when you started your reset, they&#039;re lost when it completes.&lt;br /&gt;
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&#039;&#039;&#039;Shield Bash&#039;&#039;&#039;:  Shields can&#039;t be used to strike other players.  This is a safety issue - there are not a lot of safe ways to turn a shield bash - and because of that we have to take it seriously.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Swimming&amp;quot;&amp;gt;&#039;&#039;&#039;Swimming/Going to the Rock:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  FE&#039;s resurrection mechanic is a Lifewell, or viewed differently, the world&#039;s worst pool in which you never want to swim.  &amp;quot;Sending someone swimming&amp;quot; or &amp;quot;Sending someone to the pool&amp;quot; means sending someone off to resurrect.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Tank&amp;quot;&amp;gt;&#039;&#039;&#039;Tank:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Drawn from MMO culture, a Tank is someone you can trust to stand between you and harm.  There&#039;s a large overlap with folks in thick armor with shields and reams of their own defenses, but there are plenty of heavy-armor warriors that will hang you out to dry if there&#039;s a chance they can get a goblin by running off after it.  Most tanks are Champions or Paladins.  Not all Champions or Paladins are tanks.  You may also hear this used as a verb - &amp;quot;tanking a monster&amp;quot; means trading hits with it, &amp;quot;tanking damage&amp;quot; just means absorbing it so someone else doesn&#039;t have to.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;What do I see&amp;quot;&amp;gt;&#039;&#039;&#039;What do I see:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Very frequently, NPC&#039;s will be out and about dressed in a tabard and some weapons, but they could be playing any number of things.  Since we don&#039;t have the budget or the time to fully dress out every NPC in perfectly-identifiable costuming, you&#039;ll hear &amp;quot;What do I see&amp;quot; called - this is an out of game question to clarify what creature a character is looking at in-game.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Underwater Combat&amp;quot;&amp;gt;&#039;&#039;&#039;Underwater Combat:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Combat underwater has several rules that differ from the norm. Each step underwater requires a three count, though this does not need to be vocalized. All weapons, Fire Traps, and Massive Mechanical Traps deal half damage underwater. Spells may only be touch cast and require both hands to be free. Acid, Bombs, Gas Traps, and Vials may not be used. Guns do not function under water. A character may hold their breath for two minutes if they are not in combat, but combat reduces this time to a single minute. If a character runs out of breath, they are unconscious and begin to drown, becoming dead after a minute. Having the skill for Underwater Combat will lessen these penalties.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1739</id>
		<title>Conventions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1739"/>
		<updated>2024-08-12T14:09:33Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Common Conventions: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any group of people engaged in a group activity will, over time, develop its own shorthand and quirks.  Archers talk about form, draw weight, draw length, optics, arrow flight speed, and lots of bow-related things that don&#039;t really have any use outside of that context.  Computer types can have entire conversations only tangentially related to English at all.  Larps are no different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this case, we have a number of game conventions that everyone just sort of seems to know without ever really having been told.  We pick it up from each other and pass it along by example to new arrivals.  It&#039;s not ideal and it contributes some avoidable length to the learning curve.  In the interest of easing that transition, these are some of the things that are common in the game and useless out of that context.&lt;br /&gt;
&lt;br /&gt;
== Common Conventions: ==&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Contested Roll&amp;quot;&amp;gt;&#039;&#039;&#039;Contested Roll:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Some skills test the player’s skill against a set objective, namely Disable Device, Resurrection, and Tracking. To determine the success or failure of such the following steps are taken. First the player adds up all of their bonuses, and then subtracts the negatives set by the Marshal, task, or the item being worked on. If the total modifier is positive the player will add it to their roll, if negative it plays no real effect unless the total is -10, in which case the character will automatically fail the roll. Conversely, if the final modifier is +9 or more the roll automatically succeeds. The character will roll a D10 and add their modifier, if positive; if the combined total is 10 or better then they succeed on the challenge.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Counted Actions&amp;quot;&amp;gt;&#039;&#039;&#039;Counted Actions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Counted actions exist, loosely, to handle two conditions.  One, you want to do something that&#039;s perfectly viable for your character but out of the question for you.  If your character has Wings, for example, they&#039;re free to leave the ground, but you probably can&#039;t sprout your own wings and fly.  Two, you need to take some specific action for which rules provide a fixed delay - refitting your armor, for example, takes sixty seconds and it technically a sort of sixty count.  Binding Strike is counted to let you know how long you have before you get eaten or whatever.  Killing Blow takes a three count which sounds fast and it is if no one&#039;s trying to stop you.  However you arrive there, all counted actions work the same way:  You start at the end, announce what you&#039;re doing and start at the top of the count, then count down, repeating the announcement until you finish at &amp;quot;I whatever 1&amp;quot;, at which point your action is completed and everyone should react accordingly.  You may see this a lot on modules, where Marshals have to handle player actions we didn&#039;t expect - it&#039;s easier and smoother to assign a count than call a meeting of the Rules Team and argue about it.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Crowns&amp;quot;&amp;gt;&#039;&#039;&#039;[[Crowns]]:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crowns are points awarded for doings that the help the game - donating props and reps, NPC&#039;ing, anything that&#039;s beneficial to the game as a whole is probably worth some crowns.  They&#039;re accumulated and spent in a variety of ways.  They can be turned in towards extra Skill Points, or used to purchase a variety of in-game items.&lt;br /&gt;
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&#039;&#039;&#039;Daily:&#039;&#039;&#039;  You may see &amp;quot;daily&amp;quot; here and there throughout the rules, used interchangeably with &amp;quot;per-reset&amp;quot;.  For rules consideration, these terms are almost always syntactically equivalent, and if a corner case means &amp;quot;once per 12- or 24- hour period, it&#039;ll be explicit in that rule&#039;s description.  This is a holdover from the earlier years of larps - resets used to be scheduled and everyone&#039;s skills would all reset at the same time, once per day.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Flavorless Damage&amp;quot;&amp;gt;&#039;&#039;&#039;Flavorless Damage&#039;&#039;&#039;&amp;lt;/span&amp;gt; A (very) few monsters and some Gunslingers can produce damage without a normal/silver/magic/flavor attached.  It&#039;s faster, but it comes with a significant downside - flavorless damage is up to the victim to interpret.  If you are resistant or immune to anything, anything at all, you can claim that reduction against &amp;quot;just a number&amp;quot; damage.   Gunslingers are free to flatten out against one each of every elemental despite then all reducing different flavors. This can get real bad in places with specific hit requirements.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Healer vs Medic&amp;quot;&amp;gt;&#039;&#039;&#039;Healer vs Medic:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  If someone calls for a Healer, they mean a Mage or Paladin with in-game healing effects to solve in-game trouble.  If someone calls for a Medic, there&#039;s an out of game situation that needs qualified medical personnel to attend.   Similarly, if your character has been jacked up by NPC&#039;s, you need a Healer, not a Medic.  Medic is called rarely enough that this is easy to remember; it&#039;s mentioned here because of various services that train &amp;quot;Medic&amp;quot; as a crisis response.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Hold&amp;quot;&amp;gt;&#039;&#039;&#039;Hold:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This one is an actual rule, but not an actual rule that fits conveniently anywhere.  &amp;quot;HOLD&amp;quot;, usually yelled like it owes someone money, causes the game to cease immediately.  Holds are typically called for safety issues (if you notice your opponent is about to back up into a table or a hole in the ground, call a hold and warn them), very often for glasses that have gone flying off of their designated face, sometimes for more serious medical issues.  Because Hold is invoked for real-life situations, we take it very seriously.  If someone calls a hold, repeat it, stop playing, and &#039;&#039;do not move&#039;&#039;.  More than one pair of glasses has been lost to overly cavalier treatment of a hold.  Hold is also used sometimes to clarify rules - combat can get loud and confusing and it&#039;s easy at first to lose track of what happened to you or what you&#039;re allowed to do about it.  Once it&#039;s been established that a hold was called for rules, you can relax a little.  Don&#039;t move, but feel free to pull some tags, or grab a drink from your water bottle, collect some close-by packets, etc.  Until it&#039;s established that the hold is a rules issue and there is no out of game danger, hold still, don&#039;t talk, and wait it out.  Holds are rarely lengthy.  When whatever situation that caused the hold is addressed, someone will check to make sure everyone&#039;s ready and then call Lay On - a Lay On is the opposite of a hold, resuming game play at the point where the Hold left off.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Item Tags&amp;quot;&amp;gt;&#039;&#039;&#039;Item Tags:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  These are the out-of-game indicators of in-game possessions.  You can have a beautifully constructed boffer sword, but you can&#039;t actually use in the course of the game without a corresponding item tag for it.  Lots of tags come attached to reps.  Some are just tags - very few people bother with reps for their poison stashes beyond the packets they intend to throw at people.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Machine Gunning&amp;quot;&amp;gt;&#039;&#039;&#039;Machine Gunning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sometimes also referred to as &#039;&#039;Drum Rolling&#039;&#039;,  these are two terms used interchangeably to mean the same thing - using a melee weapon to drill damage way faster than any real sword ever could be.  Some people can get unbelievably fast on swings, especially with dual wield and identical damage.  It&#039;s not legal, there&#039;s a Flurry rule for this exact reason, but people, especially newer people, get carried away and excited and before they know it, they&#039;re inflicting damage at a rate that burst-fire rifles envy.  It&#039;s not usually done maliciously and pretty obvious when it is.  If someone calls this to you, take a deep breath and slow your swings down. If you&#039;re under attack and it feels more like a big foam centipede is running on you than it does like someone is swinging a foam stick, point it out but remember it&#039;s probably not personal or intended to give offense.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Magic Pouch&amp;quot;&amp;gt;&#039;&#039;&#039;Magic Pouch:&#039;&#039;&#039;&amp;lt;/span&amp;gt;:  Frequently, treasure on modules isn&#039;t delivered on individual monsters - it&#039;s bundled together and presented to the module group at the end of the module.  Both the bundle of treasure and the practice of distributing treasure in that fashion are referred to as &amp;quot;magic pouch&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Multipliers&amp;quot;&amp;gt;&#039;&#039;&#039;Multipliers:&#039;&#039;&#039;&amp;lt;/span&amp;gt; There are lots of rules that say things like &amp;quot;double damage&amp;quot; or &amp;quot;double negative effect&amp;quot;.  When a situation arises that allows for several multipliers, they stack as multiples of the base, not each other.  Put differently, if you double a double, you end up with a triple, not a quad.  &lt;br /&gt;
&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Out-of-Game&amp;quot;&amp;gt;&#039;&#039;&#039;Out-of-Game:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  A character that&#039;s out of game is neither affected by nor can affect the state of the game world.  Ideally this is indicated by a white headband - some people (like Plot) spend more time out of game than in, running modules and overseeing stuff.  If you&#039;re less commonly out of game, or just need a quick minute to retie your boots, putting your hand or your weapon on your head is accepted shorthand for &amp;quot;briefly out of game&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reps&amp;quot;&amp;gt;&#039;&#039;&#039;Reps:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  You&#039;ll see this a lot in the rules and you&#039;ll hear it a good bit on site.  A rep is a &#039;&#039;physical representation&#039;&#039; of an in-game item.  &amp;quot;Physical representation&amp;quot; being unwieldy and people being people, this was inevitably shortened to &amp;quot;physrep&amp;quot;, which you&#039;ll still hear from time to time, and then &amp;quot;rep&amp;quot;, which you&#039;ll hear a lot.  Your boffer long sword is a rep for an in-game long sword.  Your armor rep is whatever you wear around to justify using armor points when you get hit.  It sounds pretty self-explanatory and for the most part it is, but there are some murky areas, too.  Spell packets can, variously, be reps for poison vials, thrown weapons, or literally nothing (for mages and other spellslingers.)  Reps have a necessary but not tightly-coupled association with...&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reset&amp;quot;&amp;gt;&#039;&#039;&#039;Reset:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Given ten minutes of peace, you can reset your character sheet once per event.  This refreshes all of your refreshable skills - spell pool, mana, Energy, Ley Points and any dailies or per-reset skills.  This typically also resets your Body to its starting value and clears negative effects, but some effects do stick around through a reset. You&#039;ll see this a lot in Powers and some Skills - many Powers function twice per reset, for example, so you have two uses when you first check in and two more after you Reset.  Reset, like the name implies, resets your skills - if you had mana or energy or per-reset skills left over when you started your reset, they&#039;re lost when it completes.&lt;br /&gt;
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&#039;&#039;&#039;Shield Bash&#039;&#039;&#039;:  Shields can&#039;t be used to strike other players.  This is a safety issue - there are not a lot of safe ways to turn a shield bash - and because of that we have to take it seriously.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Swimming&amp;quot;&amp;gt;&#039;&#039;&#039;Swimming/Going to the Rock:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  FE&#039;s resurrection mechanic is a Lifewell, or viewed differently, the world&#039;s worst pool in which you never want to swim.  &amp;quot;Sending someone swimming&amp;quot; or &amp;quot;Sending someone to the pool&amp;quot; means sending someone off to resurrect.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Tank&amp;quot;&amp;gt;&#039;&#039;&#039;Tank:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Drawn from MMO culture, a Tank is someone you can trust to stand between you and harm.  There&#039;s a large overlap with folks in thick armor with shields and reams of their own defenses, but there are plenty of heavy-armor warriors that will hang you out to dry if there&#039;s a chance they can get a goblin by running off after it.  Most tanks are Champions or Paladins.  Not all Champions or Paladins are tanks.  You may also hear this used as a verb - &amp;quot;tanking a monster&amp;quot; means trading hits with it, &amp;quot;tanking damage&amp;quot; just means absorbing it so someone else doesn&#039;t have to.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;What do I see&amp;quot;&amp;gt;&#039;&#039;&#039;What do I see:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Very frequently, NPC&#039;s will be out and about dressed in a tabard and some weapons, but they could be playing any number of things.  Since we don&#039;t have the budget or the time to fully dress out every NPC in perfectly-identifiable costuming, you&#039;ll hear &amp;quot;What do I see&amp;quot; called - this is an out of game question to clarify what creature a character is looking at in-game.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Underwater Combat&amp;quot;&amp;gt;&#039;&#039;&#039;Underwater Combat:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Combat underwater has several rules that differ from the norm. Each step underwater requires a three count, though this does not need to be vocalized. All weapons, Fire Traps, and Massive Mechanical Traps deal half damage underwater. Spells may only be touch cast and require both hands to be free. Acid, Bombs, Gas Traps, and Vials may not be used. Guns do not function under water. A character may hold their breath for two minutes if they are not in combat, but combat reduces this time to a single minute. If a character runs out of breath, they are unconscious and begin to drown, becoming dead after a minute. Having the skill for Underwater Combat will lessen these penalties.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1738</id>
		<title>Conventions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1738"/>
		<updated>2024-08-12T14:09:21Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Common Conventions: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any group of people engaged in a group activity will, over time, develop its own shorthand and quirks.  Archers talk about form, draw weight, draw length, optics, arrow flight speed, and lots of bow-related things that don&#039;t really have any use outside of that context.  Computer types can have entire conversations only tangentially related to English at all.  Larps are no different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this case, we have a number of game conventions that everyone just sort of seems to know without ever really having been told.  We pick it up from each other and pass it along by example to new arrivals.  It&#039;s not ideal and it contributes some avoidable length to the learning curve.  In the interest of easing that transition, these are some of the things that are common in the game and useless out of that context.&lt;br /&gt;
&lt;br /&gt;
== Common Conventions: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Contested Roll&amp;quot;&amp;gt;&#039;&#039;&#039;Contested Roll:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Some skills test the player’s skill against a set objective, namely Disable Device, Resurrection, and Tracking. To determine the success or failure of such the following steps are taken. First the player adds up all of their bonuses, and then subtracts the negatives set by the Marshal, task, or the item being worked on. If the total modifier is positive the player will add it to their roll, if negative it plays no real effect unless the total is -10, in which case the character will automatically fail the roll. Conversely, if the final modifier is +9 or more the roll automatically succeeds. The character will roll a D10 and add their modifier, if positive; if the combined total is 10 or better then they succeed on the challenge.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Counted Actions&amp;quot;&amp;gt;&#039;&#039;&#039;Counted Actions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Counted actions exist, loosely, to handle two conditions.  One, you want to do something that&#039;s perfectly viable for your character but out of the question for you.  If your character has Wings, for example, they&#039;re free to leave the ground, but you probably can&#039;t sprout your own wings and fly.  Two, you need to take some specific action for which rules provide a fixed delay - refitting your armor, for example, takes sixty seconds and it technically a sort of sixty count.  Binding Strike is counted to let you know how long you have before you get eaten or whatever.  Killing Blow takes a three count which sounds fast and it is if no one&#039;s trying to stop you.  However you arrive there, all counted actions work the same way:  You start at the end, announce what you&#039;re doing and start at the top of the count, then count down, repeating the announcement until you finish at &amp;quot;I whatever 1&amp;quot;, at which point your action is completed and everyone should react accordingly.  You may see this a lot on modules, where Marshals have to handle player actions we didn&#039;t expect - it&#039;s easier and smoother to assign a count than call a meeting of the Rules Team and argue about it.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Crowns&amp;quot;&amp;gt;&#039;&#039;&#039;[[Crowns]]:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crowns are points awarded for doings that the help the game - donating props and reps, NPC&#039;ing, anything that&#039;s beneficial to the game as a whole is probably worth some crowns.  They&#039;re accumulated and spent in a variety of ways.  They can be turned in towards extra Skill Points, or used to purchase a variety of in-game items.&lt;br /&gt;
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&#039;&#039;&#039;Daily:&#039;&#039;&#039;  You may see &amp;quot;daily&amp;quot; here and there throughout the rules, used interchangeable with &amp;quot;per-reset&amp;quot;.  For rules consideration, these terms are almost always syntactically equivalent, and if a corner case means &amp;quot;once per 12- or 24- hour period, it&#039;ll be explicit in that rule&#039;s description.  This is a holdover from the earlier years of larps - resets used to be scheduled and everyone&#039;s skills would all reset at the same time, once per day.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Flavorless Damage&amp;quot;&amp;gt;&#039;&#039;&#039;Flavorless Damage&#039;&#039;&#039;&amp;lt;/span&amp;gt; A (very) few monsters and some Gunslingers can produce damage without a normal/silver/magic/flavor attached.  It&#039;s faster, but it comes with a significant downside - flavorless damage is up to the victim to interpret.  If you are resistant or immune to anything, anything at all, you can claim that reduction against &amp;quot;just a number&amp;quot; damage.   Gunslingers are free to flatten out against one each of every elemental despite then all reducing different flavors. This can get real bad in places with specific hit requirements.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Healer vs Medic&amp;quot;&amp;gt;&#039;&#039;&#039;Healer vs Medic:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  If someone calls for a Healer, they mean a Mage or Paladin with in-game healing effects to solve in-game trouble.  If someone calls for a Medic, there&#039;s an out of game situation that needs qualified medical personnel to attend.   Similarly, if your character has been jacked up by NPC&#039;s, you need a Healer, not a Medic.  Medic is called rarely enough that this is easy to remember; it&#039;s mentioned here because of various services that train &amp;quot;Medic&amp;quot; as a crisis response.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Hold&amp;quot;&amp;gt;&#039;&#039;&#039;Hold:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This one is an actual rule, but not an actual rule that fits conveniently anywhere.  &amp;quot;HOLD&amp;quot;, usually yelled like it owes someone money, causes the game to cease immediately.  Holds are typically called for safety issues (if you notice your opponent is about to back up into a table or a hole in the ground, call a hold and warn them), very often for glasses that have gone flying off of their designated face, sometimes for more serious medical issues.  Because Hold is invoked for real-life situations, we take it very seriously.  If someone calls a hold, repeat it, stop playing, and &#039;&#039;do not move&#039;&#039;.  More than one pair of glasses has been lost to overly cavalier treatment of a hold.  Hold is also used sometimes to clarify rules - combat can get loud and confusing and it&#039;s easy at first to lose track of what happened to you or what you&#039;re allowed to do about it.  Once it&#039;s been established that a hold was called for rules, you can relax a little.  Don&#039;t move, but feel free to pull some tags, or grab a drink from your water bottle, collect some close-by packets, etc.  Until it&#039;s established that the hold is a rules issue and there is no out of game danger, hold still, don&#039;t talk, and wait it out.  Holds are rarely lengthy.  When whatever situation that caused the hold is addressed, someone will check to make sure everyone&#039;s ready and then call Lay On - a Lay On is the opposite of a hold, resuming game play at the point where the Hold left off.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Item Tags&amp;quot;&amp;gt;&#039;&#039;&#039;Item Tags:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  These are the out-of-game indicators of in-game possessions.  You can have a beautifully constructed boffer sword, but you can&#039;t actually use in the course of the game without a corresponding item tag for it.  Lots of tags come attached to reps.  Some are just tags - very few people bother with reps for their poison stashes beyond the packets they intend to throw at people.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Machine Gunning&amp;quot;&amp;gt;&#039;&#039;&#039;Machine Gunning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sometimes also referred to as &#039;&#039;Drum Rolling&#039;&#039;,  these are two terms used interchangeably to mean the same thing - using a melee weapon to drill damage way faster than any real sword ever could be.  Some people can get unbelievably fast on swings, especially with dual wield and identical damage.  It&#039;s not legal, there&#039;s a Flurry rule for this exact reason, but people, especially newer people, get carried away and excited and before they know it, they&#039;re inflicting damage at a rate that burst-fire rifles envy.  It&#039;s not usually done maliciously and pretty obvious when it is.  If someone calls this to you, take a deep breath and slow your swings down. If you&#039;re under attack and it feels more like a big foam centipede is running on you than it does like someone is swinging a foam stick, point it out but remember it&#039;s probably not personal or intended to give offense.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Magic Pouch&amp;quot;&amp;gt;&#039;&#039;&#039;Magic Pouch:&#039;&#039;&#039;&amp;lt;/span&amp;gt;:  Frequently, treasure on modules isn&#039;t delivered on individual monsters - it&#039;s bundled together and presented to the module group at the end of the module.  Both the bundle of treasure and the practice of distributing treasure in that fashion are referred to as &amp;quot;magic pouch&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Multipliers&amp;quot;&amp;gt;&#039;&#039;&#039;Multipliers:&#039;&#039;&#039;&amp;lt;/span&amp;gt; There are lots of rules that say things like &amp;quot;double damage&amp;quot; or &amp;quot;double negative effect&amp;quot;.  When a situation arises that allows for several multipliers, they stack as multiples of the base, not each other.  Put differently, if you double a double, you end up with a triple, not a quad.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Out-of-Game&amp;quot;&amp;gt;&#039;&#039;&#039;Out-of-Game:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  A character that&#039;s out of game is neither affected by nor can affect the state of the game world.  Ideally this is indicated by a white headband - some people (like Plot) spend more time out of game than in, running modules and overseeing stuff.  If you&#039;re less commonly out of game, or just need a quick minute to retie your boots, putting your hand or your weapon on your head is accepted shorthand for &amp;quot;briefly out of game&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reps&amp;quot;&amp;gt;&#039;&#039;&#039;Reps:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  You&#039;ll see this a lot in the rules and you&#039;ll hear it a good bit on site.  A rep is a &#039;&#039;physical representation&#039;&#039; of an in-game item.  &amp;quot;Physical representation&amp;quot; being unwieldy and people being people, this was inevitably shortened to &amp;quot;physrep&amp;quot;, which you&#039;ll still hear from time to time, and then &amp;quot;rep&amp;quot;, which you&#039;ll hear a lot.  Your boffer long sword is a rep for an in-game long sword.  Your armor rep is whatever you wear around to justify using armor points when you get hit.  It sounds pretty self-explanatory and for the most part it is, but there are some murky areas, too.  Spell packets can, variously, be reps for poison vials, thrown weapons, or literally nothing (for mages and other spellslingers.)  Reps have a necessary but not tightly-coupled association with...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reset&amp;quot;&amp;gt;&#039;&#039;&#039;Reset:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Given ten minutes of peace, you can reset your character sheet once per event.  This refreshes all of your refreshable skills - spell pool, mana, Energy, Ley Points and any dailies or per-reset skills.  This typically also resets your Body to its starting value and clears negative effects, but some effects do stick around through a reset. You&#039;ll see this a lot in Powers and some Skills - many Powers function twice per reset, for example, so you have two uses when you first check in and two more after you Reset.  Reset, like the name implies, resets your skills - if you had mana or energy or per-reset skills left over when you started your reset, they&#039;re lost when it completes.&lt;br /&gt;
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&#039;&#039;&#039;Shield Bash&#039;&#039;&#039;:  Shields can&#039;t be used to strike other players.  This is a safety issue - there are not a lot of safe ways to turn a shield bash - and because of that we have to take it seriously.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Swimming&amp;quot;&amp;gt;&#039;&#039;&#039;Swimming/Going to the Rock:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  FE&#039;s resurrection mechanic is a Lifewell, or viewed differently, the world&#039;s worst pool in which you never want to swim.  &amp;quot;Sending someone swimming&amp;quot; or &amp;quot;Sending someone to the pool&amp;quot; means sending someone off to resurrect.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Tank&amp;quot;&amp;gt;&#039;&#039;&#039;Tank:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Drawn from MMO culture, a Tank is someone you can trust to stand between you and harm.  There&#039;s a large overlap with folks in thick armor with shields and reams of their own defenses, but there are plenty of heavy-armor warriors that will hang you out to dry if there&#039;s a chance they can get a goblin by running off after it.  Most tanks are Champions or Paladins.  Not all Champions or Paladins are tanks.  You may also hear this used as a verb - &amp;quot;tanking a monster&amp;quot; means trading hits with it, &amp;quot;tanking damage&amp;quot; just means absorbing it so someone else doesn&#039;t have to.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;What do I see&amp;quot;&amp;gt;&#039;&#039;&#039;What do I see:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Very frequently, NPC&#039;s will be out and about dressed in a tabard and some weapons, but they could be playing any number of things.  Since we don&#039;t have the budget or the time to fully dress out every NPC in perfectly-identifiable costuming, you&#039;ll hear &amp;quot;What do I see&amp;quot; called - this is an out of game question to clarify what creature a character is looking at in-game.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Underwater Combat&amp;quot;&amp;gt;&#039;&#039;&#039;Underwater Combat:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Combat underwater has several rules that differ from the norm. Each step underwater requires a three count, though this does not need to be vocalized. All weapons, Fire Traps, and Massive Mechanical Traps deal half damage underwater. Spells may only be touch cast and require both hands to be free. Acid, Bombs, Gas Traps, and Vials may not be used. Guns do not function under water. A character may hold their breath for two minutes if they are not in combat, but combat reduces this time to a single minute. If a character runs out of breath, they are unconscious and begin to drown, becoming dead after a minute. Having the skill for Underwater Combat will lessen these penalties.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1737</id>
		<title>Conventions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1737"/>
		<updated>2024-08-12T14:08:36Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
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&lt;div&gt;Any group of people engaged in a group activity will, over time, develop its own shorthand and quirks.  Archers talk about form, draw weight, draw length, optics, arrow flight speed, and lots of bow-related things that don&#039;t really have any use outside of that context.  Computer types can have entire conversations only tangentially related to English at all.  Larps are no different.&lt;br /&gt;
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In this case, we have a number of game conventions that everyone just sort of seems to know without ever really having been told.  We pick it up from each other and pass it along by example to new arrivals.  It&#039;s not ideal and it contributes some avoidable length to the learning curve.  In the interest of easing that transition, these are some of the things that are common in the game and useless out of that context.&lt;br /&gt;
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== Common Conventions: ==&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Contested Roll&amp;quot;&amp;gt;&#039;&#039;&#039;Contested Roll:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Some skills test the player’s skill against a set objective, namely Disable Device, Resurrection, and Tracking. To determine the success or failure of such the following steps are taken. First the player adds up all of their bonuses, and then subtracts the negatives set by the Marshal, task, or the item being worked on. If the total modifier is positive the player will add it to their roll, if negative it plays no real effect unless the total is -10, in which case the character will automatically fail the roll. Conversely, if the final modifier is +9 or more the roll automatically succeeds. The character will roll a D10 and add their modifier, if positive; if the combined total is 10 or better then they succeed on the challenge.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Counted Actions&amp;quot;&amp;gt;&#039;&#039;&#039;Counted Actions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Counted actions exist, loosely, to handle two conditions.  One, you want to do something that&#039;s perfectly viable for your character but out of the question for you.  If your character has Wings, for example, they&#039;re free to leave the ground, but you probably can&#039;t sprout your own wings and fly.  Two, you need to take some specific action for which rules provide a fixed delay - refitting your armor, for example, takes sixty seconds and it technically a sort of sixty count.  Binding Strike is counted to let you know how long you have before you get eaten or whatever.  Killing Blow takes a three count which sounds fast and it is if no one&#039;s trying to stop you.  However you arrive there, all counted actions work the same way:  You start at the end, announce what you&#039;re doing and start at the top of the count, then count down, repeating the announcement until you finish at &amp;quot;I whatever 1&amp;quot;, at which point your action is completed and everyone should react accordingly.  You may see this a lot on modules, where Marshals have to handle player actions we didn&#039;t expect - it&#039;s easier and smoother to assign a count than call a meeting of the Rules Team and argue about it.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Crowns&amp;quot;&amp;gt;&#039;&#039;&#039;[[Crowns]]:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crowns are points awarded for doings that the help the game - donating props and reps, NPC&#039;ing, anything that&#039;s beneficial to the game as a whole is probably worth some crowns.  They&#039;re accumulated and spent in a variety of ways.  They can be turned in towards extra Skill Points, or used to purchase a variety of in-game items.&lt;br /&gt;
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&#039;&#039;&#039;Daily:&#039;&#039;&#039;  You may see &amp;quot;daily&amp;quot; here and there throughout the rules, used interchangeable with &amp;quot;per-reset&amp;quot;.  For rules consideration, these terms are almost always syntactically equivalent, and if a corner case means &amp;quot;once per 12- or 24- hour period, it&#039;ll be explicit in that rule&#039;s description.  This is a holdover from the earlier years of larps - resets used to be scheduled and everyone&#039;s skills would all reset at the same time, once per day.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Flavorless Damage&amp;quot;&amp;gt;&#039;&#039;&#039;Flavorless Damage&#039;&#039;&#039;&amp;lt;/span&amp;gt; A (very) few monsters and some Gunslingers can produce damage without a normal/silver/magic/flavor attached.  It&#039;s faster, but it comes with a significant downside - flavorless damage is up to the victim to interpret.  If you are resistant or immune to anything, anything at all, you can claim that reduction against &amp;quot;just a number&amp;quot; damage.   Gunslingers are free to flatten out against one each of every elemental despite then all reducing different flavors. This can get real bad in places with specific hit requirements.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Healer vs Medic&amp;quot;&amp;gt;&#039;&#039;&#039;Healer vs Medic:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  If someone calls for a Healer, they mean a Mage or Paladin with in-game healing effects to solve in-game trouble.  If someone calls for a Medic, there&#039;s an out of game situation that needs qualified medical personnel to attend.   Similarly, if your character has been jacked up by NPC&#039;s, you need a Healer, not a Medic.  Medic is called rarely enough that this is easy to remember; it&#039;s mentioned here because of various services that train &amp;quot;Medic&amp;quot; as a crisis response.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Hold&amp;quot;&amp;gt;&#039;&#039;&#039;Hold:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This one is an actual rule, but not an actual rule that fits conveniently anywhere.  &amp;quot;HOLD&amp;quot;, usually yelled like it owes someone money, causes the game to cease immediately.  Holds are typically called for safety issues (if you notice your opponent is about to back up into a table or a hole in the ground, call a hold and warn them), very often for glasses that have gone flying off of their designated face, sometimes for more serious medical issues.  Because Hold is invoked for real-life situations, we take it very seriously.  If someone calls a hold, repeat it, stop playing, and &#039;&#039;do not move&#039;&#039;.  More than one pair of glasses has been lost to overly cavalier treatment of a hold.  Hold is also used sometimes to clarify rules - combat can get loud and confusing and it&#039;s easy at first to lose track of what happened to you or what you&#039;re allowed to do about it.  Once it&#039;s been established that a hold was called for rules, you can relax a little.  Don&#039;t move, but feel free to pull some tags, or grab a drink from your water bottle, collect some close-by packets, etc.  Until it&#039;s established that the hold is a rules issue and there is no out of game danger, hold still, don&#039;t talk, and wait it out.  Holds are rarely lengthy.  When whatever situation that caused the hold is addressed, someone will check to make sure everyone&#039;s ready and then call Lay On - a Lay On is the opposite of a hold, resuming game play at the point where the Hold left off.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Item Tags&amp;quot;&amp;gt;&#039;&#039;&#039;Item Tags:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  These are the out-of-game indicators of in-game possessions.  You can have a beautifully constructed boffer sword, but you can&#039;t actually use in the course of the game without a corresponding item tag for it.  Lots of tags come attached to reps.  Some are just tags - very few people bother with reps for their poison stashes beyond the packets they intend to throw at people.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Machine Gunning&amp;quot;&amp;gt;&#039;&#039;&#039;Machine Gunning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sometimes also referred to as &#039;&#039;Drum Rolling&#039;&#039;,  these are two terms used interchangeably to mean the same thing - using a melee weapon to drill damage way faster than any real sword ever could be.  Some people can get unbelievably fast on swings, especially with dual wield and identical damage.  It&#039;s not legal, there&#039;s a Flurry rule for this exact reason, but people, especially newer people, get carried away and excited and before they know it, they&#039;re inflicting damage at a rate that burst-fire rifles envy.  It&#039;s not usually done maliciously and pretty obvious when it is.  If someone calls this to you, take a deep breath and slow your swings down. If you&#039;re under attack and it feels more like a big foam centipede is running on you than it does like someone is swinging a foam stick, point it out but remember it&#039;s probably not personal or intended to give offense.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Magic Pouch&amp;quot;&amp;gt;&#039;&#039;&#039;Magic Pouch:&#039;&#039;&#039;&amp;lt;/span&amp;gt;:  Frequently, treasure on modules isn&#039;t delivered on individual monsters - it&#039;s bundled together and presented to the module group at the end of the module.  Both the bundle of treasure and the practice of distributing treasure in that fashion are referred to as &amp;quot;magic pouch&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Multipliers&amp;quot;&amp;gt;&#039;&#039;&#039;Multipliers:&#039;&#039;&#039;&amp;lt;/span&amp;gt; There are lots of rules that say things like &amp;quot;double damage&amp;quot; or &amp;quot;double negative effect&amp;quot;.  When a situation arises that allows for several multipliers, they stack as multiples of the base, not each other.  Put differently, if you double a double, you end up with a triple, not a quad.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Out-of-Game&amp;quot;&amp;gt;&#039;&#039;&#039;Out-of-Game:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  A character that&#039;s out of game is neither affected by nor can affect the state of the game world.  Ideally this is indicated by a white headband - some people (like Plot) spend more time out of game than in, running modules and overseeing stuff.  If you&#039;re less commonly out of game, or just need a quick minute to retie your boots, putting your hand or your weapon on your head is accepted shorthand for &amp;quot;briefly out of game&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reps&amp;quot;&amp;gt;&#039;&#039;&#039;Reps:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  You&#039;ll see this a lot in the rules and you&#039;ll hear it a good bit on site.  A rep is a &#039;&#039;physical representation&#039;&#039; of an in-game item.  &amp;quot;Physical representation&amp;quot; being unwieldy and people being people, this was inevitably shortened to &amp;quot;physrep&amp;quot;, which you&#039;ll still hear from time to time, and then &amp;quot;rep&amp;quot;, which you&#039;ll hear a lot.  Your boffer long sword is a rep for an in-game long sword.  Your armor rep is whatever you wear around to justify using armor points when you get hit.  It sounds pretty self-explanatory and for the most part it is, but there are some murky areas, too.  Spell packets can, variously, be reps for poison vials, thrown weapons, or literally nothing (for mages and other spellslingers.)  Reps have a necessary but not tightly-coupled association with...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reset&amp;quot;&amp;gt;&#039;&#039;&#039;Reset:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Given ten minutes of peace, you can reset your character sheet once per event.  This refreshes all of your refreshable skills - spell pool, mana, Energy, Ley Points and any dailies or per-reset skills.  This typically also resets your Body to its starting value and clears negative effects, but some effects do stick around through a reset. You&#039;ll see this a lot in Powers and some Skills - many Powers function twice per reset, for example, so you have two uses when you first check in and two more after you Reset.  Reset, like the name implies, resets your skills - if you had mana or energy or per-reset skills left over when you started your reset, they&#039;re lost when it completes.&lt;br /&gt;
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&#039;&#039;&#039;Shield Bash&#039;&#039;&#039;:  Shields can&#039;t be used to strike other players.  This is a safety issue - there are not a lot of safe ways to turn a shield bash - and because of that we have to take it seriously.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Swimming&amp;quot;&amp;gt;&#039;&#039;&#039;Swimming/Going to the Rock:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  FE&#039;s resurrection mechanic is a Lifewell, or viewed differently, the world&#039;s worst pool in which you never want to swim.  &amp;quot;Sending someone swimming&amp;quot; or &amp;quot;Sending someone to the pool&amp;quot; means sending someone off to resurrect.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Tank&amp;quot;&amp;gt;&#039;&#039;&#039;Tank:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Drawn from MMO culture, a Tank is someone you can trust to stand between you and harm.  There&#039;s a large overlap with folks in thick armor with shields and reams of their own defenses, but there are plenty of heavy-armor warriors that will hang you out to dry if there&#039;s a chance they can get a goblin by running off after it.  Most tanks are Champions or Paladins.  Not all Champions or Paladins are tanks.  You may also hear this used as a verb - &amp;quot;tanking a monster&amp;quot; means trading hits with it, &amp;quot;tanking damage&amp;quot; just means absorbing it so someone else doesn&#039;t have to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;What do I see&amp;quot;&amp;gt;&#039;&#039;&#039;What do I see:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Very frequently, NPC&#039;s will be out and about dressed in a tabard and some weapons, but they could be playing any number of things.  Since we don&#039;t have the budget or the time to fully dress out every NPC in perfectly-identifiable costuming, you&#039;ll hear &amp;quot;What do I see&amp;quot; called - this is an out of game question to clarify what creature a character is looking at in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Underwater Combat&amp;quot;&amp;gt;&#039;&#039;&#039;Underwater Combat:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Combat underwater has several rules that differ from the norm. Each step underwater requires a three count, though this does not need to be vocalized. All weapons, Fire Traps, and Massive Mechanical Traps deal half damage underwater. Spells may only be touch cast and require both hands to be free. Acid, Bombs, Gas Traps, and Vials may not be used. Guns do not function under water. A character may hold their breath for two minutes if they are not in combat, but combat reduces this time to a single minute. If a character runs out of breath, they are unconscious and begin to drown, becoming dead after a minute. Having the skill for Underwater Combat will lessen these penalties.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Skills&amp;diff=1735</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Skills&amp;diff=1735"/>
		<updated>2024-08-12T05:38:32Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skills are the things your character can do.  They&#039;re the basic means by which a character interacts with the world.  Skills are heavily influenced by [[Classes|Class]].  Some skills are there for everyone, some are shared across similar classes, some are completely proprietary to the one class that practices them.  Most [[Species]] have Skills resulting from their ancestry or native environment.  Skills are purchased with [[Advancement|Skill Points]] and every Skill has a description of what it does, what (if anything) it costs to employ, how often it can be used, and what underlying skills are required for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyman Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Everyman: 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;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Adrenaline Rush&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Healing Arts&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;First Aid &amp;amp; Diagnose&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Brawl&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|[[Knowledge Skills|Knowledge]]  (Area)&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Brew Potion Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|[[Merchant (Skill)]] 1-10&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Estimate Value&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Chemistry Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|Miner, Minor&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cook Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Miner, Standard&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Miner, Minor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Portal Manipulation Rank 1-5&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Read and Write&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Craftsman&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Resurrection 1-10&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Knowledge (Cycle) or Spirit Magic&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Diagnose&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;First Aid&#039;&#039;&lt;br /&gt;
|Scribe Scroll Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device 1-10&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Smithing Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|Survival&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Estimate Value&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Theurgist, Minor&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Minor&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Theurgist, Standard&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Theurgist, Minor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Standard&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Farmer, Minor&#039;&#039;&lt;br /&gt;
|Track 1-20&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|First Aid&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Underwater Combat&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Instruct&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|One Handed Block&lt;br /&gt;
|5&lt;br /&gt;
|Proficiency with a 2Handed Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Attunement&lt;br /&gt;
|10&lt;br /&gt;
|Plot approval&lt;br /&gt;
|Second Attunement&lt;br /&gt;
|10&lt;br /&gt;
|Plot Approval &amp;amp; Character level &amp;gt;=10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Everyman: 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;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Brew Potion Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Brew Potion Rank 4&#039;&#039;&lt;br /&gt;
|Practitioner&lt;br /&gt;
|8&lt;br /&gt;
|&#039;&#039;Healing Arts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Chemistry Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Chemistry Rank 4&#039;&#039;&lt;br /&gt;
|Profession- 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cook Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Cook Rank 4&#039;&#039;&lt;br /&gt;
|Profession- 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Evasion&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;Disable Device10&#039;&#039;&lt;br /&gt;
|Profession- 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Engineering Rank 4&#039;&#039;&lt;br /&gt;
|Ritualism&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Knowledge Area&#039;&#039; Rank 4&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Major&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Farmer Standard&#039;&#039;&lt;br /&gt;
|Repair Item&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;Smithing&#039;&#039; or &#039;&#039;Engineering&#039;&#039; Rank 3&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge Area, Rare&lt;br /&gt;
|3&lt;br /&gt;
|See Skill Description&lt;br /&gt;
|Scribe Scroll Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Scribe Scroll Rank 4&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Memorize Ritual&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Ritualism&#039;&#039;&lt;br /&gt;
|Smithing Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Smithing Rank 4&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Miner, Major&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Miner, Standard&#039;&#039;&lt;br /&gt;
|Theurgist, Major&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Theurgist, Standard&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device 11-20&lt;br /&gt;
|3&lt;br /&gt;
|Disable Device 10&lt;br /&gt;
|Planar Scholar 1 - 5&lt;br /&gt;
|2&lt;br /&gt;
|Not eligible for crowns instruction&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Species 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;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Resist  Impairment&lt;br /&gt;
|3&lt;br /&gt;
|Rok&#039;Shen&lt;br /&gt;
|Resist Mental&lt;br /&gt;
|3&lt;br /&gt;
|Gnome&lt;br /&gt;
|-&lt;br /&gt;
|Resist Magic&lt;br /&gt;
|6&lt;br /&gt;
|Deep Elf/Deep Dwarf/Pixie&lt;br /&gt;
|Camouflage&lt;br /&gt;
|4&lt;br /&gt;
|Ent&lt;br /&gt;
|-&lt;br /&gt;
|Resist Toxin&lt;br /&gt;
|4&lt;br /&gt;
|Felis or Hill Dwarf&lt;br /&gt;
|Resist Mental&lt;br /&gt;
|3&lt;br /&gt;
|High/Desert/Forest Elves&lt;br /&gt;
|-&lt;br /&gt;
|Regeneration&lt;br /&gt;
|3&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|Battle rage&lt;br /&gt;
|8&lt;br /&gt;
|Orc/Forest Elf&lt;br /&gt;
|-&lt;br /&gt;
|Resist Metabolic&lt;br /&gt;
|4&lt;br /&gt;
|Exemplar&lt;br /&gt;
|Burst of Strength&lt;br /&gt;
|6&lt;br /&gt;
|Fae Troll&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Knowledge Skills]]: ==&lt;br /&gt;
Knowledge skills represent your character&#039;s education in a given field.  Sometimes that&#039;s formal education, sometimes it&#039;s passed down from master to apprentice, sometimes it&#039;s just losing the same fight over and over until you start seeing the why of it.  Some of them also have practical applications, things your character knows how to do as a result of whatever study taught him the field.  Knowledge Skills are explored more fully at:&lt;br /&gt;
&lt;br /&gt;
[[Knowledge Skills|Knowledge Skill Descriptions]]&lt;br /&gt;
&lt;br /&gt;
=== Learning Skills ===&lt;br /&gt;
Characters can learn skills in a number of ways. The first is from being taught by an Instructor who already has that skill and spends time teaching it to your character. The second is through the use of Skill Tomes or Spell Scrolls which can be created by someone with the appropriate skills or found as treasure. The third is for those who can&#039;t seem to find the first two. A player may spend a Between Game Action (BGA) to spend time learning any basic everyman skill or class skill. The Advanced skills are a little more complex and require the expenditure of two BGAs. These can be spent all at once or over the course of multiple games, however the skill will not be useable until after all appropriate actions have been spent. Additionally, you must have earned the build before finalizing the learning any skill via this method. (i.e., if learning Brew Potion Rank 5, you would need to have the 10 SP ready to be spent after using the second BGA but do not need it available before starting to learn the skill).&lt;br /&gt;
&lt;br /&gt;
[[Skill descriptions]]&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Skills&amp;diff=1734</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Skills&amp;diff=1734"/>
		<updated>2024-08-12T05:36:12Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Everyman Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skills are the things your character can do.  They&#039;re the basic means by which a character interacts with the world.  Skills are heavily influenced by [[Classes|Class]].  Some skills are there for everyone, some are shared across similar classes, some are completely proprietary to the one class that practices them.  Most [[Races]] have Skills resulting from their ancestry or native environment.  Skills are purchased with [[Advancement|Skill Points]] and every Skill has a description of what it does, what (if anything) it costs to employ, how often it can be used, and what underlying skills are required for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyman Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Everyman: 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;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Adrenaline Rush&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Healing Arts&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;First Aid &amp;amp; Diagnose&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Brawl&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|[[Knowledge Skills|Knowledge]]  (Area)&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Brew Potion Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|[[Merchant (Skill)]] 1-10&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Estimate Value&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Chemistry Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|Miner, Minor&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cook Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Miner, Standard&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Miner, Minor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Portal Manipulation Rank 1-5&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Read and Write&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Craftsman&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Resurrection 1-10&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Knowledge (Cycle) or Spirit Magic&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Diagnose&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;First Aid&#039;&#039;&lt;br /&gt;
|Scribe Scroll Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device 1-10&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Smithing Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|Survival&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Estimate Value&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Theurgist, Minor&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Minor&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Theurgist, Standard&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Theurgist, Minor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Standard&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Farmer, Minor&#039;&#039;&lt;br /&gt;
|Track 1-20&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|First Aid&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Underwater Combat&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Instruct&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|One Handed Block&lt;br /&gt;
|5&lt;br /&gt;
|Proficiency with a 2Handed Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Attunement&lt;br /&gt;
|10&lt;br /&gt;
|Plot approval&lt;br /&gt;
|Second Attunement&lt;br /&gt;
|10&lt;br /&gt;
|Plot Approval &amp;amp; Character level &amp;gt;=10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Everyman: 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;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Brew Potion Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Brew Potion Rank 4&#039;&#039;&lt;br /&gt;
|Practitioner&lt;br /&gt;
|8&lt;br /&gt;
|&#039;&#039;Healing Arts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Chemistry Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Chemistry Rank 4&#039;&#039;&lt;br /&gt;
|Profession- 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cook Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Cook Rank 4&#039;&#039;&lt;br /&gt;
|Profession- 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Evasion&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;Disable Device10&#039;&#039;&lt;br /&gt;
|Profession- 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Engineering Rank 4&#039;&#039;&lt;br /&gt;
|Ritualism&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Knowledge Area&#039;&#039; Rank 4&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Major&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Farmer Standard&#039;&#039;&lt;br /&gt;
|Repair Item&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;Smithing&#039;&#039; or &#039;&#039;Engineering&#039;&#039; Rank 3&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge Area, Rare&lt;br /&gt;
|3&lt;br /&gt;
|See Skill Description&lt;br /&gt;
|Scribe Scroll Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Scribe Scroll Rank 4&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Memorize Ritual&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Ritualism&#039;&#039;&lt;br /&gt;
|Smithing Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Smithing Rank 4&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Miner, Major&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Miner, Standard&#039;&#039;&lt;br /&gt;
|Theurgist, Major&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Theurgist, Standard&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device 11-20&lt;br /&gt;
|3&lt;br /&gt;
|Disable Device 10&lt;br /&gt;
|Planar Scholar 1 - 5&lt;br /&gt;
|2&lt;br /&gt;
|Not eligible for crowns instruction&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Species 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;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Resist  Impairment&lt;br /&gt;
|3&lt;br /&gt;
|Rok&#039;Shen&lt;br /&gt;
|Resist Mental&lt;br /&gt;
|3&lt;br /&gt;
|Gnome&lt;br /&gt;
|-&lt;br /&gt;
|Resist Magic&lt;br /&gt;
|6&lt;br /&gt;
|Deep Elf/Deep Dwarf/Pixie&lt;br /&gt;
|Camouflage&lt;br /&gt;
|4&lt;br /&gt;
|Ent&lt;br /&gt;
|-&lt;br /&gt;
|Resist Toxin&lt;br /&gt;
|4&lt;br /&gt;
|Felis or Hill Dwarf&lt;br /&gt;
|Resist Mental&lt;br /&gt;
|3&lt;br /&gt;
|High/Desert/Forest Elves&lt;br /&gt;
|-&lt;br /&gt;
|Regeneration&lt;br /&gt;
|3&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|Battle rage&lt;br /&gt;
|8&lt;br /&gt;
|Orc/Forest Elf&lt;br /&gt;
|-&lt;br /&gt;
|Resist Metabolic&lt;br /&gt;
|4&lt;br /&gt;
|Exemplar&lt;br /&gt;
|Burst of Strength&lt;br /&gt;
|6&lt;br /&gt;
|Fae Troll&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Knowledge Skills]]: ==&lt;br /&gt;
Knowledge skills represent your character&#039;s education in a given field.  Sometimes that&#039;s formal education, sometimes it&#039;s passed down from master to apprentice, sometimes it&#039;s just losing the same fight over and over until you start seeing the why of it.  Some of them also have practical applications, things your character knows how to do as a result of whatever study taught him the field.  Knowledge Skills are explored more fully at:&lt;br /&gt;
&lt;br /&gt;
[[Knowledge Skills|Knowledge Skill Descriptions]]&lt;br /&gt;
&lt;br /&gt;
=== Learning Skills ===&lt;br /&gt;
Characters can learn skills in a number of ways. The first is from being taught by an Instructor who already has that skill and spends time teaching it to your character. The second is through the use of Skill Tomes or Spell Scrolls which can be created by someone with the appropriate skills or found as treasure. The third is for those who can&#039;t seem to find the first two. A player may spend a Between Game Action (BGA) to spend time learning any basic everyman skill or class skill. The Advanced skills are a little more complex and require the expenditure of two BGAs. These can be spent all at once or over the course of multiple games, however the skill will not be useable until after all appropriate actions have been spent. Additionally, you must have earned the build before finalizing the learning any skill via this method. (i.e., if learning Brew Potion Rank 5, you would need to have the 10 SP ready to be spent after using the second BGA but do not need it available before starting to learn the skill).&lt;br /&gt;
&lt;br /&gt;
[[Skill descriptions]]&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=1711</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=1711"/>
		<updated>2024-08-09T23:46:26Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Paladin Skills: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Paladins at their core are defenders of right.  These are the people driven or called to stand firm against the forces of evil. Right is a big topic and definitions vary, but commitment does not.   &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  Paladins are trained for combat and as such may wear up to heavy armor.  &lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction|&#039;&#039;&#039;Weapons&#039;&#039;&#039;]]:  Paladins are trained by default in long weapons, medium weapons, small shields, and medium shields.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Lay Hands:&#039;&#039;  Perhaps the most common signature of Paladins across the worlds, Lay Hands allows your Paladin to relieve suffering at a touch.  Lay Hands  immediately ends the duration of all negative effects on a friendly target, regardless source, vector, or any other consideration.  Lay Hands only affects willing targets, and requires that you actually touch your target with your hand (or a short weapon if your target is one of those people who hates being touched, like me.)  Lay Hands can be used twice per reset, and gains an additional use at level 10/20/30/40.  Lay Hands can always be used by any given Paladin on herself, given a hand to use for it and the free will to do so (enemy mind controllers cannot, for example, Command you to burn out all your Lay Hands on yourself unless you wanted to anyway.)  This is called as &amp;quot;Lay Hands Cleanse&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Conviction: &#039;&#039; This is a measure of how well and how consistently your Paladin adheres to her oath.  It costs no SP, and caps at Rank 10 (for now).  A Paladin’s base weapon Focus is equal to one-third of her Conviction Rank (rounded down).  Conviction also influences her base mana pool, in a somewhat less linear fashion.  Extra weapon Focus is available at 20sp each.  Extra mana is available at one SP each.&lt;br /&gt;
&lt;br /&gt;
Conviction typically accumulates at two points per event.    Further noteworthy acts can accumulate as many as four in one event, but the curve steepens for the third and fourth points and cannot be counted on.  Conviction Rank is equal to one-fifth of earned Conviction, rounded down.  (Conviction’s also trivially easy to lose. If it ever reaches zero, a Plot event ensues.)  For the benefit of people who prefer the visualization:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wikitable,style=&amp;quot; text-align: center; color: black;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Conviction Total&lt;br /&gt;
!Conviction Rank&lt;br /&gt;
!Base Main Hand Melee Damage&lt;br /&gt;
!Base Mana Pool&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6-10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |11-15&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |16-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |21-25&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |35&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |26-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |35&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |31-35&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |40&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |36-40&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |40&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |41-45&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |45&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |46-50&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |50&lt;br /&gt;
|}&lt;br /&gt;
For the rare-but-inevitable cases of Paladin characters starting above 1st level, they&#039;ll be afforded a measure of Conviction to start.  The specifics will vary on a number of factors but if you retire a high-level character and apply the build to a new Paladin, you shouldn&#039;t worry about starting with 10 mana and base weapon damage.  For the initial cases, new Paladins coming in as replacements for characters lost to reset, they&#039;ll start at 25 Conviction.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Oathsworn: &#039;&#039; This is both the source of and the counterweight to Conviction.  A Paladin has to have a Code.  There’s a good bit of latitude here for individual Paladin characters.  Some examples are provided below, but that list is not exhaustive.  Paladins occur in any culture that survives long enough to support them, and a Desert Elf Paladin warding off the winds and sands will have a different Code than a Paladin on the front lines of a war against evil.&amp;lt;blockquote&amp;gt;The details of Codes and their development are listed below.&amp;lt;/blockquote&amp;gt;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills]]:&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Martial&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus + 1&lt;br /&gt;
|None&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus +2 &lt;br /&gt;
|Focus +1&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (17-24)&lt;br /&gt;
|16 Energy&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Parry|Parry]]&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Riposte|Riposte]]&lt;br /&gt;
|Parry&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Disarm|Disarm]] Strike&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blitz&lt;br /&gt;
|Disarm Strike&lt;br /&gt;
|4&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Maim|Maim]] Strike&lt;br /&gt;
|Blitz&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Stun|Stun]] Strike&lt;br /&gt;
|Maim Strike&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;
|&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mana (1-20)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#1st Level|1st Level]] Paladin Spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|1 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#2nd Level|2nd Level]] Paladin spell&lt;br /&gt;
|1st level Paladin spell&lt;br /&gt;
|1*&lt;br /&gt;
|2 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#3rd Level|3rd Level]] Paladin spell&lt;br /&gt;
|2nd level Paladin spell&lt;br /&gt;
|1*&lt;br /&gt;
|3 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#4th Level|4th Level]] Paladin spell&lt;br /&gt;
|3rd level Paladin spell&lt;br /&gt;
|1*&lt;br /&gt;
|4 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#5th Level|5th Level]] Paladin spell&lt;br /&gt;
|4th level Paladin spell&lt;br /&gt;
|1*&lt;br /&gt;
|5 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 1]]&lt;br /&gt;
| None&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 2]]&lt;br /&gt;
|Healing Pool I&lt;br /&gt;
|5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Chain Spell|Chain Spell]] 1-2&lt;br /&gt;
| None&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Barrier&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Craft Holy Symbol&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|passive&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Strength of Conviction&lt;br /&gt;
|Conviction Rank 2&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Lending of Conviction&lt;br /&gt;
|Conviction Rank 3&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blinding Aura&lt;br /&gt;
|None&lt;br /&gt;
|8&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants.  Many are melee modifications and simply modify a weapon call.  Any spell that&#039;s not is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).&lt;br /&gt;
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Spellcasting classes can learn spells in one of two ways:&lt;br /&gt;
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# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event.  This doesn&#039;t cost skill points.&lt;br /&gt;
# Find someone who knows the spell and convince them to teach it to you.  This doesn&#039;t cost skill points, either.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself.&lt;br /&gt;
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==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;1st Level&amp;quot;&amp;gt;&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;#*^Ligh&#039;&#039;t: Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Stalwart&#039;&#039;: immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating.  This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.  Stalwart can also heal 5 body, in the rare cases where it&#039;s needed to do so, but it&#039;s almost always better to use Heal Pool for body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Shining Blade&#039;&#039;: swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*^Cure Weakness:&#039;&#039; ends the duration of all Weakness effects currently active on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Weakness&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells.  Smite is not called; the damage is simply added to the weapon damage call.  Smite does not stack with Blitz.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Rest In Peace&#039;&#039;: immediately sets one willing target&#039;s [[Conditions and Cures|Condition]] to dead.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead.  Rest in Peace is weapon delivered as &amp;quot;Divine Rest in Peace&amp;quot;.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;2nd Level&amp;quot;&amp;gt;&#039;&#039;&#039;2nd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039;: prevents one attack from going to body, damage is applied normally to armor, instead. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bodyguard&#039;&#039;: diverts all effects (but not direct damage) from a friendly target in melee range to the Paladin casting this spell.  Once cast, this is no longer optional - whatever hits your ward hits you instead, not matter how much you would rather it didn’t.  Bodyguard continues transferring effects into bleed-out and like most effects, ceases when the death count begins.  Bodyguard is cast by weapon strike and called simply as &amp;quot;Bodyguard&amp;quot; - the weapon strike is required both to limit range and notify your protected that you&#039;re taking the damage and he/she is not.  Your ward should be careful to notify you when you&#039;re afflicted.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Resolve&#039;&#039;: adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*^Cure Disease:&#039;&#039; Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Disease&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;3rd Level&amp;quot;&amp;gt;&#039;&#039;&#039;3rd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;: this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot; and I will slap the shit out of the first plot guy that puts Resist Divine on anything shadow-based.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Will:&#039;&#039; renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Immovable:&#039;&#039; an Immovable Paladin is immune to any effect other than his own free will that would cause him to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Block&#039;&#039;: Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;4th Level&amp;quot;&amp;gt;&#039;&#039;&#039;4th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;#*^Cure Metabolic:&#039;&#039; Cure Metabolic immediately ends the duration of all unwanted Metabolic effects on the target. This can be weapon or packet delivered as &amp;quot;Divine Cure Metabolic&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Sacrifice&#039;&#039;: Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obvious visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines.  Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her.  Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note:  Plot will never reduce your Conviction for refusing to cast this spell.  It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence.  Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bane:&#039;&#039; adds +5 to  Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;5th Level&amp;quot;&amp;gt;&#039;&#039;&#039;5th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Miracle&amp;quot;&amp;gt;&amp;lt;i&amp;gt;^Miracle:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle can get, but it is otherwise deliberately left undefined.  The actual effect of any given Miracle is defined by a Marshal; you can narrow down what kind of good thing you&#039;d like but Miracle is an ask, not an order. Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable.  There is no mechanics-enforced prohibition against multiple castings of this spell.  Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Shield&#039;&#039;:  Divine Shield stops any one weapon-delivered attack that uses a vector other than Physical or Divine.  It&#039;s effective at blocking spellstrikes, elemental strikes, arcane strikes, take your pick, but it does not block Massive (usually, Massive is almost always Physical) or a hypothetical Divine Slay Strike.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;*^Life&#039;&#039;: [[Effects#Life|Life]] interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills|Skill]] Descriptions:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Focus + X&#039;&#039;:  This is directly added to a Paladin’s base weapon damage with any weapon in which the Paladin is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Barrier&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; This skill allows the character to funnel their magic into damage absorbing barrier on themselves. This grants the character 20 points of damage negation, which cannot be readjusted, does stack with other temporary armor buffs, but are the first points lost.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Craft Holy Symbol&#039;&#039;:  A very narrow crafting skill, this ingests 2 Uncommon Components (preferably Ore but any of herbal/residuum/ore will do in a pinch) and produces a small item that can be consumed to cast Life instantly.  For now, holy symbols work only for their creators; this may open a bit as time goes by and options are discovered.  Crafting a holy symbol takes fifteen minutes but requires no special tools or equipment.  Paladins with various craft powers can apply those to this process.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mana&#039;&#039;:  Mana is the fuel by which spells are generated.  Purchased mana stacks on top of mana earned by Conviction.  Spells cost an amount of mana equal to their level.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Paladin Spells&#039;&#039;:  These are the tools of a Paladin’s magical trade.  They are purchased once and usable with mana from that point forward.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Energy&#039;&#039;:  This is the fuel that powers a Paladin’s martial skills.   Paladins may purchase up to 24 Energy.  Unlike their Warrior cousins, this is their limit - Paladins count on their magic and Conviction in a way Warriors do not, and consequently do not drive or direct Energy as well as Warriors do.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Aura Blade&#039;&#039; &#039;&#039;&#039;-&#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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weapon Ward: &#039;&#039; [[Effects#Weapon Ward|Weapon Ward]] counters any effect that would render a Paladin’s weapon or shield useless, including Shatter, Disarm, and Destroy.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Parry&#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.   &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Riposte:&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Paladin’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm Strike: &#039;&#039; Disarm Strike is delivered via melee weapon and causes the [[Effects#Disarm|Disarm]] effect on a successful hit.  Disarm Strike, as an exception to the usual melee hit rules, does take effect on a successful strike directly to the target item. (&#039;&#039;I know, I know, I’m just worn out explaining this to literally everyone that purchases this skill and opening it up saves my aspirin budget.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Maim Strike:&#039;&#039;  Maim Strike inflicts the [[Effects#Maim Limb|Maim Limb]] effect on a successful melee hit.  Limbs can be specified, but if they are not, the choice of afflicted limb goes to the defender.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Slay Strike&#039;&#039;:  Slay Strike inflicts [[Effects#Slay|Slay]] on a successful melee hit.  This is identical in effect to other Slays, but bear in mind that Fighters aren&#039;t being judged for their body counts and Paladins are.  Slay Strike is here to remove unrepentant evil (however you define that); slobbering it all over everything like ketchup on fries has... consequences.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stun Strike&#039;&#039;:  Stun Strike inflicts the [[Effects#Stun|Stun]] effect on a successful melee hit&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Healing Pool&amp;quot;&amp;gt;&#039;&#039;Healing Pool 1 &amp;amp; 2&#039;&#039;&amp;lt;/span&amp;gt;  A Healing Pool is a small volume of raw mana a Paladin can use to seal up wounds.  Each level of Healing Pool awards 25 points of healing; this is packet- or weapon-delivered in increments of 5 as &amp;quot;Divine X healing&amp;quot;.  Paladins may heal themselves without an in-game incant or a free hand (which here means that Paladins can self-heal while Silenced, confined, or deprived of both arms), announced as &amp;quot;Divine Heal X&amp;quot;, also in increments of 5, up to 25 total healing per rank of spell pool. Each rank of spell pool also increases the cap of per use healing by 5, thus a Paladin with Spell Pool 2 a Paladin could heal for 10 points at a time.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Skills ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Strength of Conviction:&#039;&#039;  Through your ties to your belie3fs, you are able to shake off a a command that would force you to violate your tenants Verbal: &amp;quot;Divine Resist&amp;quot;&lt;br /&gt;
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&#039;&#039;Lending of Conviction:&#039;&#039; This skills allows you to use your loyalty to your path and companions to help them shake off that which is influencing their mind. This is used as &#039;Divine Dispel Mental&#039; and works on any mental effect that isn&#039;t Nightmare or Horrify.&lt;br /&gt;
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&#039;&#039;Blinding Aura:&#039;&#039; This skill allows the Paladin and their companions to skirt by an encounter on a module bypassing it completely with the power of belief in [https://knowyourmeme.com/memes/you-cant-see-me John Cena.]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin Powers:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Desperate Rush&#039;&#039;:  This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset.  This can be learned multiple times, handy for slow learners and the defensively challenged.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Righteous Chorus&#039;&#039;:  Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet.  It can deliver Life, and if this is not also &#039;&#039;Desperate Rush&#039;&#039;ed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target.  Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five.  Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;Divine Wrath&#039;&#039;: Divine Wrath is a path that not all Paladins follow, though those who often see themselves delivering their Conviction&#039;s message to the lawless in the wastelands of the un-righteous find it a handy tool for their kit. Divine Wrath allows for the Purchase of the Slay Strike skill for 7 SP which can then be fueled with 4 energy per use&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Only When Called:&#039;&#039;  This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied.  For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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== &#039;&#039;&#039;Codes:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Code is nothing more or less than a statement of what a given Paladin holds as &amp;quot;right&amp;quot;.   Codes in place are &#039;&#039;absolute&#039;&#039;.  There are no exceptions for expediency, or the greater good, or external pressure.  A Paladin does not waver from Right simply because Right isn&#039;t popular or profitable.  This is, both literally and symbolically, the core of their power.  &lt;br /&gt;
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That said, Right and Wrong can be very big concepts.  It&#039;s good for people to learn, to grow, and to allow wisdom to influence Right.  Rigid adherence to unchanging laws, even in the face of revelatory learning, is not a good in itself.  Too much of this can easily lead to real evil being perpetrated in the name of good.  To reflect that, new Paladins are only required to uphold one central Tenet - this is the base from which all other conclusions are drawn.  As they interact with the world and grow, they add more tenets to help them define Right from Wrong in a more specific sense.  A Paladin adds a new Tenet to her Code at every other Conviction Rank, to a minimum of four.&amp;lt;blockquote&amp;gt;Since that abstraction can be a little tough to wrangle, consider two Paladins that both start with &amp;quot;help the needy&amp;quot; as their initial Tenet.  One, after spending some time at soup kitchens and shelters, decides that it&#039;s also good to attack this problem at it source, and adds Tenets to lobby for change, to improve conditions, and to avoid the actions they believe to result in more needy people.  The other, having spent her nights fending off bandits and other predators, adds Tenets to prosecute victimizers so they can&#039;t inflict further harm on people that were already troubled - &amp;quot;zero tolerance for bullies&amp;quot;, maybe.  The goal is the same - alleviating need - but the approach is very different.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Similarly, things that seemed absolute at the outset of a Paladin&#039;s career may seem less so after some time in the worlds.  If your Paladin grew up in a human town constantly subjected to Elven Raiders, you might have started with &amp;quot;suffer not the Elf to live&amp;quot; as your core tenet.  Fast forward five years, when you&#039;ve actually met some Elves and realized that it&#039;s almost always wrong to generalize like this; you can (and should) expand your thinking.  Revising your Code is possible, even your core tenet if it&#039;s proven less than what you imagined, but it comes at a cost.  Beliefs become harder to release the longer they&#039;re held.  Changing your Code costs ten percent of your accumulated Conviction; this makes it cheap to do early and progressively more painful as your beliefs mature and solidify. &lt;br /&gt;
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	These are some examples from various places, intended here as fuel for thought. Again, this is not exhaustive and we’ll work with you on whatever weirdo corner case your Paladin might need.&lt;br /&gt;
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&#039;&#039;&#039;[[Priya]]’s Samurai&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This is the oath sworn by the few [[Deep Elf]] Paladins remaining in [[Anteris]] and sworn by all the ghosts back when they were alive.  &lt;br /&gt;
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* &#039;&#039;Not One More&#039;&#039;:  The safety of Deep Elves is the highest duty.  Everything else is secondary to this consideration.&lt;br /&gt;
* &#039;&#039;Blade of the Empress&#039;&#039;: The Empress’s word is law.  Her commands are carried out without hesitation and only so many questions as are required to understand her will.  &lt;br /&gt;
* &#039;&#039;No Fear&#039;&#039;: Samurai do what is right regardless of the opposition.  If a Lord of [[Acheron]] moves to harm a [[Deep Elf]], that Lord will be attacked with all that a Samurai can muster.  No elf is above failure.  No failure must ever come from cowardice.&lt;br /&gt;
* &#039;&#039;Bladesworn:&#039;&#039; Samurai fight in the open, honestly.  Samurai do not poison their enemies’ food or drink, do not strike from stealth, and do not strike from behind.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&amp;lt;blockquote&amp;gt;&#039;&#039;Contrition:&#039;&#039; Where the creed contradicts itself (slaying an enemy with a bow in order to save a Deep Elf’s life, or refusing an order from the Empress that will bring harm to a Deep Elf), a Samurai must act guided by his own conscience and then spend at least one hour in meditation repenting for his crime.  This meditation must occur as soon as feasible without incurring further breaches of the creed.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Knights of [[Summerfall]]&#039;&#039;&#039;&#039;&#039;: &#039;&#039; This was the Code sworn by [[human]] knights of [[Anteris]] before their near-extermination. &lt;br /&gt;
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	&#039;&#039;Protect the Innocen&#039;&#039;t: “Innocent” is always a complicated concept but protection is not:  A Knight must put herself between harm and people she regards as innocent.  (Many postwar Knights toss the word ‘human’ in there at the end of this but the original form of the creed swore Knights to protect any innocent person regardless of species.)&lt;br /&gt;
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* &#039;&#039;Help the Helpless:&#039;&#039; Knights assist the defenseless in any way that the defenseless need, to the limits of their own abilities.&lt;br /&gt;
* &#039;&#039;Eyes Wide Open&#039;&#039;: a Knight does not turn a blind eye to corruption, injustice, or cruelty…&lt;br /&gt;
* &#039;&#039;Above It&#039;&#039;: …nor she does accept these things in herself.  The ends do not justify the means.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;&#039;&#039;Balance the Scales&#039;&#039;:  Knights of Summerfall that break the Code are generally required to make amends in whatever way brings their conscience back into harmony with the Code.  Apologies, damages paid, services owed, debts taken on, there are many forms of this.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Whiteblades&#039;&#039;&#039;:  Typical of Codes sworn by [[Acheron]]’s [[Biomancers]].  Presented here as a less typical form of Paladin.&lt;br /&gt;
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* &#039;&#039;Hold the Line&#039;&#039;… : No evil steps foot into [[Home]].&lt;br /&gt;
* &#039;&#039;Against the Night…&#039;&#039; : Suffer not the minions of Death.  (This is currently in some flux, with the recent overtures from [[Zilicus]] and some odd corner-cases introduced by interaction with the Prime.  Until a decision is made, act as your conscience guides you.)&lt;br /&gt;
* &#039;&#039;No Matter the Cost…&#039;&#039; : Once a stand is taken, it is carried out to the end. (‘stand’ is interpreted broadly.  By intent, a Whiteblade defends any position he stakes out, whether it&#039;s on a battlefield or a court martial.  “To the end” is deliberate to disambiguate from ‘to the death’ - [[Biomancers|Biomancer]] Command frequently plays all kinds of funny games with feints and diversions.  Paladins may be expected to break ranks and flee and that’s okay, as long as ‘break ranks and flee’ was the plan going in or an acceptable branch of the decision tree.)&lt;br /&gt;
* &#039;&#039;Even to Thyself.&#039;&#039;:   Do not become the monster you fight.  (Back Home, Whiteblades are scheduled time with therapists trained in seeing the warning signs of a Paladin in psychological danger of giving in to the darkness.  Usually monthly, sometimes weekly in periods of abnormally high stress.)  &lt;br /&gt;
* &#039;&#039;Amends:&#039;&#039;&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;Whiteblades rarely find themselves in contradictory situations.  The Code is clear and their environment has clearly drawn lines.  Consequently, lapses are immediately regarded as failures in character and referred for psychological evaluation.  This is not as much fun as it seems.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=1659</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=1659"/>
		<updated>2024-08-07T05:13:06Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Level 9: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Spell Rules ==&lt;br /&gt;
Spells are delivered with spell packets.  Full construction rules are available under Combat but they&#039;re small pieces of cloth wrapped around bird seed.  Spells typically have incants, which are short phrases used to indicate which spell is being cast.  Incants must be completed before the packet is thrown.  Before.  &#039;&#039;Before&#039;&#039;.  Start your incant, finish your incant, and &#039;&#039;then&#039;&#039; throw your packet. Incants don&#039;t have to be heard - battles can get very loud - but they should be spoken loud enough that your target could have heard it, absent a bunch of out of game noise.  Throwing too early, or flubbing the incant, results in a miscast - the mana is spent and the packet has no effect.  The incants below are common but not absolute.  &amp;quot;I call upon the homeland&amp;quot; is predominant for Biomancer Mages, bug mages are frequently bred with &amp;quot;We invoke the Queen and Hive&amp;quot; for Evocation, and so on.  We don&#039;t expect everyone to memorize every possible incant for every path; we&#039;re counting on players to police their own incant failures.  That said, a couple of us do know the ones that have been released and if this gets abused we&#039;ll react accordingly.&lt;br /&gt;
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Spells, generally, require that your packet connect with your target&#039;s body.  Spells that clip cloaks, or wings, or other decorative outcroppings do not generally deliver their effects and are treated as having missed entirely.  This is a small deviation from other larps and we&#039;re including it here to encourage more cinematic costuming; a number of veteran players absolutely refuse to consider a cloak, a robe, loose flowy pants, or anything else that increases our attack surface and we refuse for exactly this reason.  We&#039;re reducing attack to surface to &amp;quot;person&amp;quot; in the hopes of relaxing that constraint and encouraging better costuming.  That said:  we are also keenly aware of how easy it is to abuse this.  It&#039;s not all that tough to put small motors, rods, and curtains on your shoulders and wall off ten feet to either side of you.  It&#039;s easier than that to devise a Cousin Itt-style &#039;cloak&#039; out of sheer material that covers your torso but doesn&#039;t seriously impair your vision, and now you&#039;re immune to packets.  If you can come up with wings, you can make them enormous if you can solve the practicality problems out of combat.  There are a hundred ways to abuse this; please don&#039;t.  We&#039;ll certainly make allowances for excellent costuming; if your dragonfly just doesn&#039;t feel right without a wingspan and also looks like you&#039;re just larping in between takes of your stage play or feature film, we&#039;ll work something out.&lt;br /&gt;
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Upon entering the game, your character may select a number of spells form their main school (first purchased for Mages, all other classes only have one school) equal to their level +1. For new Mages that purchase both schools, they will also select a number of spells equal to their level for their secondary school to have memorized for free. So a brand new Mage character at first level would have a maximum of 3 spells for free. Two from their 1st school and 1 form their second. Further, if a character were to come in at 5th level they would have 6 free spells from their primary school and in the case of mages 5 from their secondary school if they purchased that secondary school at character creation.&lt;br /&gt;
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=== Mana ===&lt;br /&gt;
Mana is the fuel by which spells are generated.  Spells are leveled 1-9 and every spell costs an amount of mana equal to its level to cast.  Mages pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point up to 120.   Collectively, a Mage&#039;s available mana is referred to as a pool, despite the confusing overlap with the unrelated &amp;quot;spell pool&amp;quot; used for linear magic delivery.  Mages on every world refer to things like the &amp;quot;depth&amp;quot; of their mana pools.  It&#039;s an odd idiosyncrasy of the cosmos.&lt;br /&gt;
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Mana is the most common source of magical energy.  It is not the &#039;&#039;only&#039;&#039; source.  Various cultures in various places have found other power supplies, in varying degrees of effectiveness and efficiency.  The people using those alternate sources know what they are and how to replenish them; it&#039;s raised here to explain why some casters can continue operating in mana voids or similar mana-less conditions and why some can&#039;t cast a single thing despite drowning in mana.  For mechanical purposes, if your skill is listed as &amp;quot;Mana&amp;quot;, it&#039;s affected by and affects like all other Mana sources.&lt;br /&gt;
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=== Incants ===&lt;br /&gt;
A spell incant, as noted above, is a short phrase that casts your spell.  We&#039;ve provided some examples below but you&#039;re free to design your own within some boundaries:&lt;br /&gt;
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# Your incant requires a certain number of syllables, depending on the spell level:&lt;br /&gt;
## 1st-3rd level spells require at least six syllables&lt;br /&gt;
## 4-6th level spells require at least seven syllables.&lt;br /&gt;
## 7-9th level spells require at least eight syllables.&lt;br /&gt;
# Your incant must be grammatically coherent, if not necessarily correct.  (T&#039;&#039;here are a lot of reasons for this.  The official reason is immersion.  The unofficial reason is preventing me from writing an incant that&#039;s 6/7/8 repetitions of the letter &amp;quot;r&amp;quot;, pronounced more or less like [https://www.youtube.com/watch?v=MdBd6yNalHs this.]&#039;&#039;&lt;br /&gt;
# Your incant must end with the effect name you intend to deliver, plus or minus a &amp;quot;you&amp;quot; if it helps with grammatical coherence.&lt;br /&gt;
# Your incant can&#039;t contain game tags - as hilarious as it is, you can&#039;t use &amp;quot;Arcane chemical magic &amp;lt;effect&amp;gt;&amp;quot;  - as a playability concern.  This is raised here not because I worry that people will deliberately write confusing incants but because things like &amp;quot;I invoke arcane wrath to &amp;lt;whatever&amp;gt;&amp;quot; seem perfectly reasonable until holds get called to sort out what you just did.  While we&#039;re at it, avoid words like &amp;quot;Irresistible&amp;quot; or &amp;quot;Unshieldable&amp;quot; - also hilarious, also troublesome.&lt;br /&gt;
# And finally - I shouldn&#039;t have to say it but here it is anyway - it must be reasonably clean.  I am not putting up with calls from angry parents because you can say a given swear at warp 5.&lt;br /&gt;
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Within those bounds, you can decide your incant for any spell you&#039;ve learned from a scroll or skill points.  &#039;&#039;&#039;If you opt instead to learn your spell from a teacher, you learn it with your instructor&#039;s incant.&#039;&#039;&#039;  In each case, incants are fixed before use; you&#039;re free to write your own incant but once it is written, it cannot later be altered.&lt;br /&gt;
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=== Starting Spells ===&lt;br /&gt;
Your caster enters play with their character level + 1 in spells from the first school, and character level exactly in spells from their second school.  Further schools down the road may or may not come with a starting set of spells.&lt;br /&gt;
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===  Learning Spells ===&lt;br /&gt;
Your spellcaster can learn spells in three basic ways:&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself. &lt;br /&gt;
# If the scroll is troublesome, and you simply cannot stomach the skill point cost (believe me, I sympathize), you can learn the spell from someone who already knows it.  This can be done at any time during an event, and takes your instructor five minutes per spell level to pass it on to you.  Similarly, you may teach any spell you know.&lt;br /&gt;
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Scrolls are not distinguished by class.  Your Paladin can learn Life from any Life scroll despite casting it somewhat differently than a Mage.&lt;br /&gt;
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=== &#039;&#039;&#039;Potion-ability&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with # are able to be made into Potions&lt;br /&gt;
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=== &#039;&#039;&#039;Chain Spell&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with * are able to be [[Effects#Chain Spell|Chain Spell]]&amp;lt;nowiki/&amp;gt;ed.&lt;br /&gt;
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== Evocation ==&lt;br /&gt;
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==== Standard Incantation: &amp;quot;With eldritch might I...&amp;quot;&amp;lt;grammatically correct effect phrase using &#039;&#039;&#039;grant&#039;&#039;&#039; for protectives like &#039;Featherfall&#039; or &#039;an elemental shield&#039;&amp;gt; ====&lt;br /&gt;
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=== Level 1: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Detect Magic&#039;&#039;:  This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm&#039;&#039;:  This spell causes the targets hand held object, most commonly a weapon, to become unwieldable for 5 seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. This means any attacks that hit the weapon they will take, as though they were unskilled in the weapon. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Featherfall*#&#039;&#039;: This spell counters all damage taken from the next fall the recipient suffers.  It does nothing help with hazards at the landing point.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Light:&#039;&#039;  This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first. Standard Incant: &amp;quot;With Eldritch Force I Create Light”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Shielding*#&#039;&#039;:  This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 2: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Might*#&#039;&#039;:  This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039;:  This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so.  At the end of the count they will suffer 4 points of [[Health, Death, and Dying|Body]] damage. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Shatter&#039;&#039;:  This spell renders useless one weapon, small-sized shield, or other object which is no larger than a Small Shield, giving it the Broken status. If used against a suit of armor, it will breach the armor, reducing it to 0. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Detonate: This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Blade*#:&#039;&#039;  This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. Standard Incant: &amp;quot;With Ethereal Might, I grant you a blade&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*#:&#039;&#039;  This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Elemental Shield*#&#039;&#039;: This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Repel:&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken:&#039;&#039;  This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Bind:&#039;&#039;  This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Base Strength this effect can be broken free from on a 3 counted action, at the end of the count they will suffer 8 points of Body damage. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Knock:&#039;&#039;  This spell will instantly open a sealed object; in the case of a door it will open it with the force of +4 Strength, in the case of a lock it will open any lock lower than a level 10 Basic Lock. This does not break or damage the door or lock it simply cause them to open.&lt;br /&gt;
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&#039;&#039;Secure Door:&#039;&#039;  This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spell&#039;s duration&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Shun:&#039;&#039;  This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 5: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Erupt&#039;&#039;:  This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Magic Shield:&#039;&#039;  This spell will negate the next spell or effect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;.&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Refit*#&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;:  This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Silence&#039;&#039;:  This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Unfetter Pool&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;:  This spell removes the cap on Spell Pool and adds the &#039;critical&#039; tag to the attack for one use.  This allows a Mage to dump his/her entire spool as one devastating burst.  To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 6: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039;:  This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Sleep:&#039;&#039;  This spell will cause the affected character to fall unconscious, slipping into a deep sleep. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Stoneskin*#:&#039;&#039;  This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Wall of Force:&#039;&#039;  This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, vectors like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Web&#039;&#039;:  This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Base Strength or greater to break free from, at the end of the count they will suffer 12 points of Body damage. The target is considered helpless and is searchable by anyone while under this effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 7: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle:&#039;&#039;  This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Gaseous Form*#:&#039;&#039;  This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Push:&#039;&#039;  This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Secret Box#&#039;&#039;:  This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most  means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in  conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Wizard Lock:&#039;&#039;  This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. Used defensively on a cabin, Wizard Lock accounts for the residents of the cabin and any of those individuals can pass freely therein. This spell cannot be placed on a building that has the Grove effect on it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 8: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Dispel Magic#&#039;&#039;: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all non-permanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Drain:&#039;&#039;  This spell saps the targets power and leaves them weakened. The target will lose a type of resource based on their power set. If they have techniques, then they will lose 8 Energy, if they have mana they will lose 15 mana, if they have neither they will lose 5 unused times per reset skills. If the target lacks any of these, they will instead suffer 20 points of Body Damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Mind Guard*#:&#039;&#039;  This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Rebuild*#:&#039;&#039;  This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Weapon*#:&#039;&#039;  This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not  Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 9: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Evocation#&#039;&#039;:  This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Implosion#:&#039;&#039;  This spell floods the target with elemental energy; first the spell will instantly Breech physical armor and then will deal 100 points of damage to the target; if the target is a Construct or Elemental the spell will reduce it to 0 HP. This is a Slay effect.   &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Innervate#&#039;&#039;:  This spell gives the target a burst of insight and focus, refreshing their expended potential. When cast the target will regain a single expended times per reset Skill, 4 Energy or 8 mana. The target has until the end of the encounter to use skill that was restored, after which it will fade if not used. This spell cannot be cast upon oneself.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Prison&#039;&#039;:  This spell immobilizes the target by containing their entire body in a magical field, though the Prison can be moved with no special strength necessary. Prison cannot normally be broken free from, though creatures with +10 Base Strength or higher can break free with a 3 counted action, at the end of which they will suffer 50 points Body damage. The caster can search the target, and can issue a Killing Blow, though doing so ends the prison effect, even if it had no effect. The caster can end a Prison effect they created by touching it and calling “Prison Down”. This spell may be used to restrain most targets that are not of massive size.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Minion&#039;&#039;: Summon Minion reinforces you before a battle; it conjures one of the following:&lt;br /&gt;
&lt;br /&gt;
* Water Elemental&lt;br /&gt;
* Stone Elemental&lt;br /&gt;
* Fire Elemental&lt;br /&gt;
* Air Elemental&lt;br /&gt;
* Iron Golem&lt;br /&gt;
* Bone Golem&lt;br /&gt;
&lt;br /&gt;
General stats will be provided for summoned minions, but be aware that the vagaries of magic mean that any given summon may be weaker or stronger than the card indicates.  Also - and this is important - Plot will never, ever, ever provide a rep for your Summon.  You can ask other players, or bring your own NPC, whatever works for you, but there is no case under which Plot will dedicate event resources to your butler.  Ever.  Summoned minions last for one hour or module, at which point they either return to their home planes or crumble into dust.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spirit ==&lt;br /&gt;
Standard Incantation: &amp;quot;With occult power I...&amp;quot;(grammatically correct effect phrase using &#039;&#039;&#039;grant&#039;&#039;&#039; for protectives like &#039;Featherfall&#039; or &#039;an elemental shield&#039;)&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 1&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Detect Magic:&#039;&#039; This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-a item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Endurance*#&#039;&#039;: This spell grants the recipient 10 Temporary Body Points. These Body Points are the first Body Points lost and are not healable. This spell will not stack with itself.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Featherfall*#&#039;&#039;: This spell will allow the character to call, “Slow Fall!” as a defense on the next occasion they fall. They cannot choose when to call it. The spell will go off at the first opportunity, or not at all. This will not prevent the recipient from ending up wherever the fall would have dropped them. The spell will not slow their descent but will negate any ill effects they would have received from the fall.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Light&#039;&#039;: This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Weakness&#039;&#039;: This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 2&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Disease*#&#039;&#039;: This spell will end the duration of all normal diseases on a living target. Some rare diseases will require a specific level caster to remove.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Displacement*#&#039;&#039;: This spell causes the targets image to become slightly off center, making it hard to attack them from ranged. The character takes Reduced: Half from ranged effects that have a number in the call, for the first 3 effects that strike them. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Might*#&#039;&#039;: This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total. Multiple spells cannot be active at the same time to gain more than a +4 bonus to strength.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039;: This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so, at the end of the count they will suffer 4 points of Body damage. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shackle&#039;&#039;: This spell binds a Helpless target’s hands and feet, which requires +6 Strength to break free from. In addition to being bound the spell also neutralizes Magic, Elemental, Poison, and Natural abilities.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 3&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Blade*#&#039;&#039;: This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*#&#039;&#039;: This spell allows the recipient to Breathe water  for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Poison Shield*#&#039;&#039;: This spell protects the target from the next attack with the Poison Delivery Type that strikes them. When this effect is used, the character must announce “Poison Shield”  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Repel&#039;&#039;: This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Terror&#039;&#039;: This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 4&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken*#&#039;&#039;: This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind&#039;&#039;: This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Base Strength this effect can be broken free from on a 3 counted action, at the end of the count they will suffer 8 points of Body damage. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind Form#&#039;&#039;: This spell allows a character that has died to be resurrected without the use of a Life Well. A character still needs to have the Resurrection skill to do so, without the normal penalties of resurrecting without using a Life Well. The resurrection will still take 15 minutes, and the target must still make a Contested Roll to resurrect. When this spell is cast, the caster must declare his target. The target can choose to refuse the spell and seek a Life Well to resurrect if they wish. Additionally, this spell will have an adverse effect on non-corporeal creatures. It forces them into the material world a little more. If they were “Magic” to hit, they become “Silver” to hit. If they were “Silver” to hit, they can be hit with a normal weapon.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Metabolic*#&#039;&#039;: This spell will end the duration of any normal Metabolic effect upon a single target. Some strong effects will require a specific level caster to remove.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shun&#039;&#039;: This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 5&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Freedom*#&#039;&#039;: This spell will instantly release a target from all things magically or physically binding, holding, or restraining the target. Physical Bindings will fall open to the ground, and Magical Bindings will be considered Dispelled. This spell will have no effect against creatures or items that are under a Prison effect. Any persons or creatures holding them will be affected as though disarmed. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Magic Shield*#&#039;&#039;: This spell will negate the next spell or effect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Refit*#&#039;&#039;: This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast, Repairing the armor.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secure Door&#039;&#039;: This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spells duration.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Silence&#039;&#039;: This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 6&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Sleep&#039;&#039;: This spell will cause the affected character to fall unconscious, slipping into a coma like sleep. This is a Mental effect. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Stoneskin&#039;&#039;*#&#039;&#039;: This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Regenerate*#&#039;&#039;: This spell will cause the target to regrow all missing or damaged limbs; this includes limbs lost to maim and sever effects. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wall of Force&#039;&#039;: This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, Delivery Types like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Web&#039;&#039;: This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Base Strength or greater to break free from, at the end of the count they will suffer 12 points of Body damage. The target is considered helpless, and is searchable by anyone while under this effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 7&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Charm&#039;&#039;: This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle&#039;&#039;: This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Gaseous Form*#&#039;&#039;: This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane Delivery Types. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secret Box#&#039;&#039;: This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wizard Lock#&#039;&#039;: This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. When this spell is cast the originator and one other character, chosen by the caster, that is present are considered invested in the lock and can open the door on a 3 counted action, lowering the effect until the door is shut again. If used in conjunction with the Chain Spell, one additional target can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the lock. This spell cannot be placed on a building that has the Grove effect on it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 8&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Command&#039;&#039;: This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Dispel Magic&#039;&#039;: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Foresight*#&#039;&#039;: This spell gives the target a small glimpse into their future allowing them heightened protection. “Foresight” can be called as a defense against any single attack, that would cause you to become Helpless, this includes an attack that reduces you to -1.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Rebuild*#&#039;&#039;: This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Weapon*#&#039;&#039;: This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 9&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Evocation#&#039;&#039;: This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Heroism#&#039;&#039;: This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Life#&#039;&#039;: This spell will return a creature to life at 1 Body Point. It will also remove any negative physical effects that were on the body at the time of death such as missing limbs. This spell will only work on a target that is in their 4-minute dissipation count. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Petrify&#039;&#039;: This spell turns the target to stone, though Huge or Massive creatures may reduce this effect. Once turned to stone, the target’s status is paused, meaning if they were under an effect with duration, then it is paused, and the remaining duration will resume when the petrified state is removed. Bleed out and dissipation counts will be paused. The stone form can be moved but requires +6 Strength to do so. A petrified person is a viable target for a Destroy effect, which will end the Petrify effect and the target would then be considered Dead. If this spell is cast upon a target that is already Petrified, it will end the effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Nature ==&lt;br /&gt;
Nature primarily uses one of two base incants. Either &amp;quot;I summon the Wilds to grant you aspect of the (spell name)&amp;quot; or &amp;quot;I curse you with &amp;quot;spell name&amp;quot;. As such each spell is denoted with Aspect or Curse tags for easy incant placement. If anything deviates from this taxonomy, it will be noted with it&#039;s own incant text.&lt;br /&gt;
&lt;br /&gt;
=== Level 1: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Boar (Aspect)*#:&#039;&#039;  This spell grants the target 10 points of Natural Armor. These points stack with all other forms of armor up to the character’s maximum armor value. Natural Armor can be readjusted in addition to being healed.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Brook (Aspect)*#:&#039;&#039;  This spell enchants the caster with the healing power of nature, granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural 2 Healing”.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Exhaustion (Curse):&#039;&#039; Duration: 60 Minutes This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fish (Aspect)*#&#039;&#039;:  Duration: 60 Minutes This spell summons the power of the fish to grant the target the ability to breathe liquid.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Owl (Aspect)*#&#039;&#039;:  This spell grants the target the ability Glide. This effect functions like Featherfall with the difference that instead of landing on the ground directly below they can choose to land up to 100 feet from where the effect is triggered.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 2: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Deer (Aspect)*#:&#039;&#039;  This spell grants the target with a once ever Flee that lasts until the player resets or it is used.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Endure (I call upon Nature to grant you the power to Endure)*#&#039;&#039;: Duration: 60 Minutes This spell summons up the energy of the Prime and wraps the target with an invisible field that protects them from the natural elements. This will protect them from extreme heat/cold, as well as effects like a sandstorm or infection from being exposed to bogs and such. This will also increase the amount of time it takes for Fatigue to set in.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fumble (Curse)&#039;&#039;: Duration: 10 Seconds This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Hawk (Aspect)*#&#039;&#039;:  Duration: 10 Minutes This spell grants the target exceptional vision, allowing them to see even the most remote movements. This grants them 3 levels of Tracking for the duration, and allows them to Track, even if they have not purchased the skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Sapling (Aspect)*#&#039;&#039;:  This spell grants the target a Shield effect that will passively negate the next legal weapon or natural attack that strikes them. They must call ‘Physical Shield’.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ash (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell hardens the targets skin warding off certain carrier attacks. For the duration, the target will not take the effect of the following Carrier Attacks: Rot and Venom; this only stops the effect not the damage from the attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fog (Curse)&#039;&#039;: Duration: 10 Minutes This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration the target cannot make any ranged attacks.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mole (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell grants the target the ability to Burrow for a short time. This will function as the Burrow effect in all ways, save for once the target surfaces, the effect ends.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ram (Aspect)*#&#039;&#039;:  This spell grants the target the Massive Modifier, useable twice ever.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Tsunami*# (I call upon Nature to grant you the power of a Tsunami)&#039;&#039;:  This spell enchants the caster with the power of the ocean waves granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural Repel Massive”. This aspect is suppressed while the target is shape changed, this does not pause the duration.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Day (Aspect)*#&#039;&#039;:  Duration: 10 Minutes This spell causes the target to glow per the Light effect which has several benefits; first it allows the player to use an approved light source and second the target cannot be affected by melee attacks from  creatures with the Shadow subtype. Must announce “Empowered by Day” often during combat so others are aware, this is a visible effect. Taking offensive actions will end this effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Roc (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell grants the target the ability to fly for a short time. This will function as the Fly effect in all ways, save for once the target lands, the effect ends.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Spider (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell allows the character to climb surfaces on a counted action, typically a 3 count for each 10 feet. While climbing the target can take no other actions or use other skills. Additionally, the character gains the ability “Natural Web”, which can be used 2 times ever.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stream (Aspect)*#&#039;&#039;:  This spell, when cast, will cause the target to heal themselves in various ways. This effect takes 1 minute to take affect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting, however, the character can still perform non-strenuous actions. At the end of the minute the character will heal for half of their max Body Points, with a minimum of 10 and be cured of 1 metabolic effect, have one maimed limb restored and have 1 curse removed.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Venom (Curse)&#039;&#039;: Duration: 60 Minutes This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to  dead. This is a Metabolic effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 5: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bear (aspect)*#&#039;&#039;: Duration: 5 Minutes This spell grants the target some of the might of a wild bear. This grants the target +2 Permanent Strength. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Command Animal (Curse)&#039;&#039;: Duration: 10 Minutes This spell will cause the target to become bent to the casters will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not&lt;br /&gt;
&lt;br /&gt;
cause direct harm to themselves.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Oak (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell hardens the target’s skin, warding off certain carrier attacks, for the duration the target will not take the effect of the following Carrier Attacks: Wither and Plague; this only stops the effect not the damage from the attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Polymorph (Curse)&#039;&#039;: Duration: 10 Minutes This spell forcibly changes the target into a harmless critter that is unable to use any skills or take any actions, other than walking. While under the effects of this spell the target must raise both hands above their head and wave them slightly, so others are aware they are under this effect. This effect will end early if the target takes more than 10 points of damage. Additionally, upon breaking, the target will suffer 15 points of Body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Wolf Pack*#&#039;&#039;:  This spell allows the target to call a group Flee. When used the target must howl and announce, “Wolf Pack Flee”. At that time, the caster and all allies of the caster (up to 10) can Flee; however, they can only do so if they are conscious or being carried by an ally and are not being physically prevented from fleeing such as being bound.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 6: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ancient Aspect ( call upon Nature to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Entangle (Curse)&#039;&#039;: Duration: 30 Seconds This spell causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fox (Aspect)*#:&#039;&#039;  This spell gives the target a once ever “Resist Mind”. This effect lasts until used.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Night*# (I call upon nature to grant you the power of Night)&#039;&#039;: Duration: 10 Minutes This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Snake*# (Aspect)&#039;&#039;: This spell allows the character to escape from a single binding effect once ever. When used, they must announce “I escape”.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 7: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle&#039;&#039;: Duration: 60 Minutes This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is&lt;br /&gt;
&lt;br /&gt;
the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Glitterdust (I call upon Nature to grant the power of Glitterdust)&#039;&#039;: Duration: One Encounter This spell fills the area with glowing pollen that makes the use of skills and abilities that cause a target to be Hidden to not have an effect. This will even cause Invisible targets to be seen. This effects the area for the encounter&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Rive&#039;&#039;r&#039;&#039;*#&#039;&#039; &#039;&#039;(Aspect)&#039;&#039;:  This spell, when cast, will cause the target to be rapidly cleansed of aliments. This effect takes 1 minute to take effect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting; however, the character can still perform non-strenuous actions. After 1 minute the target will be cured of all Metabolic, Disease, and Curse effects. In addition, all Maimed/Withered limbs are regenerated. This effect can only be touch cast.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ruin (Curse)&#039;&#039;:  This spell deals a fatal blow to unnatural creatures. This spell deals 100 points that only affects creatures of the Abomination or Undead type.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Storm (I call upon Nature to grant the power of the Storm)&#039;&#039;:  This spell enchants the caster with the power of the storm. This spell grounds all Flying creatures in the area for an encounter. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 8: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Beast* &#039;&#039;(Aspect)&#039;&#039;: Duration: 10 Minutes This spell summons a natural beast upon the target, overtaking them. While active, the target cannot use any of their normal skills or abilities and can only use the stats gained from this spell. Any effect that would render the target down or incapacitated will end this effect, at which time the target becomes free to act normally. The stats for the Beast are as follows: &amp;lt;blockquote&amp;gt;25 Body Points&lt;br /&gt;
&lt;br /&gt;
40 Natural Armor&lt;br /&gt;
&lt;br /&gt;
Short Claws ( If the caster already has claws, then they become Medium. The benefits of this spell do not stack with Shapechange.)&lt;br /&gt;
&lt;br /&gt;
+4 Base Strength, &lt;br /&gt;
&lt;br /&gt;
Resist Toxin x 1&lt;br /&gt;
&lt;br /&gt;
Resist Physical x 1&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Faultline (I call upon Nature to create a Faultline)&#039;&#039;:  This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 packets attacks. Each packet is thrown individually with a call of “Natural Knockdown Massive”. This aspect is suppressed while the target is shape changed, this does not pause the duration.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Spinneret (Curse)&#039;&#039;: Duration: 1 Month This spell traps a helpless target in a heavy chrysalis; this will pause all durations and counts on the target and can even be used on a target that is dead and in need of a Life spell. This effect will last for up to 1 month, or until is it removed with a Freedom, or is cut open on a 10 counted action, at which time all counts, and Page 118 durations will resume where they were frozen.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Whirlwind (Curse):&#039;&#039;  This spell summons a powerful gust that will launch the target through the air, away from the caster. If used outdoors the target will be removed from the combat and suffer 50 points of physical damage. Finding where they went is not impossible but can be difficult. If used inside of a natural enclosure the target is thrown up to 100 feet away and suffer 25 points of damage and Daze them. This will not move creatures of larger than Great Size but will still deal damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants. Many are melee modifications and simply modify a weapon call. Any spell that&#039;s not is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).  Paladins follow the usual rules (above) for learning spells.&lt;br /&gt;
&lt;br /&gt;
==== 1st Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stalwart&#039;&#039; - immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating. This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Shining Blade&#039;&#039; - swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Weakness&#039;&#039; - ends the duration of all Weakness effects currently active on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells. Smite is not called; the damage is simply added to the weapon damage call.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Rest In Peace&#039;&#039; - immediately destroys one willing target.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead. Rest in Peace is weapon delivered.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Impenetrable&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Bodyguard&#039;&#039;- diverts all damage (but not effects) from a friendly target in melee range to the Paladin casting this spell.  Once cast, that damage is not optional - whatever hits your ward hits you instead, not matter how much you would rather it didn’t.  Bodyguard continues transferring damage into bleed-out and like most effects, ceases when the death count begins. Bodyguard is cast by weapon strike and called simply as &amp;quot;Bodyguard&amp;quot; - the weapon strike is required both to limit range and notify your protected that you&#039;re taking the damage and he/she is not.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Resolve&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Disease&#039;&#039; - Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3rd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;- this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot; and I will slap the shit out of the first plot guy that puts Resist Divine on anything shadow-based.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Strength of Will&#039;&#039; - renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Immovable&#039;&#039; - an Immovable Paladin is immune to any effect other than his own free will that would cause to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Block&#039;&#039; - Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Metabolic&#039;&#039; - Cure Metabolic immediately ends the duration of all Metabolic effects on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Sacrifice&#039;&#039; - Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obivous visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines. Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her. Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note: Plot will never reduce your Conviction for refusing to cast this spell. It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence. Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Bane&#039;&#039; - doubles a Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Miracle&#039;&#039; - Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle, but it is otherwise deliberately left undefined.  Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable. There is no mechanics-enforced prohibition against multiple castings of this spell. Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Cleanse&#039;&#039; - immediately ends the duration of all negative effects on a friendly target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Life&#039;&#039; - Life interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Standard incantation for offensive spells or buffs: &amp;quot;By the elements I (grant) (spell name)&amp;quot; Spells marked with a ^ sign are cast on the Spellblade by invoking just the spell name&lt;br /&gt;
&lt;br /&gt;
==== 1st Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mending^&#039;&#039; - immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Elemental Blade&#039;&#039; - swings +5 [Elemental Carrier] for one swing hit or miss. The currently available elements are Water, Wind, Stone, and Fire.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weaken&#039;&#039; - Weakens the target for 5 minutes or until the end of the encounter&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Surf the Wind^&#039;&#039;:  This will allow a Spellblade to &amp;quot;surf&amp;quot; the wind and bypass any physical challenge obstacle where the marshal rules it is reasonable to do so, i.e. jumping stones or a large crevasse but will not work on challenges that happen to by physical like puzzles.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039; - Generates the Pin effect as defined in the effects section.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Impenetrable^&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead. This is called as a response and cannot be cast in advance.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Burning Rage&#039;&#039; - Adds 10 to base damage and alters carrier to Fire for 1 swing. This can stack with &#039;&#039;Elemental Blade&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Strength of Earth^&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Detonate&#039;&#039; - per the standard Detonate effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3rd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Purity of Cleansing Water^*&#039;&#039;- this will dispel any non instant effect that the character is aware of. This will not work on things like Sleep, Petrify, Prison or Cocoon but will work on any other contain effect, metabolic effect that the character is in game aware of. This is self only.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*&#039;&#039; - per the standard Breathe Liquid effect&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Refit* - as per the standard refit spell&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Elemental Shield* - per the standard elemental shield effect&#039;&#039;  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039; - This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stoneskin*&#039;&#039; - This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Gaseous Form*&#039;&#039; - This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Weapon* - This spell summons a +0 Magic (but must include an element as well so your call will be &amp;quot;# Magic [element]&amp;quot;) weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Heroism^&#039;&#039; - This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Nova^&#039;&#039; - Harnesses the true power of the elements to deliver a powerful blast at the caster&#039;s command. When used the caster declares &#039;Elemental 40 [Element] Burst&#039; dealing 40 points of damage to all within weapon range. Note: this specifically hits allies if they are close enough.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warlock Spells (Shadow) ==&lt;br /&gt;
The default incant for Warlock spells is: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the shadow to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the shadow to grantyou/create/nothing &amp;lt;effect&amp;gt;&amp;quot; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness-&#039;&#039;&#039;This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pin&lt;br /&gt;
Fumble&lt;br /&gt;
&lt;br /&gt;
Terror&lt;br /&gt;
&lt;br /&gt;
Blade&lt;br /&gt;
|&#039;&#039;&#039;Pin-&#039;&#039;&#039;This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so, at the end of the count they will suffer 4 points of Body damage.&lt;br /&gt;
&#039;&#039;&#039;Fumble-&#039;&#039;&#039; This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror-&#039;&#039;&#039; This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade#*-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 60 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog-&#039;&#039;&#039; This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb-&#039;&#039;&#039; This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon.  &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Awaken&lt;br /&gt;
Shun&lt;br /&gt;
&lt;br /&gt;
Venom&lt;br /&gt;
|&#039;&#039;&#039;Awaken*#-&#039;&#039;&#039; This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&lt;br /&gt;
&#039;&#039;&#039;Shun-&#039;&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom-&#039;&#039;&#039; This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to Dead. This is a Metabolic effect.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Silence&lt;br /&gt;
Terror Mask&lt;br /&gt;
&lt;br /&gt;
Night&lt;br /&gt;
|&#039;&#039;&#039;Silence-&#039;&#039;&#039; This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Terror Mask^-&#039;&#039;&#039; This spell allows the caster to protect themselves from attack by granting them three uses of &amp;quot;Magic Terror Aura&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night*-&#039;&#039;&#039; This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Charm&lt;br /&gt;
Fear&lt;br /&gt;
&lt;br /&gt;
Remove Curse&lt;br /&gt;
|&#039;&#039;&#039;Charm-&#039;&#039;&#039; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Fear-&#039;&#039;&#039; This spell has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Curse*#-&#039;&#039;&#039; This spell removes all metabolic and mental effects from the recipient.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Circle&lt;br /&gt;
Summon Weapon&lt;br /&gt;
&lt;br /&gt;
Stun&lt;br /&gt;
&lt;br /&gt;
Watchful Eye&lt;br /&gt;
|&#039;&#039;&#039;Circle-&#039;&#039;&#039; This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&lt;br /&gt;
&#039;&#039;&#039;Summon Weapon-&#039;&#039;&#039; This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun-&#039;&#039;&#039; This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watchful Eye-&#039;&#039;&#039; This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dispel&lt;br /&gt;
Devastate&lt;br /&gt;
&lt;br /&gt;
Command&lt;br /&gt;
&lt;br /&gt;
Mind Guard&lt;br /&gt;
|&#039;&#039;&#039;Dispel-&#039;&#039;&#039; This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This spell causes the target to take double damage from all attacks that have a numerical value in their call. This effect lasts for one hour. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the Brook and River spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command-&#039;&#039;&#039; This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. This is a mental effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Guard*#-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration the target is immune to Mental effects.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Wail&lt;br /&gt;
Shadow Step&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Death Wail-&#039;&#039;&#039;&#039;&#039; This spell draws upon the terrors that lie within the hearts of all who live, manifesting in visions perceivable only by the recipient. The Spell is called as &amp;quot;all enemies in the sound of my voice magic Fear&amp;quot; and imparts a magical Fear effect to each affected creature.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shadow Step^-&#039;&#039;&#039;&#039;&#039; This spell draws upon the casters strong ties to shadows to transport themselves from one shadow to another. This effect may only target the caster and allows the caster to enter a shadow and emerge from another one within range. Upon successfully completing the incant while within a shadow the caster will place their hand or weapon on top of their head and may walk up to twenty steps to any other shadow and immediately re enter the game.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=1658</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=1658"/>
		<updated>2024-08-06T19:33:46Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Paladin Skills: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Paladins at their core are defenders of right.  These are the people driven or called to stand firm against the forces of evil. Right is a big topic and definitions vary, but commitment does not.   &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  Paladins are trained for combat and as such may wear up to heavy armor.  &lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction|&#039;&#039;&#039;Weapons&#039;&#039;&#039;]]:  Paladins are trained by default in long weapons, medium weapons, small shields, and medium shields.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Lay Hands:&#039;&#039;  Perhaps the most common signature of Paladins across the worlds, Lay Hands allows your Paladin to relieve suffering at a touch.  Lay Hands  immediately ends the duration of all negative effects on a friendly target, regardless source, vector, or any other consideration.  Lay Hands only affects willing targets, and requires that you actually touch your target with your hand (or a short weapon if your target is one of those people who hates being touched, like me.)  Lay Hands can be used twice per reset, and gains an additional use at level 10/20/30/40.  Lay Hands can always be used by any given Paladin on herself, given a hand to use for it and the free will to do so (enemy mind controllers cannot, for example, Command you to burn out all your Lay Hands on yourself unless you wanted to anyway.)  This is called as &amp;quot;Lay Hands Cleanse&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Conviction: &#039;&#039; This is a measure of how well and how consistently your Paladin adheres to her oath.  It costs no SP, and caps at Rank 10 (for now).  A Paladin’s base weapon Focus is equal to one-third of her Conviction Rank (rounded down).  Conviction also influences her base mana pool, in a somewhat less linear fashion.  Extra weapon Focus is available at 20sp each.  Extra mana is available at one SP each.&lt;br /&gt;
&lt;br /&gt;
Conviction typically accumulates at two points per event.    Further noteworthy acts can accumulate as many as four in one event, but the curve steepens for the third and fourth points and cannot be counted on.  Conviction Rank is equal to one-fifth of earned Conviction, rounded down.  (Conviction’s also trivially easy to lose. If it ever reaches zero, a Plot event ensues.)  For the benefit of people who prefer the visualization:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wikitable,style=&amp;quot; text-align: center; color: black;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Conviction Total&lt;br /&gt;
!Conviction Rank&lt;br /&gt;
!Base Main Hand Melee Damage&lt;br /&gt;
!Base Mana Pool&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6-10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |11-15&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |16-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |21-25&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |35&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |26-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |35&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |31-35&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |40&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |36-40&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |40&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |41-45&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |45&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |46-50&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |50&lt;br /&gt;
|}&lt;br /&gt;
For the rare-but-inevitable cases of Paladin characters starting above 1st level, they&#039;ll be afforded a measure of Conviction to start.  The specifics will vary on a number of factors but if you retire a high-level character and apply the build to a new Paladin, you shouldn&#039;t worry about starting with 10 mana and base weapon damage.  For the initial cases, new Paladins coming in as replacements for characters lost to reset, they&#039;ll start at 25 Conviction.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Oathsworn: &#039;&#039; This is both the source of and the counterweight to Conviction.  A Paladin has to have a Code.  There’s a good bit of latitude here for individual Paladin characters.  Some examples are provided below, but that list is not exhaustive.  Paladins occur in any culture that survives long enough to support them, and a Desert Elf Paladin warding off the winds and sands will have a different Code than a Paladin on the front lines of a war against evil.&amp;lt;blockquote&amp;gt;The details of Codes and their development are listed below.&amp;lt;/blockquote&amp;gt;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills]]:&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Martial&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus + 1&lt;br /&gt;
|None&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus +2 &lt;br /&gt;
|Focus +1&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (17-24)&lt;br /&gt;
|16 Energy&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Parry|Parry]]&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Riposte|Riposte]]&lt;br /&gt;
|Parry&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Disarm|Disarm]] Strike&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blitz&lt;br /&gt;
|Disarm Strike&lt;br /&gt;
|4&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Maim|Maim]] Strike&lt;br /&gt;
|Blitz&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Stun|Stun]] Strike&lt;br /&gt;
|Maim Strike&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;
|&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mana (1-20)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
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|[[Paladin#1st Level|1st Level]] Paladin Spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|1 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#2nd Level|2nd Level]] Paladin spell&lt;br /&gt;
|1st level Paladin spell&lt;br /&gt;
|1*&lt;br /&gt;
|2 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#3rd Level|3rd Level]] Paladin spell&lt;br /&gt;
|2nd level Paladin spell&lt;br /&gt;
|1*&lt;br /&gt;
|3 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#4th Level|4th Level]] Paladin spell&lt;br /&gt;
|3rd level Paladin spell&lt;br /&gt;
|1*&lt;br /&gt;
|4 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#5th Level|5th Level]] Paladin spell&lt;br /&gt;
|4th level Paladin spell&lt;br /&gt;
|1*&lt;br /&gt;
|5 Mana&lt;br /&gt;
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|[[Paladin#Healing Pool|Healing Pool 1]]&lt;br /&gt;
| None&lt;br /&gt;
| -&lt;br /&gt;
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|[[Paladin#Healing Pool|Healing Pool 2]]&lt;br /&gt;
|Healing Pool I&lt;br /&gt;
|5&lt;br /&gt;
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|[[Effects#Chain Spell|Chain Spell]] 1-2&lt;br /&gt;
| None&lt;br /&gt;
|4&lt;br /&gt;
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|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
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|Barrier&lt;br /&gt;
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|3&lt;br /&gt;
|Daily&lt;br /&gt;
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|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
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|Strength of Conviction&lt;br /&gt;
|Conviction Rank 2&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Lending of Conviction&lt;br /&gt;
|Conviction Rank 3&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
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|Blinding Aura&lt;br /&gt;
|None&lt;br /&gt;
|8&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
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== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants.  Many are melee modifications and simply modify a weapon call.  Any spell that&#039;s not is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).&lt;br /&gt;
&lt;br /&gt;
Spellcasting classes can learn spells in one of two ways:&lt;br /&gt;
&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event.  This doesn&#039;t cost skill points.&lt;br /&gt;
# Find someone who knows the spell and convince them to teach it to you.  This doesn&#039;t cost skill points, either.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;1st Level&amp;quot;&amp;gt;&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;#*^Ligh&#039;&#039;t: Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Stalwart&#039;&#039;: immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating.  This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.  Stalwart can also heal 5 body, in the rare cases where it&#039;s needed to do so, but it&#039;s almost always better to use Heal Pool for body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Shining Blade&#039;&#039;: swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*^Cure Weakness:&#039;&#039; ends the duration of all Weakness effects currently active on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Weakness&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells.  Smite is not called; the damage is simply added to the weapon damage call.  Smite does not stack with Blitz.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Rest In Peace&#039;&#039;: immediately sets one willing target&#039;s [[Conditions and Cures|Condition]] to dead.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead.  Rest in Peace is weapon delivered as &amp;quot;Divine Rest in Peace&amp;quot;.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;2nd Level&amp;quot;&amp;gt;&#039;&#039;&#039;2nd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039;: prevents one attack from going to body, damage is applied normally to armor, instead. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bodyguard&#039;&#039;: diverts all effects (but not direct damage) from a friendly target in melee range to the Paladin casting this spell.  Once cast, this is no longer optional - whatever hits your ward hits you instead, not matter how much you would rather it didn’t.  Bodyguard continues transferring effects into bleed-out and like most effects, ceases when the death count begins.  Bodyguard is cast by weapon strike and called simply as &amp;quot;Bodyguard&amp;quot; - the weapon strike is required both to limit range and notify your protected that you&#039;re taking the damage and he/she is not.  Your ward should be careful to notify you when you&#039;re afflicted.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Resolve&#039;&#039;: adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*^Cure Disease:&#039;&#039; Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Disease&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;3rd Level&amp;quot;&amp;gt;&#039;&#039;&#039;3rd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;: this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot; and I will slap the shit out of the first plot guy that puts Resist Divine on anything shadow-based.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Will:&#039;&#039; renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Immovable:&#039;&#039; an Immovable Paladin is immune to any effect other than his own free will that would cause him to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Block&#039;&#039;: Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;4th Level&amp;quot;&amp;gt;&#039;&#039;&#039;4th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;#*^Cure Metabolic:&#039;&#039; Cure Metabolic immediately ends the duration of all unwanted Metabolic effects on the target. This can be weapon or packet delivered as &amp;quot;Divine Cure Metabolic&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Sacrifice&#039;&#039;: Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obvious visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines.  Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her.  Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note:  Plot will never reduce your Conviction for refusing to cast this spell.  It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence.  Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bane:&#039;&#039; adds +5 to  Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;5th Level&amp;quot;&amp;gt;&#039;&#039;&#039;5th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Miracle&amp;quot;&amp;gt;&amp;lt;i&amp;gt;^Miracle:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle can get, but it is otherwise deliberately left undefined.  The actual effect of any given Miracle is defined by a Marshal; you can narrow down what kind of good thing you&#039;d like but Miracle is an ask, not an order. Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable.  There is no mechanics-enforced prohibition against multiple castings of this spell.  Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Shield&#039;&#039;:  Divine Shield stops any one weapon-delivered attack that uses a vector other than Physical or Divine.  It&#039;s effective at blocking spellstrikes, elemental strikes, arcane strikes, take your pick, but it does not block Massive (usually, Massive is almost always Physical) or a hypothetical Divine Slay Strike.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;*^Life&#039;&#039;: [[Effects#Life|Life]] interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills|Skill]] Descriptions:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Focus + X&#039;&#039;:  This is directly added to a Paladin’s base weapon damage with any weapon in which the Paladin is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;Barrier &#039;&#039;&#039;-&#039;&#039;&#039; This skill allows the character to funnel their magic into damage absorbing barrier on themselves. This grants the character 20 points of damage negation, which cannot be readjusted, does stack with other temporary armor buffs, but are the first points lost.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mana&#039;&#039;:  Mana is the fuel by which spells are generated.  Purchased mana stacks on top of mana earned by Conviction.  Spells cost an amount of mana equal to their level.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Paladin Spells&#039;&#039;:  These are the tools of a Paladin’s magical trade.  They are purchased once and usable with mana from that point forward.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Energy&#039;&#039;:  This is the fuel that powers a Paladin’s martial skills.   Paladins may purchase up to 24 Energy.  Unlike their Warrior cousins, this is their limit - Paladins count on their magic and Conviction in a way Warriors do not, and consequently do not drive or direct Energy as well as Warriors do.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Aura Blade&#039;&#039; &#039;&#039;&#039;-&#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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weapon Ward: &#039;&#039; [[Effects#Weapon Ward|Weapon Ward]] counters any effect that would render a Paladin’s weapon or shield useless, including Shatter, Disarm, and Destroy.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Parry&#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.   &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Riposte:&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Paladin’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm Strike: &#039;&#039; Disarm Strike is delivered via melee weapon and causes the [[Effects#Disarm|Disarm]] effect on a successful hit.  Disarm Strike, as an exception to the usual melee hit rules, does take effect on a successful strike directly to the target item. (&#039;&#039;I know, I know, I’m just worn out explaining this to literally everyone that purchases this skill and opening it up saves my aspirin budget.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Maim Strike:&#039;&#039;  Maim Strike inflicts the [[Effects#Maim Limb|Maim Limb]] effect on a successful melee hit.  Limbs can be specified, but if they are not, the choice of afflicted limb goes to the defender.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Slay Strike&#039;&#039;:  Slay Strike inflicts [[Effects#Slay|Slay]] on a successful melee hit.  This is identical in effect to other Slays, but bear in mind that Fighters aren&#039;t being judged for their body counts and Paladins are.  Slay Strike is here to remove unrepentant evil (however you define that); slobbering it all over everything like ketchup on fries has... consequences.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stun Strike&#039;&#039;:  Stun Strike inflicts the [[Effects#Stun|Stun]] effect on a successful melee hit&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Healing Pool&amp;quot;&amp;gt;&#039;&#039;Healing Pool 1 &amp;amp; 2&#039;&#039;&amp;lt;/span&amp;gt;  A Healing Pool is a small volume of raw mana a Paladin can use to seal up wounds.  Each level of Healing Pool awards 25 points of healing; this is packet- or weapon-delivered in increments of 5 as &amp;quot;Divine X healing&amp;quot;.  Paladins may heal themselves without an in-game incant or a free hand (which here means that Paladins can self-heal while Silenced, confined, or deprived of both arms), announced as &amp;quot;Divine Heal X&amp;quot;, also in increments of 5, up to 25 total healing per rank of spell pool. Each rank of spell pool also increases the cap of per use healing by 5, thus a Paladin with Spell Pool 2 a Paladin could heal for 10 points at a time.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Skills ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Strength of Conviction:&#039;&#039;  Through your ties to your belie3fs, you are able to shake off a a command that would force you to violate your tenants Verbal: &amp;quot;Divine Resist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lending of Conviction:&#039;&#039; This skills allows you to use your loyalty to your path and companions to help them shake off that which is influencing their mind. This is used as &#039;Divine Dispel Mental&#039; and works on any mental effect that isn&#039;t Nightmare or Horrify.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blinding Aura:&#039;&#039; This skill allows the Paladin and their companions to skirt by an encounter on a module bypassing it completely with the power of belief in [https://knowyourmeme.com/memes/you-cant-see-me John Cena.]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin Powers:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Desperate Rush&#039;&#039;:  This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset.  This can be learned multiple times, handy for slow learners and the defensively challenged.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Righteous Chorus&#039;&#039;:  Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet.  It can deliver Life, and if this is not also &#039;&#039;Desperate Rush&#039;&#039;ed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target.  Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five.  Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Divine Wrath&#039;&#039;: Divine Wrath is a path that not all Paladins follow, though those who often see themselves delivering their Conviction&#039;s message to the lawless in the wastelands of the un-righteous find it a handy tool for their kit. Divine Wrath allows for the Purchase of the Slay Strike skill for 7 SP which can then be fueled with 4 energy per use&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Only When Called:&#039;&#039;  This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied.  For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Codes:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Code is nothing more or less than a statement of what a given Paladin holds as &amp;quot;right&amp;quot;.   Codes in place are &#039;&#039;absolute&#039;&#039;.  There are no exceptions for expediency, or the greater good, or external pressure.  A Paladin does not waver from Right simply because Right isn&#039;t popular or profitable.  This is, both literally and symbolically, the core of their power.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That said, Right and Wrong can be very big concepts.  It&#039;s good for people to learn, to grow, and to allow wisdom to influence Right.  Rigid adherence to unchanging laws, even in the face of revelatory learning, is not a good in itself.  Too much of this can easily lead to real evil being perpetrated in the name of good.  To reflect that, new Paladins are only required to uphold one central Tenet - this is the base from which all other conclusions are drawn.  As they interact with the world and grow, they add more tenets to help them define Right from Wrong in a more specific sense.  A Paladin adds a new Tenet to her Code at every other Conviction Rank, to a minimum of four.&amp;lt;blockquote&amp;gt;Since that abstraction can be a little tough to wrangle, consider two Paladins that both start with &amp;quot;help the needy&amp;quot; as their initial Tenet.  One, after spending some time at soup kitchens and shelters, decides that it&#039;s also good to attack this problem at it source, and adds Tenets to lobby for change, to improve conditions, and to avoid the actions they believe to result in more needy people.  The other, having spent her nights fending off bandits and other predators, adds Tenets to prosecute victimizers so they can&#039;t inflict further harm on people that were already troubled - &amp;quot;zero tolerance for bullies&amp;quot;, maybe.  The goal is the same - alleviating need - but the approach is very different.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similarly, things that seemed absolute at the outset of a Paladin&#039;s career may seem less so after some time in the worlds.  If your Paladin grew up in a human town constantly subjected to Elven Raiders, you might have started with &amp;quot;suffer not the Elf to live&amp;quot; as your core tenet.  Fast forward five years, when you&#039;ve actually met some Elves and realized that it&#039;s almost always wrong to generalize like this; you can (and should) expand your thinking.  Revising your Code is possible, even your core tenet if it&#039;s proven less than what you imagined, but it comes at a cost.  Beliefs become harder to release the longer they&#039;re held.  Changing your Code costs ten percent of your accumulated Conviction; this makes it cheap to do early and progressively more painful as your beliefs mature and solidify. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	These are some examples from various places, intended here as fuel for thought. Again, this is not exhaustive and we’ll work with you on whatever weirdo corner case your Paladin might need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Priya]]’s Samurai&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This is the oath sworn by the few [[Deep Elf]] Paladins remaining in [[Anteris]] and sworn by all the ghosts back when they were alive.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Not One More&#039;&#039;:  The safety of Deep Elves is the highest duty.  Everything else is secondary to this consideration.&lt;br /&gt;
* &#039;&#039;Blade of the Empress&#039;&#039;: The Empress’s word is law.  Her commands are carried out without hesitation and only so many questions as are required to understand her will.  &lt;br /&gt;
* &#039;&#039;No Fear&#039;&#039;: Samurai do what is right regardless of the opposition.  If a Lord of [[Acheron]] moves to harm a [[Deep Elf]], that Lord will be attacked with all that a Samurai can muster.  No elf is above failure.  No failure must ever come from cowardice.&lt;br /&gt;
* &#039;&#039;Bladesworn:&#039;&#039; Samurai fight in the open, honestly.  Samurai do not poison their enemies’ food or drink, do not strike from stealth, and do not strike from behind.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&amp;lt;blockquote&amp;gt;&#039;&#039;Contrition:&#039;&#039; Where the creed contradicts itself (slaying an enemy with a bow in order to save a Deep Elf’s life, or refusing an order from the Empress that will bring harm to a Deep Elf), a Samurai must act guided by his own conscience and then spend at least one hour in meditation repenting for his crime.  This meditation must occur as soon as feasible without incurring further breaches of the creed.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knights of [[Summerfall]]&#039;&#039;&#039;&#039;&#039;: &#039;&#039; This was the Code sworn by [[human]] knights of [[Anteris]] before their near-extermination. &lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;Protect the Innocen&#039;&#039;t: “Innocent” is always a complicated concept but protection is not:  A Knight must put herself between harm and people she regards as innocent.  (Many postwar Knights toss the word ‘human’ in there at the end of this but the original form of the creed swore Knights to protect any innocent person regardless of race.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Help the Helpless:&#039;&#039; Knights assist the defenseless in any way that the defenseless need, to the limits of their own abilities.&lt;br /&gt;
* &#039;&#039;Eyes Wide Open&#039;&#039;: a Knight does not turn a blind eye to corruption, injustice, or cruelty…&lt;br /&gt;
* &#039;&#039;Above It&#039;&#039;: …nor she does accept these things in herself.  The ends do not justify the means.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;&#039;&#039;Balance the Scales&#039;&#039;:  Knights of Summerfall that break the Code are generally required to make amends in whatever way brings their conscience back into harmony with the Code.  Apologies, damages paid, services owed, debts taken on, there are many forms of this.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whiteblades&#039;&#039;&#039;:  Typical of Codes sworn by [[Acheron]]’s [[Biomancers]].  Presented here as a less typical form of Paladin.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hold the Line&#039;&#039;… : No evil steps foot into [[Home]].&lt;br /&gt;
* &#039;&#039;Against the Night…&#039;&#039; : Suffer not the minions of Death.  (This is currently in some flux, with the recent overtures from [[Zilicus]] and some odd corner-cases introduced by interaction with the Prime.  Until a decision is made, act as your conscience guides you.)&lt;br /&gt;
* &#039;&#039;No Matter the Cost…&#039;&#039; : Once a stand is taken, it is carried out to the end. (‘stand’ is interpreted broadly.  By intent, a Whiteblade defends any position he stakes out, whether it&#039;s on a battlefield or a court martial.  “To the end” is deliberate to disambiguate from ‘to the death’ - [[Biomancers|Biomancer]] Command frequently plays all kinds of funny games with feints and diversions.  Paladins may be expected to break ranks and flee and that’s okay, as long as ‘break ranks and flee’ was the plan going in or an acceptable branch of the decision tree.)&lt;br /&gt;
* &#039;&#039;Even to Thyself.&#039;&#039;:   Do not become the monster you fight.  (Back Home, Whiteblades are scheduled time with therapists trained in seeing the warning signs of a Paladin in psychological danger of giving in to the darkness.  Usually monthly, sometimes weekly in periods of abnormally high stress.)  &lt;br /&gt;
* &#039;&#039;Amends:&#039;&#039;&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;Whiteblades rarely find themselves in contradictory situations.  The Code is clear and their environment has clearly drawn lines.  Consequently, lapses are immediately regarded as failures in character and referred for psychological evaluation.  This is not as much fun as it seems.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=101st_MC(A)&amp;diff=1656</id>
		<title>101st MC(A)</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=101st_MC(A)&amp;diff=1656"/>
		<updated>2024-08-04T08:36:56Z</updated>

		<summary type="html">&lt;p&gt;Royal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
== A Warning ==&lt;br /&gt;
The 101st is an experimental Attunement.  It&#039;ll be adjusted as needed and closely watched for power problems or playability problems.  The victims I have lined up for it already understand that I feel neither shame nor regret in adding/revising/deleting things as the whim strikes me.  If it proves out the concept I hope it does, we&#039;ll release some other things that work on similar mechanics.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page deliberately isn&#039;t linked from any other page; if you&#039;re looking at it, you either hit Random Page and this came up, or you typed something in the search bar that starts with 10.  It&#039;s a casual but deliberately obfuscation measure.   I&#039;m not locking it completely out or securing it because that runs counter to our &amp;quot;players are not the enemy&amp;quot; philosophy.  It&#039;s gently obfuscated because 101st isn&#039;t in a state yet where I can (or will) answer a lot of questions about it or ingest the inevitable complaints. When it&#039;s tested out, I&#039;ll release it to RFC.  Until then, feel free not to send any Rules comments that include &amp;quot;101st is...&amp;quot;.   &lt;br /&gt;
&lt;br /&gt;
== The Basic Idea ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Summerfall&#039;s 101st Missile Corps (Augmented) are magically enhanced firearms experts in both senses of the term.  At present, there are two Academies, one in Summerfall proper and another in the Shield mountains to the west, training candidates with the right mix of skills and attributes to one day qualify for a 101st badge.  The badly-depleted Human army uses them as a combination of force multiplier and terror weapon, and so far it&#039;s been successful at holding back other armies that might want to finish what the bugs started.  Summerfall is careful to keep varying effects and equipment so any military encounter with a squad of 101s is a brand new question mark, hard to plan against and frightening because of it.  101s are also trained in controlled applications of chaos; when everything goes sideways, the advantage goes to whoever can cope the best with the changes, not the strongest or most numerous.  101st officers are taught to generate large volumes of chaos for any reason or no reason at all and expected to keep their troops grounded and functioning literally no matter what happens around them.  &lt;br /&gt;
&lt;br /&gt;
All of the five company commanders are keenly aware that soldiers need leave time if they&#039;re  going to stay functional, and Summerfall Army doctrine only requires two companies on active duty at any one time until or unless war breaks out.  This frees up individual soldiers to go out adventuring on the weekends, and two CO&#039;s have been out in those weeds deep enough to understand the value of the experience.  B13&#039;s and Widowmakers can expect some minor, off-the-books material support as long as they don&#039;t get out of hand with it.&lt;br /&gt;
&lt;br /&gt;
=== Admission ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Summerfall&#039;s 101st Academy is elitist about who&#039;s accepted for training.  Because they&#039;re using the weirdness and mystery of Spellshots to hold back the rest of the world, they don&#039;t accept non-human candidates &#039;&#039;at all&#039;&#039;.  The academy teaches Ballistic Magic, not the basics of firearm operation, and therefore rejects candidates who can&#039;t already operate a firearm safely (maybe not accurately or precisely, but without hurting themselves.)  They strongly prefer Soldier backgrounds - the 101st is an Army unit and graduates are expected to serve their terms - but this is a shorter hurdle to jump.  There are some former farm kids in current service; some kids are just born with the right set of attributes it takes to succeed in training and the Crown is not so overcome with candidates that they can afford to demand years of military service before letting those kids in the door.  People skilled in magic and not dangerously foolish or clumsy are taught firearms as part of initiation.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;The human requirement is a hard stop.  Summerfall is badly outnumbered and relies on the force-multiplication effect of Spellshots, along with an unconventional military doctrine, to discourage Elves or Rok&#039;Shen or anyone else from finishing what the bugs started.  For that same reason, outlanders are also not welcome, but transplants are - if you&#039;re one of the people living in Summerfall lands because of their open human immmigration policy, you&#039;re both allowed and encouraged to test for admission.  Where you were born sort of matters, but the fulcrum here is loyalty to the people of Summerfall; the Crown is happy to train more 101s to defend the people but way less happy to train some offworld rando in the quick way to fame and fortune.  There is exactly one potential case of a nonhuman gunmage; Empress Priya is in a very similar position and her Ninja corps is an excellent force multiplier.  It&#039;d take a good diplomat with ties to both cultures, but there are conditions under which Summerfall might accept one of Priya&#039;s Deep Elves into the academy in exchange for her permitting a human to train as a Ninja.   Outside of that, no. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Active Duty ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If your 101 is on duty - likely but there are some retirees already - there&#039;s good news and there&#039;s bad news.  &lt;br /&gt;
&lt;br /&gt;
* The Good News:&lt;br /&gt;
** Summerfall takes paying the army seriously.  You&#039;ll be paid 4cp per month for each of five enlisted ranks.  You may also be able to draw a stipend for housing and food.&lt;br /&gt;
** You&#039;re entitled to draw weapons and armor from Supply, as long as you&#039;re not overdoing it.  Spellshot guns are expensive and if you lose one every month, you&#039;ll be detached and assigned somewhere that you&#039;re less likely to lose another.  Mucking out stables, or cutting lawns with scissors, maybe.&lt;br /&gt;
** Similarly, you&#039;re entitled to file requisition requests for whatever you can think up.  You might actually get production items.  Filing hilarious requisitions is an art the Quartermaster appreciates but they actually have to be hilarious and &amp;quot;the King&#039;s Crown&amp;quot; stopped being funny before the first 101st&#039;s graduated.&lt;br /&gt;
* The Bad News&lt;br /&gt;
** You&#039;ll be given orders to do things you may or may not like.  Sometimes this means modules you don&#039;t care to run.  Sometimes it means surrendering a BGA to do nonsense like &amp;quot;maintenance duty&amp;quot;.  Sometime&#039;s it&#039;ll be something you or your buddies do like but this is never because the brass cares what you like.&lt;br /&gt;
** You are expected to comport yourself as a soldier wherever you go.  If you&#039;re the reason anyone ever rolls their eyes when they hear &amp;quot;Summerfall&amp;quot;, you&#039;re in for a meeting you will not enjoy.&lt;br /&gt;
** You&#039;re expected to follow lawful orders given by your superiors.  If you have problems, you&#039;ll escalate them up the chain or correctly or get your ass kicked.   &lt;br /&gt;
Soldiers enlisted in other armies will operate under similar perks and problems.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Attunement Powers ===&lt;br /&gt;
As mentioned above, these (mostly) are not attunement powers in the sense of other attunements - there&#039;s still a Favor progression but new skills do not simply appear on your sheet as you advance in rank.  What does appear are unlocks; once you&#039;ve achieved a certain rank, you can then purchase the skill(s) opened to you at that rank.  That in mind:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Skill Point Cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Basics&#039;&#039;&#039;&lt;br /&gt;
|xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Ballistic Magic&lt;br /&gt;
|Rank 1&lt;br /&gt;
|0SP&lt;br /&gt;
|Passive&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fuel&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Joules (1-50)&lt;br /&gt;
|Rank 1&lt;br /&gt;
|1/2 SP&lt;br /&gt;
|Fuel&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Joules (51-75)&lt;br /&gt;
|Rank 5&lt;br /&gt;
|2SP&lt;br /&gt;
|Fuel&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic 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;
|1st level Spellshot spell&lt;br /&gt;
|Rank 1&lt;br /&gt;
|1&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|2nd level Spellshot spell&lt;br /&gt;
|Rank 2&lt;br /&gt;
|1&lt;br /&gt;
|2 Joules&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|3rd level Spellshot spell&lt;br /&gt;
|Rank 4&lt;br /&gt;
|1&lt;br /&gt;
|3 Joules&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4th level Spellshot spell&lt;br /&gt;
|Rank 7&lt;br /&gt;
|1&lt;br /&gt;
|4 Joules&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|5th level Spellshot spell&lt;br /&gt;
|Rank 9&lt;br /&gt;
|1&lt;br /&gt;
|5 Joules&lt;br /&gt;
|-&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gun Combat&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|Rank 1&lt;br /&gt;
|20&lt;br /&gt;
|passive&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Accuracy +2&lt;br /&gt;
|Accuracy +1, Rank 3&lt;br /&gt;
|20&lt;br /&gt;
|passive&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Accuracy +3&lt;br /&gt;
|Accuracy +2, Rank 6&lt;br /&gt;
|20&lt;br /&gt;
|passive&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Conservation&lt;br /&gt;
|Rank 2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Truesight&lt;br /&gt;
|Rank 10&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Consume&lt;br /&gt;
|Rank 8&lt;br /&gt;
|5&lt;br /&gt;
|passive&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Forced Return&lt;br /&gt;
|Rank 3, Conservation&lt;br /&gt;
|3&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;
== Damage ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Accuracy:&#039;&#039; This is what shooters use to increase firearm damage.  Precision gets you a tight group and that’s great for competitions.  Accuracy puts you close to center; that’s better if you’re fighting for your life.  A tight group ten feet to the right of the ogre bearing down on you is not particularly helpful&lt;br /&gt;
&lt;br /&gt;
Accuracy applies to no weapons outside of firearms.  It also carries a limitation Focus and Precision do not - no combination of Accuracy and  base weapon damage ever exceeds 10.  Shooters can surpass this limit momentarily at the cost of resources but cannot sustain 11+ damage by any mechanism or combination thereof.  &lt;br /&gt;
&lt;br /&gt;
Accuracy (obviously) interacts with exotic ammo, blade spells, and lots of other things that increase damage for a swing or a shot.  Those function normally, and add their damage &#039;&#039;after&#039;&#039; the Accuracy cap.  If your total standard damage would be, say, 12&#039;s, Accuracy reduces it to 10 (see above) and then the blade spell attaches.  If you just use a blade spell, you shoot 15 for that one shot.  If you elect to employ Called Shot to violate the cap, you&#039;d shoot 17 for that shot.&lt;br /&gt;
&lt;br /&gt;
This also means that no shooter will ever swing more melee damage than the weapon they use.  That is correct and intentional.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spellshot Spells ==&lt;br /&gt;
The Ballistic Magic skill is the core of a Spellshot, the one lynchpin around which all of their magic relies.  Ballistic Mage allows your character to deliver spells effects by dart, rather than packet.  This applies &#039;&#039;only&#039;&#039; to Spellshot spells; if you managed to wrangle your way into the academy as a magician, rather than a shooter, your other spells are all delivered according to the more general spell rules.  Ballistic spells cannot be made into potions, or runes, or forked with Chain Spell.  Research is ongoing into all of those things and a great deal more, but Ballistic Magic is still very, very young and even getting the functionality it has now was the second biggest problem Summerfall&#039;s ever had to tackle.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spellshots are presented with one scroll for each spell level; the rest they must either learn by force (spending SP) or acquire from the academy at some widely-varying cost in coin.  The average graduate pays 5 copper per spell level for a Spellshot scroll.  That cost is set by the academy quartermaster, and goes up or down depending on how much that guy likes you, or how much pressure you can bring to bear on him.  Spellshot officers can requisition scrolls as needed for mission capability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That one scroll is not dealer&#039;s choice.  It&#039;s set by Army regs.  Spellshots are gifted with these scrolls as they become capable of using them:&lt;br /&gt;
&lt;br /&gt;
* Friendly Fire&lt;br /&gt;
* Magic Shot&lt;br /&gt;
* Emergency Backup&lt;br /&gt;
* Knockback Shot&lt;br /&gt;
* Ward Shot&lt;br /&gt;
&lt;br /&gt;
Those things are provided because of larger concerns - they&#039;re things that improve percentages and reduce Crown costs.  Friendly Fire is provided because trainees are guaranteed to shoot each other and the less of that the academy has, the better.  Emergency Backup saves the Crown from having to provide backup arms to every Spellshot that goes into the field.  Knockback Shot is taught early as a safety measure - for all the Spellshots can do, they are not great against a barbarian standing in their faces and beating them to death.  Ward Shot means that the Crown can deploy Spellshots against anything without requiring specialized ammunition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list below is common but not exhaustive.  The Academy overall and every senior Spellshot stay up nights working up the math on new effects.  All of the 101st CO&#039;s have some personalized effects they can&#039;t share for lots of reasons, usually a personality clash between the shooter and the effect.  Ballistic Mage is a very young branch of magic, yet to be stabilized and codified to the extent that magery is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spellshots &#039;&#039;can&#039;&#039; stack effects, so long as:&lt;br /&gt;
&lt;br /&gt;
* The combination is legal by Gunmage rules (you cannot, for example, combine Impossible with Penetrating for voice-delivered body damage)&lt;br /&gt;
* You pay the Joules cost for every included spell at once.&lt;br /&gt;
* You otherwise obey the weapon call rules described in [[Combat]].  Loosely, you cannot stack vectors or effects.  Magic Disarm Shot Silver is fine.  Magic Elemental Whatever is not.  You can use Elemental Knockback Shot but not Magic Disarm Tranq shot.  One each of vector, effect, and x-to-hit is generally the limit.  Spells that do not involve incants or otherwise avoid inflicting cognitive load can generally be stacked to the limits of your joules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, Spellshot calls are warnings, not explanations.  You must finish your verbal &#039;&#039;before&#039;&#039; you pull your trigger.  Packet casters tend to be terrible about this, in the heat of combat.  They incant while their throwing arms are moving forward and maybe they finish before they release, maybe they don&#039;t.  The amount of motion required to pull a trigger is much smaller and early calls will be much more obvious.  Avoid this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Level One: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Tracer&#039;&#039; - this causes a bullet to glow.  The effect is identical to the 1st level Magician spell “Light”.  It can be applied to a shot in flight, if for some reason Light seems an advisable weapon, and if so deployed is cast as “Magic Light”.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;High Velocity&#039;&#039; - this functions as a blade spell for guns, adding 5 damage to a single shot.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fallback:&#039;&#039;  This spell exactly replicates the Initiative skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Friendly Fire&#039;&#039; - this is how gunmages avoid fistfights over backshots.  This spell functions as a defense to the gunmage’s own most recent shot, canceling it entirely regardless of other factors.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mana Prism:&#039;&#039;  Mana Prism allows a Spellshot to deliver their Mage spells via dart blaster.  The joule cost is in addition to the spell cost, and this has no impact on the usual spell-delivery rules.  You must still complete your incant &#039;&#039;before&#039;&#039; you pull your trigger.  Mana Prism affects incanted spells only; it does not allow for any of the Metamagic delivery flavors common to mages.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Silver Shot&#039;&#039; - this changes the type of damage a gunmage’s weapon inflicts to silver, for one encounter or five minutes.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level Two: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Magic Shot&#039;&#039; - this changes the user’s damage to magic, for one encounter or five minutes.  While magic guns are readily available to active duty 101st, many choose to carry normal weapons given the surprising number of targets that ignore magic (or worse). &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm Shot&#039;&#039; - puts a bullet in between the target’s weapon and manipulator, acting as a Magic Disarm.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Muscle Memory&#039;&#039; - defeats the attack timing portion of the Slow effect (although it does nothing for walking speed or counted actions).  Muscle Memory can also be used in melee to add +1 Flurry but probably don’t. Muscle Memory lasts for one encounter or five minutes.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Trueshot&#039;&#039; - allows a gunmage to continue targeting an opponent after conceal/invisibility/whatever.  This does not proactively break stealth effects, it just prevents them from being used as an escape hatch.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Tranq Shot&#039;&#039; - Tranq Shot absolutely guarantees it will not kill its opponent.  After inflicting fatal damage to a victim, the gunmage or a marshal can notify the victim that he has been [[Effects#Stun|Stunned]] and shouldn&#039;t engage a death count.  Tranq Shot is how Sloan&#039;s Widowmakers engage human criminals without risking murder.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level Three: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Elemental Shot&#039;&#039; - changes the user’s weapon damage to one elemental flavor for one encounter or five minutes.  Once selected, the choice holds for the entire encounter - you can shoot Fire for five minutes on one casting, but if you suddenly need Wind, you’ll have to re-cast this spell.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Explosive Round&#039;&#039;s - adds the ‘critical’ tag to one shot.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Friction Reduction&#039;&#039; - allows for blade poisons to be applied to bullets.  Friction Reduction is cast per-shot, not per-clip.  This gets very expensive very rapidly and lacks for efficiency.  It does offer some unexpected lateral attacks, if used wisely.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Piercing Shot&#039;&#039; - a Penetrating Shot goes right through shields, and is called as “Pierce” at the end of another shot.  Penetrating Shot is inherently magical and uses the Magic delivery vector. (&#039;&#039;We realize Pierce typically punches through shields; the addition of “Magic” is a deliberate down-powering of the skill, allowing for Resist Magic to stop the shot.  Piercing shot is substantially cheaper in SP cost than the Pierce skill available to Rangers and should correspondingly be less field-effective&#039;&#039;.)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Emergency Backup&#039;&#039; - creates an exact copy of the gunmage&#039;s usual weapon &#039;&#039;(this prevents lengthy and boring recalculations for differing guns in combat - this keeps you going when your gun is lost, it&#039;s not here to generate Spitfire for you&#039;&#039;).  Holdouts last for one encounter or five minutes. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Penetrating Shot&#039;&#039; - deals body damage, adding “Body” to the end of a gun attack.  Like Piercing Shot, this is inherently magical and changes the delivery vector to “magic”, making it vulnerable to Resist Magic where a more honest shot might not be.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;s&amp;gt;&#039;&#039;Rapid Reload&#039;&#039;:  Rapid Reload allows you to violate the rate of fire limit.  For the minute following the activation of Rapid Reload, you may fire 75 darts instead of the usual 50.&amp;lt;/s&amp;gt;  (&#039;&#039;I have commented this damned thing out a dozen time and it just keeps springing back up.  Until we&#039;ve settled out rate-of-fire and the darts/minute cap, we&#039;re avoiding manipulations of that system.  Rapid Reload seems likely to return in some incarnation, but the actual numbers are a second-order problem and not ready for field-testing yet.)&#039;&#039; &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Knockback Shot&#039;&#039; - pushes the target ten steps away from the gunmage, as the usual knockback effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Wraithbane Shot&#039;&#039; - changes the user’s damage type to “spirit” for one encounter or five minutes.  Wraithbane explicitly overrides the x-to-hit cap of Shadow-based opponents, and may be called with silver/magic as needed, or Ward if the cap is unknown.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 5: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ward Shot&#039;&#039; - changes the user’s damage type to [[Effects#Ward|Ward]] for one encounter or five minutes.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Powder Charge&#039;&#039; - Powder Charge allows a gunmage to exceed the usual ten point damage limit for one encounter.  As long as Powder Charge is active, all of the gunmage’s weapon modifications and Accuracy stack together.  Powder Charge does not stack with Called Shot.  Calm down.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Hyperaccurate&#039;&#039; - Used alone, this causes 50 points of normal damage.  Hyperaccurate can be combined with other spells, but cannot be made to do Body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Impossible&#039;&#039; - this changes the gunmage’s effects from bullet-delivered to voice-delivered for one shot.  This is the spell by which gunmages shoot around corners, though walls, blindfolded, all the hallmarks of an impossible gunshot.  Impossible shots stack with other shots, but I can&#039;t think of a reason for, say, an Impossible Piercing shot.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dailies ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Conservation&#039;&#039;:  Conservation  provides you with two options when (not if) you outright fail to connect your bullet with your target.  You can elect to re-take the shot without paying the Joule cost, or you can elect to unspend the Joules used to deliver the failed attack.  Conservation does not save your Joules if your bullet hit but then drew a defense; it only saves you from the consequences of your own marksmanship.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Consume&#039;&#039;:  Consume allows a gunmage to run Runes through a Prism - this allows your gunmage to deliver any Rune they could normally use with a bullet, at the cost of a joule.  It does not provide for the skill involved in using Runes in the first place, though.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Forced Return&#039;&#039;:  A step further down the Conservation road, Forced Return steals back Joules that were taken by defenses.  Forced Return refunds the mana cost of a gunmage spell that hit its target but did not, for whatever reason, take effect - Resist, Dodge, Immunity, whatever - after five minutes or one encounter.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Truesight&#039;&#039;:  [[Effects#True Sight|True Sight]] passively counters effects that aim to violate line of sight.  When used, it stays active for one hour or module. This effect allows the character to see things as they truly are. This effect sees through Invisibility, Disguise, and Illusions, and other magical effects at plot discretion.  Truesight can also be invoked reflexively, allowing normal defenses to be used against surprise attacks, after which it runs its normal duration.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1655</id>
		<title>Gunslinger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1655"/>
		<updated>2024-08-04T08:15:34Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Pistols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gunslingers are, as the name implies, firearms experts.  The slow advance of firearm technology out of Secord and Summerfall has grown a few schools of shooting. Some naturally gifted individuals pass their craft on from master to apprentice.  Both manufacturers are generally willing to sell their older model weapons to trusted folks (although you’re not getting a coilgun out of Secord or a Spellshot out of Summerfall) and that exposure is slowly advancing the art of sharpshooting.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in light armor.  Heavy armor complicates reloading and doesn’t leave enough space for ammo junkies to carry reams of magazines.  They&#039;re explicitly forbidden from using shields; Gunslingers more than most people are acutely aware of the limitations and drawbacks of carrying a plank around on your arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in every variation of firearm, including new ones as they’re developed.  They’re also trained in short/medium melee weapons as holdouts or last resorts when (not if) the ammo runs out.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Grit:&#039;&#039;&#039;&#039;&#039; Gunslinger effects are driven by Grit, as opposed to Mana or Energy.  Grit is mechanically identical to Energy but disambiguated here to avoid things like Energy Gems from falling into Gunslinger’s hands and turning a six-shot pistol into a railgun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Class Feature&#039;&#039;:&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hard to Kill:&#039;&#039;&#039;&#039;&#039;  Gunslingers that can’t take a hit don’t last long.  Gunslingers treat any Kill or Slay effect delivered by voice, bullet, or packet as a Stun effect instead.  If you want to kill a Gunslinger, use a knife. Or an axe. Dealer’s choice.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill Point Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +1&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +2&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +3&lt;br /&gt;
|Accuracy +2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +4&lt;br /&gt;
|Accuracy +3&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +5&lt;br /&gt;
|Accuracy +4&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +6&lt;br /&gt;
|Accuracy +5&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Grit (1-40)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Trickshot|Trickshot]]&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Rapid Fire|Rapid Fire]]&lt;br /&gt;
|Trickshot&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Disabling Shot|Disabling Shot]]&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Fan The Hammer|Fan The Hammer]]&lt;br /&gt;
|Disabling Shot&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Piercing Shot|Piercing Shot]]&lt;br /&gt;
|Accuracy + 1&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Called Shot|Called Shot]]&lt;br /&gt;
|Piercing Shot&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Bull&#039;s Eye|Bull&#039;s Eye]]&lt;br /&gt;
|Called Shot&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Killshot|Killshot]]&lt;br /&gt;
|Bull&#039;s Eye&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defensive Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Roll|Roll]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Initiative|Initiative]]&lt;br /&gt;
|Roll&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Countershot|Countershot]]&lt;br /&gt;
|Initiative&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Tough|Tough]]&lt;br /&gt;
|Countershot&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psych Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Warning Shot|Warning Shot]]&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Safeties Off|Safeties Off]]&lt;br /&gt;
|Warning Shot&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#High Noon|High Noon]]&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Cold Blood|Cold  Blood]]&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Crosstrained|Crosstrained]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Field Strip|Field Strip]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Holdout|Holdout]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Lucky|Lucky]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Quickdraw|Quickdraw]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;!-- [[Gunslinger#Rapid Reload|Rapid Reload]] &lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|3 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Ricochet|Ricochet]]&lt;br /&gt;
|Tier 1 Pistol or Rifle&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Gunsmithing|Gunsmithing]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skill Descriptions&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Accuracy&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Accuracy:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This is what shooters use to increase firearm damage.  Precision gets you a tight group and that’s great for competitions.  Accuracy puts you close to center; that’s better if you’re fighting for your life.  A tight group ten feet to the right of the ogre bearing down on you is not particularly helpful&lt;br /&gt;
&lt;br /&gt;
Accuracy applies to no weapons outside of firearms.  It also carries a limitation Focus and Precision do not - no combination of Accuracy and  base weapon damage ever exceeds 10.  Gunslingers can surpass this limit momentarily at the cost of Grit but cannot sustain 11+ damage by any mechanism or combination thereof.  &lt;br /&gt;
&lt;br /&gt;
This also means that no gunslinger will ever swing more melee damage than the weapon they use.  That is correct and intentional.  Gunslingers are called primarily for their love of the technology and skill involved.  They are not the types to use guns as a surprise.  If they can shoot, they will shoot.  It’s only if they can’t that they grudgingly go to melee.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Trickshot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Trickshot&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This costs one energy and absolutely guarantees that a bullet will land exactly where the shooter intends, so long as the intended destination is not an animate target.  Trickshots can cut nooses, push buttons across the room, drop chandeliers, and all sorts of other things, but have no direct combat effect.  (&amp;lt;i&amp;gt;We realize there’s some gray area here - shooting a pouch off an enemy’s belt, shooting through shoelaces to interrupt footing, etc.  For the gray areas, if the marshal rules the shot out of scope, it doesn’t work but also doesn’t cost you any energy.&amp;lt;/i&amp;gt;)  Trickshot functions to the theoretical range of the weapon rep (This is around 40ish feet (indoors at a decent angle) for standard-issue Nerf Elite-style blasters.  I presume shooters carrying superior tech will know the range better than I do.).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Rapid Fire&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Rapid Fire allows you to drop the x-to-hit call/flavor from your weapon call entirely, reducing it in its purest form to just a number.  This accelerates your firing speed, but does come with a downside - your target is free to interpret your number as whatever flavor he likes, which functionally means that any target that reduces or eliminates &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; flavor of damage does the same thing to your Rapid Fire.  Rapid Fire lasts for 2 minutes - it&#039;s an odd duration but Gunslingers should be capable of tracking one-minute intervals before they pick up guns.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Disabling Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Disabling Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Disabling Shot ruins connective tissue, acting as (and called as) &amp;quot;Physical Maim &amp;lt;Limb&amp;gt;&amp;quot;.  Disabling Shot can in principle be used to ruin inorganic things - a Gunslinger can certainly shoot out the lights or ruin a golem’s leg - but non-Maim uses are probably better handled with Trickshots.  Disabling Shot can be used as (an expensive) Disarm if that seems advisable; this is called as &amp;quot;Physical Disarm&amp;quot; if used in this way.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Fan the Hammer&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Fan the Hammer:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Fan the Hammer deals your usual weapon damage to six different targets at very nearly the same time.  It’s called as “Voice Physical &amp;lt;number&amp;gt;” and hits up to six targets for one application.  You can Fan the Hammer with other shots, but must pay the Grit cost for every individual bullet and this can get very pricey very quickly.  Fan the Hammer empties your clip.  If your phys rep is still loaded, this instead incurs a five-count reload action. This reload count does not reset your DPM timer.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Cheap Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Cheap Shot: &#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This skill allows the character to make the most out of an opportunity when they are working with others. This skill acts as a minor interrupt and Negates the last active skill/ability their opponent used, though the effect is not expended and can be used again. This can only be used on attacks that target/affect someone other than the character using the Cheap Shot skill, this includes the opponent.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rifles&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Piercing Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Piercing Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This puts a bullet right through a shield, inflicting its usual damage if it hits a shield wielded by someone with the relevant Shield skill.  Piercing Shot appends &amp;quot;Pierce&amp;quot; to your verbal.  Piercing Shot provides you with two options for the fuel cost:&lt;br /&gt;
&lt;br /&gt;
* Piercing Shot will deliver as many as three unmodified shots through a shield.  &#039;&#039;Unmodified&#039;&#039; here means whatever damage your Gunslinger delivers without poisons, clips, buffs, or whatever else you can cram on to a bullet to increase that number.  &lt;br /&gt;
* Piercing Shot can alternately be used on one shot with modifiers on it - if you need to deliver a Killshot to a shieldbearer, Piercing Shot permits this but only once per activation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; A Called Shot delivers up to double the shooter’s usual damage, &amp;lt;i&amp;gt;after&amp;lt;/i&amp;gt; modifiers are figured in.  This allows a Gunslinger to violate the Accuracy cap.  Generally speaking, this’ll deliver 20 points.  (&#039;&#039;We are aware that it’s possible (if wildly inefficient) to push way past the 10-point cap and just leave that damage dormant until Called Shot shows up and does some ridiculous damage call for a fairly cheap cost in Grit.  I’ll be mildly disappointed if no one ever gets to 50.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Bull’s Eye&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Bull’s Eye:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Bull’s Eye alters one shot to Voice Delivery, adding Critical or Body carriers (decided at time of use). This skill requires line of sight (LoS) to the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Killshot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Killshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Self-explanatory.  Killshot inflicts the Slay effect on one bullet.  This is called as &amp;quot;Physical Slay&amp;quot; and in its raw form is blocked by shields.  If you need it to stick, we recommend adding Bull&#039;s Eye or Piercing Shot to it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Defensive&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Roll&amp;lt;/i&amp;gt;:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down).  Roll also removes the Effect of a defended attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Initiative&amp;lt;/i&amp;gt;:&#039;&#039;&#039;  Initiative causes a small pause in melee, enough time for the Gunslinger to step back ten feet from a melee opponent. The opponent may not pursue until the retreat is completed.  Wherever possible, avoid Holds for this - simply call Initiative and back off.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Countershot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Countershot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Countershot is called as a defense to any damaging packet- or bullet-delivered attack. Countershot is called as “Evade”.  Obviously, if you’re shooting arrows out of the air, you’ll need a gun in your hand to do it.  This is very likely on modules and somewhat less likely sitting in a bar having a drink.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tough&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Tough:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Tough is how the Gunslingers of old lived to become old Gunslingers.  Tough blunts an ass-whuppin; this is called as &amp;quot;Resist Physical&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Psych Skills&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Shot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Warning Shot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Warning Shot is exactly what the name says; it&#039;s a warning against further aggression.  This is bullet-delivered as &amp;quot;Physical Fear Pierce&amp;quot; - shields are great at stopping bullets but not great at stopping panic.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Safeties Off&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Safeties Off:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Every world that has Gunslingers knows exactly what it means when one unsnaps his holster or clicks the safety off his weapon.  Normal people try to de-escalate rather than face the hail of lead.  Safeties Off is called as &amp;quot;Peaceful Aura&amp;quot;; if enemies engage anyway, the user can add the &amp;quot;Surprise&amp;quot; tag to his first attack of the ensuing encounter free of charge.  This is purchased as a per-reset skill - there&#039;s only so far you can push a threat before you have to carry it out or fold.  (&amp;lt;i&amp;gt;We are aware of how this interacts with Fan the Hammer and that combination may or may not work into the future; as much as I love the idea of a hard-to-stop volley as a response to escalation, I worry about hard-to-defend mass attacks.  The most likely power reduction is surprise on the first target and only the first target, but I&#039;d like to see how it plays before making that call&amp;lt;/i&amp;gt;.)  For a bit of further clarification:  Safeties Off is an active skill and starts when it&#039;s invoked.  It does nothing to help you against an ambush, or instantly aggressive opponents.  Safeties Off exerts influence over an encounter that &#039;&#039;may&#039;&#039; turn violent and adds an edge if that eventuality comes to pass.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Noon&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;High Noon:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  High Noon calls out an enemy shooter for a duel; this generates [[Effects#Taunt|Taunt]] but can only be used on enemies with packets or guns in their hands at the time it&#039;s called.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cold Blood&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Cold Blood:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Gunslingers have a lot of words for cowardice and hate being called any of them.  Cold Blood is a reflexive defense to fear effects, regardless of vector or delivery.  Cold Blood can also be used as a roleplay effect without being consumed, in any situation where you may care to present yourself as an amoral gun platform.  This is purchased on a per-reset basis, like most Resist skills.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crosstrained&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Crosstrained:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crosstrained allows a Gunslinger to use a Rifle skill with a Pistol or vice-versa.  The Grit cost is additive.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Field Strip&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Field Strip:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Field Strip allows a Gunslinger to restore a broken/damaged/destroyed firearm to full working order.  This can be done in ten minutes for free, or rushed to Instant for 1 Grit.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Holdout&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Holdout:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Holdout produces a weapon when you were not otherwise armed. Holdout puts a gun in your hand if there’s any chance at all you could have had one hidden somewhere.  Holdout’s not perfect - if you’re arrested in a town familiar with your flavor of crime you’ll be thoroughly searched before you get tossed in a cell - but for meetings, “diplomatic” events, and similar places that ban weapons but don’t do a thorough search to confirm, it’s priceless.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Lucky&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Good shooters will tell you it&#039;s all skill.  Ace Gunslingers will tell you what they do is half luck and they&#039;ll only last til their luck runs out.  Lucky alters outcomes in your favor; if you need a jack to finish your straight, Lucky gets you one.  It can alter any randomizer by up to 10% in whatever direction works best for you - plus to tracking, minus to being tracked, etc.  Lucky &#039;&#039;can&#039;&#039; apply to resurrection, if you had one available when you dropped, but be aware that resurrection, life, and death are not the random events they appear and some organizations will want a word with you if you do this.   Death is not the worst thing that can happen to you.  Lucky is available once per reset per purchase and may stack with itself once - you can use two Lucky to alter an outcome by 20% but no more than that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Quickdraw&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickdraw:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Quickdraw overrides the “must have weapon in hand” restriction on Gunslinger skills.  You still need a weapon on your person but you can Quickdraw a Countershot if you get caught out in a bar.  Quickdraw also allows for Trickshots without weapons in hand.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rapid_Reload&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Rapid Reload:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Rapid Reload allows you to violate the rate of fire limit.  For the minute following the activation of Rapid Reload, you may fire 75 darts instead of the usual 50.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ricochet&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Ricochet:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.  Ricochet can only be used with ranged weapons.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Gunsmithing&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Gunsmithing:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt; Gunsmithing is the same thing as Engineering, except it only builds guns and ammo.  (&#039;&#039;We are aware that firearms are technically explosives and that gunpowder can just as well arm a grenade, and we suggest that you pay full cost for Engineering if you’d like to get into explosive force, detonation radius, fragmentation velocity and composition, and timing fuses&#039;&#039;.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gunslinger Powers ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lead Rain&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Lead Rain:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled.  This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;.  Lead Rain is usable once per reset.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Speedload&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Longshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther.  Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price.  20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart.  (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Right Between The Eyes&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Right Between The Eyes:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense.  This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Ranger&amp;diff=1654</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Ranger&amp;diff=1654"/>
		<updated>2024-08-04T00:50:47Z</updated>

		<summary type="html">&lt;p&gt;Royal: &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;
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&#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.  It doesn&#039;t provide any travel mechanics the Ranger didn&#039;t already have - it&#039;ll catch you up to a Flee, but it does not itself open portals, or grant you wings or burrowing claws, or gills.  Someone fleeing has ten minutes to find a better escape hatch; sometimes they can and you&#039;ll end up staring at the sky, frequently they cannot and you&#039;ll get a second shot.  Pursuit Predation only covers the Ranger using it.  Multiple Rangers can pursue the same Fleeing target,  using their own Pursues, but this does not allow for passengers.      &lt;br /&gt;
&lt;br /&gt;
== Ranger Skills ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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!Category&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Prerequisite Skills&lt;br /&gt;
!Skill Point Cost&lt;br /&gt;
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| xxxxxxxxxxxxxxxxxxxxxxxxx&lt;br /&gt;
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|15&lt;br /&gt;
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|Precision +4&lt;br /&gt;
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|Precision +10&lt;br /&gt;
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|15&lt;br /&gt;
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|Precision +12&lt;br /&gt;
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|Energy (1-40)&lt;br /&gt;
| -&lt;br /&gt;
|1 per&lt;br /&gt;
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|&#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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|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Pierce|Pierce]]&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Disarm Shot|Disarm Shot]]&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Mob Scene|Mob Scene]]&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Trick Arrow T1|Trick Arrow T1]]&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Crippling Shot|Crippling Shot]]&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Expose Armor|Expose Armor]]&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Manticore Shot|Manticore Shot]]&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Pindown Shot|Pindown Shot]]&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Trick Arrow T2|Trick Arrow T2]]&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;Tier 3&#039;&#039; &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Paralyzing Shot|Paralyzing Shot]]&lt;br /&gt;
|Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|- 3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| href=&amp;quot;Ranger#Trick Arrow T3&amp;quot; |[[Ranger#Streamlined Shot|Streamlined Shot]]&lt;br /&gt;
|Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Trick Arrow T3|Trick Arrow T3]]&lt;br /&gt;
|Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;Tier 4&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Impale|Impale]]&lt;br /&gt;
|Tier 3 Offense&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Trick Arrow T4|Trick Arrow T4]]&lt;br /&gt;
|Tier 3 Offense&lt;br /&gt;
|6&lt;br /&gt;
|- 4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;Tier 1&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&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;
|&lt;br /&gt;
|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Roll|Roll]]&lt;br /&gt;
|Tier 1 Defense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;Tier 3&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[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;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[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;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&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;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&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;
|4&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;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Quickness]]&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&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 &amp;quot;Magnetic Shot - Voice &amp;lt;target&amp;gt; &amp;lt;whatever&amp;gt;.  Magnetic Shot lasts for five minutes or one encounter.  (&#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>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Mage&amp;diff=1653</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Mage&amp;diff=1653"/>
		<updated>2024-08-03T22:39:30Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Metamagic: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
Mages are people who make their living with the study and use of magic.  Magic is a difficult, demanding mistress and achieving great skill with the mystic arts precludes great skill in other demanding disciplines.  Student Mages are not encouraged to waste their time with trivia like &#039;armor&#039; or crudities like &#039;weapons&#039;.  For a mage, magic is weapon, armor, shield, and comfort.  Even small branches out into other areas of study frequently relate back to magic.  Mages can excel at creating potions and runes without sacrificing a great deal of their magic.  Mages tend to analytical minds and this makes them fine engineers, if they can be persuaded to sacrifice a bit more of their raw capability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Moving under stress in armor is a trained, physical activity and not something Mages are taught.  Mages may wear Costume Armor without spending precious resources to learn better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Mages are skilled in the use of magic implements:  Daggers, Staves, and Short Blunt weapons labeled as &#039;Wand&#039;.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana:&#039;&#039;&#039; Mages may purchase mana &amp;lt;s&amp;gt;without limit&amp;lt;/s&amp;gt; up to 120 because of haters, although their efficiency suffers a bit past the efficient limit of 100.  This more than anything is what distinguishes a Mage from a dabbler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reclamation:&#039;&#039;&#039; Through use of mental review of their situation, a Mage may call back the energies from a spell they cast that missed the target doing so will return the mana spent but not any associated Ley Energies.  This can be done once per reset at 1st level and again once every 4 levels after that (1st, 5th, 9th, etc) Note: This is not for any spell that was defended against, only those where the mage just missed their target completely, hitting nothing. Any Defense or hitting of an unintended character will not be able to trigger this effect.&lt;br /&gt;
&lt;br /&gt;
== Mage Skills ==&lt;br /&gt;
&#039;&#039;A note about Spells:  The SP cost listed for spells below applies if your Mage wants to teach him/herself a spell without a scroll.  If you have a scroll available, you can read that into memory and avoid the SP cost entirely; the SP cost is available as a means to ensure that your Mage can acquire spells even a given scroll is elusive, or overpriced, or just sold by someone you can&#039;t get along with.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&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;
!Fuel&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mana (101-120)&lt;br /&gt;
!Mana (100)&lt;br /&gt;
!1&lt;br /&gt;
!Fuel&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 School&lt;br /&gt;
!-&lt;br /&gt;
!0&lt;br /&gt;
!Passive&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!2nd School&lt;br /&gt;
!1st School&lt;br /&gt;
!10&lt;br /&gt;
!Passive&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;
!1st School&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 School, 1st level spell&lt;br /&gt;
!1*&lt;br /&gt;
!2 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!3rd level spell&lt;br /&gt;
!1st School, 2nd level spell&lt;br /&gt;
!1*&lt;br /&gt;
!3 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!4th level spell&lt;br /&gt;
!1st School, 3rd level spell&lt;br /&gt;
!1*&lt;br /&gt;
!4 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!5th level spell&lt;br /&gt;
!1st School, 4th level spell&lt;br /&gt;
!1*&lt;br /&gt;
!5 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!6th level spell&lt;br /&gt;
!1st School, 5th level spell&lt;br /&gt;
!1*&lt;br /&gt;
!6 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!7th level spell&lt;br /&gt;
!1st School, 6th level spell&lt;br /&gt;
!1*&lt;br /&gt;
!7 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!8th level spell&lt;br /&gt;
!1st School, 7th level spell&lt;br /&gt;
!1*&lt;br /&gt;
!8 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!9th level spell&lt;br /&gt;
!1st School, 8th level spell&lt;br /&gt;
!1*&lt;br /&gt;
!9 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 1&lt;br /&gt;
!None&lt;br /&gt;
!0&lt;br /&gt;
!See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 2&lt;br /&gt;
!Spell Pool 1&lt;br /&gt;
!5&lt;br /&gt;
!See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 3&lt;br /&gt;
!Spell Pool 2&lt;br /&gt;
!10&lt;br /&gt;
!See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 4&lt;br /&gt;
!Spell Pool 3&lt;br /&gt;
!15&lt;br /&gt;
!See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 5&lt;br /&gt;
!Spell Pool 4&lt;br /&gt;
!15&lt;br /&gt;
!See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 6&lt;br /&gt;
!Spell Pool 5&lt;br /&gt;
!15&lt;br /&gt;
!See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Metamagic&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Ley Point 1-20&lt;br /&gt;
!1 Mana&lt;br /&gt;
!2&lt;br /&gt;
!Fuel&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Hasten Spell&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Natural Spell&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Penetrating Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Arcane Spell&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
!3 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Revitalize&lt;br /&gt;
!-&lt;br /&gt;
!5&lt;br /&gt;
!See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Elemental Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mana Shield&lt;br /&gt;
!-&lt;br /&gt;
!10&lt;br /&gt;
!5 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Siphon Mana&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Aura Emulation&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Storm&lt;br /&gt;
!-&lt;br /&gt;
!5&lt;br /&gt;
!3 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Cancel Magic&lt;br /&gt;
!-&lt;br /&gt;
!6&lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Chain Spell 1-5&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Define Magic&lt;br /&gt;
!-&lt;br /&gt;
!5&lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |Advanced&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Arcane Volley&lt;br /&gt;
!-&lt;br /&gt;
!8&lt;br /&gt;
!Daily&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mirror Image&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
!Daily&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Create Familiar&lt;br /&gt;
!Elemental School&lt;br /&gt;
!5&lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Create Phylactery&lt;br /&gt;
!Spirit School&lt;br /&gt;
!5&lt;br /&gt;
!None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mage Skill Descriptions: ==&lt;br /&gt;
&lt;br /&gt;
=== Magic Skills: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Mana&#039;&#039;&#039;:  Mana is the fuel by which spells are generated.  Spells are leveled 1-9 and every spell costs an amount of mana equal to its level to cast.  Mages pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point up to 120 (although this limit may rise as the game progresses).   Collectively, a Mage&#039;s available mana is referred to as a pool, despite the confusing overlap with the unrelated &amp;quot;spell pool&amp;quot; used for linear magic delivery.  Mages on every world refer to things like the &amp;quot;depth&amp;quot; of their mana pools.  It&#039;s an odd idiosyncrasy of the cosmos.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Schools&#039;&#039;&#039;:  Schools are variously referred to as Paths or Disciplines or Flavors at various places on various worlds.  Whatever the name, a School is just a grouping of spells related to each other in some way.  Learning a School allows your mage to acquire and cast spells from that School.  Far and away the most common Schools are Evocation and Spirit; these are the first two taught at every accredited magic school and every Mage can learn the workings of those Schools without significant trouble.  Other Schools do exist; Shadow is known (and feared) across the worlds.  Others tend to be so narrow in purpose that they&#039;re not useful outside of their niches, or so carefully guarded that learning them is a massive, epic task.   Nature may or may not be a School of magic.  Scholars have debated this as far back as anyone can remember; the use of mana and the general similarity in the casting process argues that Nature is a School.  The fact that no Mage yet has managed to learn to it argues that&#039;s a magic-like philosophy and so different from &amp;quot;normal&amp;quot; mana manipulation that it&#039;s not actually a School so much as it is a perspective, one incompatible with Magery.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;[[Spells]]&#039;&#039;&#039; &#039;&#039;&#039;1-9&#039;&#039;&#039;:  Broadly speaking, Mages may learn spells in one of two ways.  The easiest is simply transcribing a written formula into memory, and Mages prefer this where the option is available.  In order to do this, all your Mage needs is a scroll of the relevant spell and enough time to read it and learn it.  Spells learned in this way cost no Skill Points, further endearing it to the Mages of the worlds.  Where this isn&#039;t possible (some places have outright banned Evocation magic from the lower classes, for example), it&#039;s possible to gut it out and teach yourself the spell.  Doing this has no monetary cost, but it does incur a cost in skill points instead.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Spell Pool&#039;&#039;&#039;:  Mages can step out of the way of their own spellcasting process and instead elect to just push unshaped mana.  Doing this is faster and less stressful than formal spellcasting.  One point of spell pool generates 1 point of healing (if you&#039;re trained in Spirit) or elemental damage (if you&#039;re trained in Evocation) or other flavors (if you&#039;re trained in weirdo schools of magic, they&#039;ll specify their pool flavors), to a limit of 10 points at a time at Spell Pool I.  This is cast as &amp;quot;Magic X &amp;lt;healing | damage type&amp;gt;&amp;quot; and packet delivered.  Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 6 you may use 35 points of pool at a time.  Spell Pool must be delivered in increments of 5.  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;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Starting Spells:&#039;&#039;&#039;  Your Mage enters play with their character level + 1 in spells from the first school, and character level exactly in spells from their second school.  Further schools down the road may or may not come with a starting set of spells.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: ===&lt;br /&gt;
&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.   Mages purchase Ley Points directly, at 2 SP each, and a Mage cannot buy more than 20 total.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Hastened Spell&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Hasten Spell:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  A Hastened Spell is delivered without a formal incant; this is called as &amp;quot;Magic &amp;lt;Spell Effect&amp;gt;&amp;quot;.  Hastened Spells bypass a number of usual spellcasting restrictions; they do not require incants and hence may be delivered while Silenced or otherwise deprived of speech.  Hastened Spells may also be cast while confined.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span id=&amp;quot;Natural Spell&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Natural Spell:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  A Natural Spell is the closest Mages have gotten to Nature magic.  Shaping a spell in this way eliminates the incant as Hasten Does, but is called as &amp;quot;Natural &amp;lt;Flavor&amp;gt; Effect&amp;gt;&amp;quot; and thereafter obeys the rules of the Natural delivery vector.  Full details are available under Effect Delivery but briefly, Natural effects are stopped by shields, resisted with Resist Natural instead of Resist Magic, and affected by whatever nonsense &#039;magic&#039; Callers use.  Natural effects tend to be easier to stop than Magical effects, but some creatures are painfully resistant to magic and easily victimized by Natural effects.  The existence of the Fae alone guaranteed that some Mage was going to develop this.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; - adds the Critical Tag to a single spell or an invocation of spell pool. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Penetrating Spell&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Penetrating Spell:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Penetrating Spell shapes mana such that it punches right through armor; Penetrating Spells are cast as normal but have the call &amp;quot;body&amp;quot; appended to the incant.  Unlike most metamagic, Penetrating Spell can be applied to Spell Pool.  The cost must be paid separately for every application of Spell Pool and this can get expensive, but against heavily-armored targets with frail physiques it can also be lifesaving.  Healing Pool can be delivered this way despite normally being desirable and normally affecting Body to start with; this is the means by which Mages attack undead and other life-hating monsters.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Arcane Spell&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Arcane Spell:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  An Arcane spell functions much like a Natural spell, delivering an effect without incant or motion.  Arcane Spell is called as &amp;quot;Arcane &amp;lt;Flavor&amp;gt; &amp;lt;Effect&amp;gt;&amp;quot;, where Flavor can be any usual Elemental Flavor for Evocation effects and Spirit for Spirit Effects.  Arcane is comparatively rare in the worlds and defenses to it are much less common than Resist Magic.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Elemental Spell&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Elemental Spell:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Elemental Spell is a similar modification to a spell, called as &amp;quot;Elemental &amp;lt;Flavor&amp;gt; &amp;lt;Effect&amp;gt;&amp;quot; .  Elemental Attacks are very powerful against opposing-element targets and some creatures that are vulnerable to certain elements.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Revitalize&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Revitalize:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Revitalize breaks down Ley Points into raw mana, which can then be channeled to cast spells as usual.  Revitalize costs one Ley Point to create 5 mana, and can only be used over the course of a given event to replenish a volume of mana equal to your base mana pool.  This means, under normal circumstances, that you can generate no more than 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;span id=&amp;quot;Mana Shield&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Mana Shield&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Mana Shield wraps your mana around you in a shell, hopefully one that wards off enough damage for someone else to come and save you.  Mana Shield is cast before entering combat and translates mana points directly into armor points.  Mana Shields cannot be reset or refitted like real armor can.  While your Mana Shield is active, your mana pool is reduced by the amount spent for armor - if you spend 50 out of your 100 mana on a Mana Shield, your mana pool stops at 50 until the armor is depleted or the effect is dismissed (&#039;&#039;this is intended to prevent loops from forming - I spend 100 mana on Mana Shield, drink some potions to get back up to 100, then dump another hundred on mana shield, drain some buddies to get back up to 100 again, and stroll out on to the field with four full fighter&#039;s worth of armor and 100 mana to throw&#039;&#039;).  (&#039;&#039;Also, I am aware that this differs in mechanics from the more familiar mana shields of video game fame.  I am not necessarily opposed to a more traditional function, but I need to see what the real impact of high-armor mages is, and then I&#039;ll start dipping toes in the water to see how realistically people can track one pool for incoming damage and outgoing fuel at the same time.)&#039;&#039;   &amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Siphon Mana&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;Siphon Mana&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This allows your Mage to drain Mana from a &#039;&#039;&#039;&#039;&#039;willing&#039;&#039;&#039;&#039;&#039; donor into your own Mana pool.  This costs one Ley Point per transfer and may transfer only enough mana to return your pool to full.  &#039;&#039;(Editor&#039;s Note:  I have been and been up against enough bad guys to understand how fluid the definition of &amp;quot;willing&amp;quot; gets.  When I say &#039;willing&#039; here, I mean &#039;would do absent any pressure outside one&#039;s one will&#039;, not &#039;more willing to give mana than have a couple teeth drilled through&#039; or &#039;more willing to give mana than watch the orphanage burn down&#039;.)&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Aura Emulation&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Aura Emulation:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  As practiced by Mages, this allows for mana to reflexively retaliate against a melee strike.  This is called as &amp;quot;30 &amp;lt;Flavor&amp;gt; Aura&amp;quot; in response to being struck.  If this renders the offending attacker helpless, the Mage does not take the effects of the strike. 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;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Storm&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Storm:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  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 Active Skills. While active, the player can throw an infinite number of packet attacks called as “Magic 10 &amp;lt;Flavor&amp;gt;”.  &amp;lt;Flavor&amp;gt; is determined by the Mage&#039;s Schools - a Mage with Evocation can throw any of the classical elements (Water, Stone, Fire, Wind), a Mage with Spirit can throw Spirit, and other Schools will have their Storms defined in their release.  &#039;&#039;(Spirit here throws Spirit by design - Spirit casters throwing unlimited Healing sets a chain of events into motion that no one likes - consider what Plot has to do to present a challenge to a literally bottomless infinite healing loop and how bad that is for people not fortunate enough to have that loop available).&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Mage 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.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Define Magic&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This ability, if used upon an item that has magical properties, will reveal to the user all such properties in addition to how to use them and the item. This will not reveal if an item is cursed. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Mage Skills ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Create Familiar:&#039;&#039;&#039; This skill allows the character to manifest some of their raw energy into a physical form; bringing into existence a Quasit. A Quasit is a tiny, about mouse sized, but intelligent elemental creature that will stay with its creator. It remains Invisible unless the creator so chooses, at marshal discretion a Quasit can perform simple non-combat tasks. At event check in the character chooses which flavor of creature is summoned, Fire/Water/Wind/Stone. While summoned the character gains a Resist&amp;lt;Flavor&amp;gt; that matches the familiar, useable once each reset.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Create Phylactery:&#039;&#039;&#039; This power allows the character to manifest some of their raw energy into a physical form; by scribing glyphs upon the air. Once scribed the glyphs become &#039;&#039;Invisible&#039;&#039; but hang in the air around the character, granting them the ability to Resist Shadow or Disease (Rot, Plague, Wound, Vampiric) once each reset.        &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image:&#039;&#039;&#039; when used gives you two uses of Resist Physical that must be used on the next two physical attacks.        &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Volley [flavor]&#039;&#039;&#039; - This skill can be used on a module to throw a blisteringly large amount of magic at an oncoming group of foes. All enemies in the next encounter take 20 points of damage in whatever flavor you specify. Note, you must have spell pool that matches the specified flavor. This can trigger vulnerabilities and resistances but will not trigger defenses.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage Powers ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Element Exclusion&#039;&#039;&#039; Prerequisite: Mage, Spellblade This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Enhanced Reclamation*&#039;&#039;&#039;: This power allows a mage to use their Reclamation ability two more times per reset.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Improved Familiar&#039;&#039;&#039; Prerequisite: Create Familiar This power allows the character to manifest a more powerful Familiar. Granting them 5 points of Spell Pool and a benefit based on the flavor of the familiar. Fire- Increases the character&#039;s Spell Pool by 5 Points. Water- Increases the character’s Spell Cap by 5 points. Wind- Grants the character the Evade skill once each reset. Stone- Increase the character base Body Points by 5.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Improved Phylactery&#039;&#039;&#039; Prerequisite: Create Phylactery This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.&lt;br /&gt;
&lt;br /&gt;
Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.&lt;br /&gt;
&lt;br /&gt;
Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.&lt;br /&gt;
&lt;br /&gt;
Mending- When the character reaches the last 5 seconds of their Bleed Out count, they are instantly healed for 5 points. Once triggered this cannot happen again for 4 hours.&lt;br /&gt;
&lt;br /&gt;
Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes 7 mana less, minimum 1 mana&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Inner Light&#039;&#039;&#039; Prerequisite: School of Spirit This power temporarily boosts a Mage’s abilities in 2 ways. First, while active, it grants Magic Vector for all Spirit spells; second, it doubles the characters Spell Pool, this can go beyond the cap outlined in Spell and Magic. When activated the characters Spell Pool becomes Touch Cast only. This power will last for one combat or up to 5 minutes. This can be used twice each reset.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Living Armor&#039;&#039;&#039; Prerequisite: School of Spirit This power allows the character to use their Signature Spell (Healing) to fix damaged suits of armor. They can use their Spell Pool with an altered incant “I Summon X Armor.” This change allows them to heal Body Points or Armor Points. Healing a suit of armor to its maximum value will Repair the armor.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Magic Staff&#039;&#039;&#039; Prerequisite: One-Hand Block This power allows the character to use a Staff as a wand, instead of a Short Blunt.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Retain Magic&#039;&#039;&#039; Prerequisite: 30 Mana This power allows the caster to better control the magic around them. This skill can be used to &#039;keep&#039; spell protectives up even if they would normally be stripped. Most commonly, this defense is used against a Dispel or Anti-Magic effects but is also useful to not lose protectives after needing a Life spell. It can also be used to allow an effect that would strip a protective away, to instead bypass the protective and take effect. This power can be used once each encounter.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Spell Focus 1&#039;&#039;&#039; Prerequisite: Spell Pool 2 This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Spell Focus 2&#039;&#039;&#039; Prerequisites: Spell Pool 3 and Spell Focus 1 This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus 1 power. This also increases the characters Spell Cap by 5 points.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heroic Powers ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Feedback Loop&#039;&#039;&#039; Prerequisite: Spell Pool 3&#039;&#039;.&#039;&#039; Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their &#039;&#039;Spell Pool&#039;&#039; on a 10 counted action, instead of concentrating for the normal amount of time.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Holy Nova&#039;&#039;&#039; Prerequisite: Spirit school of magic. You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “&#039;&#039;All allies Voice 25 Healing Font&#039;&#039;”.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Mana Tap&#039;&#039;&#039; This Power allows the character to fully utilize power stored into &#039;&#039;Mana Gems&#039;&#039;. While normally such items store &#039;&#039;Mana,&#039;&#039; a character with this Power can refresh their &#039;&#039;Spell Pool&#039;&#039; by expending only 7 points (&#039;&#039;Mana&#039;&#039;) of the gem. Additionally, this power reduces the &#039;&#039;Knowledge Point&#039;&#039; cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some further thoughts on Mages ==&lt;br /&gt;
[[Spellcasting 101]] is a quick, high-level look at the mechanics of magic.&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1652</id>
		<title>Gunslinger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1652"/>
		<updated>2024-08-03T22:37:42Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Psych Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gunslingers are, as the name implies, firearms experts.  The slow advance of firearm technology out of Secord and Summerfall has grown a few schools of shooting. Some naturally gifted individuals pass their craft on from master to apprentice.  Both manufacturers are generally willing to sell their older model weapons to trusted folks (although you’re not getting a coilgun out of Secord or a Spellshot out of Summerfall) and that exposure is slowly advancing the art of sharpshooting.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in light armor.  Heavy armor complicates reloading and doesn’t leave enough space for ammo junkies to carry reams of magazines.  They&#039;re explicitly forbidden from using shields; Gunslingers more than most people are acutely aware of the limitations and drawbacks of carrying a plank around on your arm.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in every variation of firearm, including new ones as they’re developed.  They’re also trained in short/medium melee weapons as holdouts or last resorts when (not if) the ammo runs out.  &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Grit:&#039;&#039;&#039;&#039;&#039; Gunslinger effects are driven by Grit, as opposed to Mana or Energy.  Grit is mechanically identical to Energy but disambiguated here to avoid things like Energy Gems from falling into Gunslinger’s hands and turning a six-shot pistol into a railgun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Class Feature&#039;&#039;:&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Hard to Kill:&#039;&#039;&#039;&#039;&#039;  Gunslingers that can’t take a hit don’t last long.  Gunslingers treat any Kill or Slay effect delivered by voice, bullet, or packet as a Stun effect instead.  If you want to kill a Gunslinger, use a knife. Or an axe. Dealer’s choice.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill Point Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +1&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +2&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +3&lt;br /&gt;
|Accuracy +2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +4&lt;br /&gt;
|Accuracy +3&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +5&lt;br /&gt;
|Accuracy +4&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +6&lt;br /&gt;
|Accuracy +5&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Grit (1-40)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Trickshot|Trickshot]]&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Rapid Fire|Rapid Fire]]&lt;br /&gt;
|Trickshot&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Disabling Shot|Disabling Shot]]&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Fan The Hammer|Fan The Hammer]]&lt;br /&gt;
|Disabling Shot&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Piercing Shot|Piercing Shot]]&lt;br /&gt;
|Accuracy + 1&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Called Shot|Called Shot]]&lt;br /&gt;
|Piercing Shot&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Bull&#039;s Eye|Bull&#039;s Eye]]&lt;br /&gt;
|Called Shot&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Killshot|Killshot]]&lt;br /&gt;
|Bull&#039;s Eye&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defensive Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Roll|Roll]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Initiative|Initiative]]&lt;br /&gt;
|Roll&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Countershot|Countershot]]&lt;br /&gt;
|Initiative&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Tough|Tough]]&lt;br /&gt;
|Countershot&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
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|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psych Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Warning Shot|Warning Shot]]&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Safeties Off|Safeties Off]]&lt;br /&gt;
|Warning Shot&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#High Noon|High Noon]]&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Cold Blood|Cold  Blood]]&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Crosstrained|Crosstrained]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Field Strip|Field Strip]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Holdout|Holdout]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Lucky|Lucky]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Quickdraw|Quickdraw]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;!-- [[Gunslinger#Rapid Reload|Rapid Reload]] &lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|3 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Ricochet|Ricochet]]&lt;br /&gt;
|Tier 1 Pistol or Rifle&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Gunsmithing|Gunsmithing]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skill Descriptions&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Accuracy&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Accuracy:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This is what shooters use to increase firearm damage.  Precision gets you a tight group and that’s great for competitions.  Accuracy puts you close to center; that’s better if you’re fighting for your life.  A tight group ten feet to the right of the ogre bearing down on you is not particularly helpful&lt;br /&gt;
&lt;br /&gt;
Accuracy applies to no weapons outside of firearms.  It also carries a limitation Focus and Precision do not - no combination of Accuracy and  base weapon damage ever exceeds 10.  Gunslingers can surpass this limit momentarily at the cost of Grit but cannot sustain 11+ damage by any mechanism or combination thereof.  &lt;br /&gt;
&lt;br /&gt;
This also means that no gunslinger will ever swing more melee damage than the weapon they use.  That is correct and intentional.  Gunslingers are called primarily for their love of the technology and skill involved.  They are not the types to use guns as a surprise.  If they can shoot, they will shoot.  It’s only if they can’t that they grudgingly go to melee.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Trickshot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Trickshot&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This costs one energy and absolutely guarantees that a bullet will land exactly where the shooter intends, so long as the intended destination is not an animate target.  Trickshots can cut nooses, push buttons across the room, drop chandeliers, and all sorts of other things, but have no direct combat effect.  (&amp;lt;i&amp;gt;We realize there’s some gray area here - shooting a pouch off an enemy’s belt, shooting through shoelaces to interrupt footing, etc.  For the gray areas, if the marshal rules the shot out of scope, it doesn’t work but also doesn’t cost you any energy.&amp;lt;/i&amp;gt;)  Trickshot functions to the theoretical range of the weapon rep (This is around 40ish feet (indoors at a decent angle) for standard-issue Nerf Elite-style blasters.  I presume shooters carrying superior tech will know the range better than I do.).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Rapid Fire&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Rapid Fire allows you to drop the x-to-hit call/flavor from your weapon call entirely, reducing it in its purest form to just a number.  This accelerates your firing speed, but does come with a downside - your target is free to interpret your number as whatever flavor he likes, which functionally means that any target that reduces or eliminates &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; flavor of damage does the same thing to your Rapid Fire.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Disabling Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Disabling Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Disabling Shot ruins connective tissue, acting as (and called as) &amp;quot;Physical Maim &amp;lt;Limb&amp;gt;&amp;quot;.  Disabling Shot can in principle be used to ruin inorganic things - a Gunslinger can certainly shoot out the lights or ruin a golem’s leg - but non-Maim uses are probably better handled with Trickshots.  Disabling Shot can be used as (an expensive) Disarm if that seems advisable; this is called as &amp;quot;Physical Disarm&amp;quot; if used in this way.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Fan the Hammer&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Fan the Hammer:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Fan the Hammer deals your usual weapon damage to six different targets at very nearly the same time.  It’s called as “Voice Physical &amp;lt;number&amp;gt;” and hits up to six targets for one application.  You can Fan the Hammer with other shots, but must pay the Grit cost for every individual bullet and this can get very pricey very quickly.  Fan the Hammer empties your clip.  If your phys rep is still loaded, this instead incurs a five-count reload action. This reload count does not reset your DPM timer.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Cheap Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Cheap Shot: &#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This skill allows the character to make the most out of an opportunity when they are working with others. This skill acts as a minor interrupt and Negates the last active skill/ability their opponent used, though the effect is not expended and can be used again. This can only be used on attacks that target/affect someone other than the character using the Cheap Shot skill, this includes the opponent.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rifles&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Piercing Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Piercing Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This puts a bullet right through a shield, inflicting its usual damage if it hits a shield wielded by someone with the relevant Shield skill.  Piercing Shot appends &amp;quot;Pierce&amp;quot; to your verbal.  Piercing Shot provides you with two options for the fuel cost:&lt;br /&gt;
&lt;br /&gt;
* Piercing Shot will deliver as many as three unmodified shots through a shield.  &#039;&#039;Unmodified&#039;&#039; here means whatever damage your Gunslinger delivers without poisons, clips, buffs, or whatever else you can cram on to a bullet to increase that number.  &lt;br /&gt;
* Piercing Shot can alternately be used on one shot with modifiers on it - if you need to deliver a Killshot to a shieldbearer, Piercing Shot permits this but only once per activation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; A Called Shot delivers up to double the shooter’s usual damage, &amp;lt;i&amp;gt;after&amp;lt;/i&amp;gt; modifiers are figured in.  This allows a Gunslinger to violate the Accuracy cap.  Generally speaking, this’ll deliver 20 points.  (&#039;&#039;We are aware that it’s possible (if wildly inefficient) to push way past the 10-point cap and just leave that damage dormant until Called Shot shows up and does some ridiculous damage call for a fairly cheap cost in Grit.  I’ll be mildly disappointed if no one ever gets to 50.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Bull’s Eye&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Bull’s Eye:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Bull’s Eye alters one shot to Voice Delivery, adding Critical or Body carriers (decided at time of use). This skill requires line of sight (LoS) to the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Killshot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Killshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Self-explanatory.  Killshot inflicts the Slay effect on one bullet.  This is called as &amp;quot;Physical Slay&amp;quot; and in its raw form is blocked by shields.  If you need it to stick, we recommend adding Bull&#039;s Eye or Piercing Shot to it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Defensive&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Roll&amp;lt;/i&amp;gt;:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down).  Roll also removes the Effect of a defended attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Initiative&amp;lt;/i&amp;gt;:&#039;&#039;&#039;  Initiative causes a small pause in melee, enough time for the Gunslinger to step back ten feet from a melee opponent. The opponent may not pursue until the retreat is completed.  Wherever possible, avoid Holds for this - simply call Initiative and back off.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Countershot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Countershot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Countershot is called as a defense to any damaging packet- or bullet-delivered attack. Countershot is called as “Evade”.  Obviously, if you’re shooting arrows out of the air, you’ll need a gun in your hand to do it.  This is very likely on modules and somewhat less likely sitting in a bar having a drink.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tough&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Tough:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Tough is how the Gunslingers of old lived to become old Gunslingers.  Tough blunts an ass-whuppin; this is called as &amp;quot;Resist Physical&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Psych Skills&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Shot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Warning Shot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Warning Shot is exactly what the name says; it&#039;s a warning against further aggression.  This is bullet-delivered as &amp;quot;Physical Fear Pierce&amp;quot; - shields are great at stopping bullets but not great at stopping panic.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Safeties Off&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Safeties Off:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Every world that has Gunslingers knows exactly what it means when one unsnaps his holster or clicks the safety off his weapon.  Normal people try to de-escalate rather than face the hail of lead.  Safeties Off is called as &amp;quot;Peaceful Aura&amp;quot;; if enemies engage anyway, the user can add the &amp;quot;Surprise&amp;quot; tag to his first attack of the ensuing encounter free of charge.  This is purchased as a per-reset skill - there&#039;s only so far you can push a threat before you have to carry it out or fold.  (&amp;lt;i&amp;gt;We are aware of how this interacts with Fan the Hammer and that combination may or may not work into the future; as much as I love the idea of a hard-to-stop volley as a response to escalation, I worry about hard-to-defend mass attacks.  The most likely power reduction is surprise on the first target and only the first target, but I&#039;d like to see how it plays before making that call&amp;lt;/i&amp;gt;.)  For a bit of further clarification:  Safeties Off is an active skill and starts when it&#039;s invoked.  It does nothing to help you against an ambush, or instantly aggressive opponents.  Safeties Off exerts influence over an encounter that &#039;&#039;may&#039;&#039; turn violent and adds an edge if that eventuality comes to pass.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Noon&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;High Noon:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  High Noon calls out an enemy shooter for a duel; this generates [[Effects#Taunt|Taunt]] but can only be used on enemies with packets or guns in their hands at the time it&#039;s called.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cold Blood&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Cold Blood:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Gunslingers have a lot of words for cowardice and hate being called any of them.  Cold Blood is a reflexive defense to fear effects, regardless of vector or delivery.  Cold Blood can also be used as a roleplay effect without being consumed, in any situation where you may care to present yourself as an amoral gun platform.  This is purchased on a per-reset basis, like most Resist skills.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crosstrained&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Crosstrained:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crosstrained allows a Gunslinger to use a Rifle skill with a Pistol or vice-versa.  The Grit cost is additive.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Field Strip&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Field Strip:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Field Strip allows a Gunslinger to restore a broken/damaged/destroyed firearm to full working order.  This can be done in ten minutes for free, or rushed to Instant for 1 Grit.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Holdout&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Holdout:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Holdout produces a weapon when you were not otherwise armed. Holdout puts a gun in your hand if there’s any chance at all you could have had one hidden somewhere.  Holdout’s not perfect - if you’re arrested in a town familiar with your flavor of crime you’ll be thoroughly searched before you get tossed in a cell - but for meetings, “diplomatic” events, and similar places that ban weapons but don’t do a thorough search to confirm, it’s priceless.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Lucky&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Good shooters will tell you it&#039;s all skill.  Ace Gunslingers will tell you what they do is half luck and they&#039;ll only last til their luck runs out.  Lucky alters outcomes in your favor; if you need a jack to finish your straight, Lucky gets you one.  It can alter any randomizer by up to 10% in whatever direction works best for you - plus to tracking, minus to being tracked, etc.  Lucky &#039;&#039;can&#039;&#039; apply to resurrection, if you had one available when you dropped, but be aware that resurrection, life, and death are not the random events they appear and some organizations will want a word with you if you do this.   Death is not the worst thing that can happen to you.  Lucky is available once per reset per purchase and may stack with itself once - you can use two Lucky to alter an outcome by 20% but no more than that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Quickdraw&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickdraw:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Quickdraw overrides the “must have weapon in hand” restriction on Gunslinger skills.  You still need a weapon on your person but you can Quickdraw a Countershot if you get caught out in a bar.  Quickdraw also allows for Trickshots without weapons in hand.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rapid_Reload&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Rapid Reload:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Rapid Reload allows you to violate the rate of fire limit.  For the minute following the activation of Rapid Reload, you may fire 75 darts instead of the usual 50.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ricochet&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Ricochet:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.  Ricochet can only be used with ranged weapons.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Gunsmithing&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Gunsmithing:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt; Gunsmithing is the same thing as Engineering, except it only builds guns and ammo.  (&#039;&#039;We are aware that firearms are technically explosives and that gunpowder can just as well arm a grenade, and we suggest that you pay full cost for Engineering if you’d like to get into explosive force, detonation radius, fragmentation velocity and composition, and timing fuses&#039;&#039;.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gunslinger Powers ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lead Rain&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Lead Rain:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled.  This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;.  Lead Rain is usable once per reset.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Speedload&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Longshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther.  Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price.  20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart.  (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Right Between The Eyes&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Right Between The Eyes:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense.  This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1651</id>
		<title>Gunslinger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1651"/>
		<updated>2024-08-03T22:37:11Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Psych Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gunslingers are, as the name implies, firearms experts.  The slow advance of firearm technology out of Secord and Summerfall has grown a few schools of shooting. Some naturally gifted individuals pass their craft on from master to apprentice.  Both manufacturers are generally willing to sell their older model weapons to trusted folks (although you’re not getting a coilgun out of Secord or a Spellshot out of Summerfall) and that exposure is slowly advancing the art of sharpshooting.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in light armor.  Heavy armor complicates reloading and doesn’t leave enough space for ammo junkies to carry reams of magazines.  They&#039;re explicitly forbidden from using shields; Gunslingers more than most people are acutely aware of the limitations and drawbacks of carrying a plank around on your arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in every variation of firearm, including new ones as they’re developed.  They’re also trained in short/medium melee weapons as holdouts or last resorts when (not if) the ammo runs out.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Grit:&#039;&#039;&#039;&#039;&#039; Gunslinger effects are driven by Grit, as opposed to Mana or Energy.  Grit is mechanically identical to Energy but disambiguated here to avoid things like Energy Gems from falling into Gunslinger’s hands and turning a six-shot pistol into a railgun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Class Feature&#039;&#039;:&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hard to Kill:&#039;&#039;&#039;&#039;&#039;  Gunslingers that can’t take a hit don’t last long.  Gunslingers treat any Kill or Slay effect delivered by voice, bullet, or packet as a Stun effect instead.  If you want to kill a Gunslinger, use a knife. Or an axe. Dealer’s choice.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill Point Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +1&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +2&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +3&lt;br /&gt;
|Accuracy +2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +4&lt;br /&gt;
|Accuracy +3&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +5&lt;br /&gt;
|Accuracy +4&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +6&lt;br /&gt;
|Accuracy +5&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Grit (1-40)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Trickshot|Trickshot]]&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Rapid Fire|Rapid Fire]]&lt;br /&gt;
|Trickshot&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Disabling Shot|Disabling Shot]]&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Fan The Hammer|Fan The Hammer]]&lt;br /&gt;
|Disabling Shot&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Piercing Shot|Piercing Shot]]&lt;br /&gt;
|Accuracy + 1&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Called Shot|Called Shot]]&lt;br /&gt;
|Piercing Shot&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Bull&#039;s Eye|Bull&#039;s Eye]]&lt;br /&gt;
|Called Shot&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Killshot|Killshot]]&lt;br /&gt;
|Bull&#039;s Eye&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defensive Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Roll|Roll]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Initiative|Initiative]]&lt;br /&gt;
|Roll&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Countershot|Countershot]]&lt;br /&gt;
|Initiative&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Tough|Tough]]&lt;br /&gt;
|Countershot&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psych Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Warning Shot|Warning Shot]]&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Safeties Off|Safeties Off]]&lt;br /&gt;
|Warning Shot&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#High Noon|High Noon]]&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Cold Blood|Cold  Blood]]&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Crosstrained|Crosstrained]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Field Strip|Field Strip]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Holdout|Holdout]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Lucky|Lucky]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Quickdraw|Quickdraw]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;!-- [[Gunslinger#Rapid Reload|Rapid Reload]] &lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|3 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Ricochet|Ricochet]]&lt;br /&gt;
|Tier 1 Pistol or Rifle&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Gunsmithing|Gunsmithing]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skill Descriptions&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Accuracy&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Accuracy:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This is what shooters use to increase firearm damage.  Precision gets you a tight group and that’s great for competitions.  Accuracy puts you close to center; that’s better if you’re fighting for your life.  A tight group ten feet to the right of the ogre bearing down on you is not particularly helpful&lt;br /&gt;
&lt;br /&gt;
Accuracy applies to no weapons outside of firearms.  It also carries a limitation Focus and Precision do not - no combination of Accuracy and  base weapon damage ever exceeds 10.  Gunslingers can surpass this limit momentarily at the cost of Grit but cannot sustain 11+ damage by any mechanism or combination thereof.  &lt;br /&gt;
&lt;br /&gt;
This also means that no gunslinger will ever swing more melee damage than the weapon they use.  That is correct and intentional.  Gunslingers are called primarily for their love of the technology and skill involved.  They are not the types to use guns as a surprise.  If they can shoot, they will shoot.  It’s only if they can’t that they grudgingly go to melee.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Trickshot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Trickshot&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This costs one energy and absolutely guarantees that a bullet will land exactly where the shooter intends, so long as the intended destination is not an animate target.  Trickshots can cut nooses, push buttons across the room, drop chandeliers, and all sorts of other things, but have no direct combat effect.  (&amp;lt;i&amp;gt;We realize there’s some gray area here - shooting a pouch off an enemy’s belt, shooting through shoelaces to interrupt footing, etc.  For the gray areas, if the marshal rules the shot out of scope, it doesn’t work but also doesn’t cost you any energy.&amp;lt;/i&amp;gt;)  Trickshot functions to the theoretical range of the weapon rep (This is around 40ish feet (indoors at a decent angle) for standard-issue Nerf Elite-style blasters.  I presume shooters carrying superior tech will know the range better than I do.).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Rapid Fire&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Rapid Fire allows you to drop the x-to-hit call/flavor from your weapon call entirely, reducing it in its purest form to just a number.  This accelerates your firing speed, but does come with a downside - your target is free to interpret your number as whatever flavor he likes, which functionally means that any target that reduces or eliminates &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; flavor of damage does the same thing to your Rapid Fire.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Disabling Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Disabling Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Disabling Shot ruins connective tissue, acting as (and called as) &amp;quot;Physical Maim &amp;lt;Limb&amp;gt;&amp;quot;.  Disabling Shot can in principle be used to ruin inorganic things - a Gunslinger can certainly shoot out the lights or ruin a golem’s leg - but non-Maim uses are probably better handled with Trickshots.  Disabling Shot can be used as (an expensive) Disarm if that seems advisable; this is called as &amp;quot;Physical Disarm&amp;quot; if used in this way.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Fan the Hammer&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Fan the Hammer:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Fan the Hammer deals your usual weapon damage to six different targets at very nearly the same time.  It’s called as “Voice Physical &amp;lt;number&amp;gt;” and hits up to six targets for one application.  You can Fan the Hammer with other shots, but must pay the Grit cost for every individual bullet and this can get very pricey very quickly.  Fan the Hammer empties your clip.  If your phys rep is still loaded, this instead incurs a five-count reload action. This reload count does not reset your DPM timer.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Cheap Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Cheap Shot: &#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This skill allows the character to make the most out of an opportunity when they are working with others. This skill acts as a minor interrupt and Negates the last active skill/ability their opponent used, though the effect is not expended and can be used again. This can only be used on attacks that target/affect someone other than the character using the Cheap Shot skill, this includes the opponent.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rifles&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Piercing Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Piercing Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This puts a bullet right through a shield, inflicting its usual damage if it hits a shield wielded by someone with the relevant Shield skill.  Piercing Shot appends &amp;quot;Pierce&amp;quot; to your verbal.  Piercing Shot provides you with two options for the fuel cost:&lt;br /&gt;
&lt;br /&gt;
* Piercing Shot will deliver as many as three unmodified shots through a shield.  &#039;&#039;Unmodified&#039;&#039; here means whatever damage your Gunslinger delivers without poisons, clips, buffs, or whatever else you can cram on to a bullet to increase that number.  &lt;br /&gt;
* Piercing Shot can alternately be used on one shot with modifiers on it - if you need to deliver a Killshot to a shieldbearer, Piercing Shot permits this but only once per activation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; A Called Shot delivers up to double the shooter’s usual damage, &amp;lt;i&amp;gt;after&amp;lt;/i&amp;gt; modifiers are figured in.  This allows a Gunslinger to violate the Accuracy cap.  Generally speaking, this’ll deliver 20 points.  (&#039;&#039;We are aware that it’s possible (if wildly inefficient) to push way past the 10-point cap and just leave that damage dormant until Called Shot shows up and does some ridiculous damage call for a fairly cheap cost in Grit.  I’ll be mildly disappointed if no one ever gets to 50.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Bull’s Eye&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Bull’s Eye:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Bull’s Eye alters one shot to Voice Delivery, adding Critical or Body carriers (decided at time of use). This skill requires line of sight (LoS) to the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Killshot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Killshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Self-explanatory.  Killshot inflicts the Slay effect on one bullet.  This is called as &amp;quot;Physical Slay&amp;quot; and in its raw form is blocked by shields.  If you need it to stick, we recommend adding Bull&#039;s Eye or Piercing Shot to it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Defensive&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Roll&amp;lt;/i&amp;gt;:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down).  Roll also removes the Effect of a defended attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Initiative&amp;lt;/i&amp;gt;:&#039;&#039;&#039;  Initiative causes a small pause in melee, enough time for the Gunslinger to step back ten feet from a melee opponent. The opponent may not pursue until the retreat is completed.  Wherever possible, avoid Holds for this - simply call Initiative and back off.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Countershot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Countershot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Countershot is called as a defense to any damaging packet- or bullet-delivered attack. Countershot is called as “Evade”.  Obviously, if you’re shooting arrows out of the air, you’ll need a gun in your hand to do it.  This is very likely on modules and somewhat less likely sitting in a bar having a drink.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tough&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Tough:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Tough is how the Gunslingers of old lived to become old Gunslingers.  Tough blunts an ass-whuppin; this is called as &amp;quot;Resist Physical&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Psych Skills&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Shot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Warning Shot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Warning Shot is exactly what the name says; it&#039;s a warning against further aggression.  This is bullet-delivered as &amp;quot;Physical Fear Pierce&amp;quot; - shields are great at stopping bullets but not great at stopping panic.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Safeties Off&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Safeties Off:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Every world that has Gunslingers knows exactly what it means when one unsnaps his holster or clicks the safety off his weapon.  Normal people try to de-escalate rather than face the hail of lead.  Safeties Off is called as &amp;quot;Peaceful Aura&amp;quot;; if enemies engage anyway, the user can add the &amp;quot;Surprise&amp;quot; tag to his first attack of the ensuing encounter free of charge.  This is purchased as a per-reset skill - there&#039;s only so far you can push a threat before you have to carry it out or fold.  (&amp;lt;i&amp;gt;We are aware of how this interacts with Fan the Hammer and that combination may or may not work into the future; as much as I love the idea of a hard-to-stop volley as a response to escalation, I worry about hard-to-defend mass attacks.  The most likely power reduction is surprise on the first target and only the first target, but I&#039;d like to see how it plays before making that call&amp;lt;/i&amp;gt;.)  For a bit of further clarification:  Safeties Off is an active skill and starts when it&#039;s invoked.  It does nothing to help you against an ambush, or instantly aggressive opponents.  Safeties Off exerts influence over an encounter that &#039;&#039;may&#039;&#039; turn violent and adds an edge if that eventuality comes to pass.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Noon&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;High Noon:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  High Noon calls out an enemy shooter for a duel; this generates Taunt but can only be used on enemies with packets or guns in their hands at the time it&#039;s called.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cold Blood&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Cold Blood:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Gunslingers have a lot of words for cowardice and hate being called any of them.  Cold Blood is a reflexive defense to fear effects, regardless of vector or delivery.  Cold Blood can also be used as a roleplay effect without being consumed, in any situation where you may care to present yourself as an amoral gun platform.  This is purchased on a per-reset basis, like most Resist skills.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crosstrained&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Crosstrained:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crosstrained allows a Gunslinger to use a Rifle skill with a Pistol or vice-versa.  The Grit cost is additive.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Field Strip&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Field Strip:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Field Strip allows a Gunslinger to restore a broken/damaged/destroyed firearm to full working order.  This can be done in ten minutes for free, or rushed to Instant for 1 Grit.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Holdout&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Holdout:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Holdout produces a weapon when you were not otherwise armed. Holdout puts a gun in your hand if there’s any chance at all you could have had one hidden somewhere.  Holdout’s not perfect - if you’re arrested in a town familiar with your flavor of crime you’ll be thoroughly searched before you get tossed in a cell - but for meetings, “diplomatic” events, and similar places that ban weapons but don’t do a thorough search to confirm, it’s priceless.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Lucky&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Good shooters will tell you it&#039;s all skill.  Ace Gunslingers will tell you what they do is half luck and they&#039;ll only last til their luck runs out.  Lucky alters outcomes in your favor; if you need a jack to finish your straight, Lucky gets you one.  It can alter any randomizer by up to 10% in whatever direction works best for you - plus to tracking, minus to being tracked, etc.  Lucky &#039;&#039;can&#039;&#039; apply to resurrection, if you had one available when you dropped, but be aware that resurrection, life, and death are not the random events they appear and some organizations will want a word with you if you do this.   Death is not the worst thing that can happen to you.  Lucky is available once per reset per purchase and may stack with itself once - you can use two Lucky to alter an outcome by 20% but no more than that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Quickdraw&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickdraw:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Quickdraw overrides the “must have weapon in hand” restriction on Gunslinger skills.  You still need a weapon on your person but you can Quickdraw a Countershot if you get caught out in a bar.  Quickdraw also allows for Trickshots without weapons in hand.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rapid_Reload&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Rapid Reload:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Rapid Reload allows you to violate the rate of fire limit.  For the minute following the activation of Rapid Reload, you may fire 75 darts instead of the usual 50.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ricochet&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Ricochet:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.  Ricochet can only be used with ranged weapons.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Gunsmithing&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Gunsmithing:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt; Gunsmithing is the same thing as Engineering, except it only builds guns and ammo.  (&#039;&#039;We are aware that firearms are technically explosives and that gunpowder can just as well arm a grenade, and we suggest that you pay full cost for Engineering if you’d like to get into explosive force, detonation radius, fragmentation velocity and composition, and timing fuses&#039;&#039;.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gunslinger Powers ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lead Rain&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Lead Rain:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled.  This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;.  Lead Rain is usable once per reset.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Speedload&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Longshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther.  Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price.  20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart.  (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Right Between The Eyes&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Right Between The Eyes:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense.  This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1650</id>
		<title>Gunslinger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=1650"/>
		<updated>2024-08-03T22:33:05Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Gunslinger Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gunslingers are, as the name implies, firearms experts.  The slow advance of firearm technology out of Secord and Summerfall has grown a few schools of shooting. Some naturally gifted individuals pass their craft on from master to apprentice.  Both manufacturers are generally willing to sell their older model weapons to trusted folks (although you’re not getting a coilgun out of Secord or a Spellshot out of Summerfall) and that exposure is slowly advancing the art of sharpshooting.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in light armor.  Heavy armor complicates reloading and doesn’t leave enough space for ammo junkies to carry reams of magazines.  They&#039;re explicitly forbidden from using shields; Gunslingers more than most people are acutely aware of the limitations and drawbacks of carrying a plank around on your arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in every variation of firearm, including new ones as they’re developed.  They’re also trained in short/medium melee weapons as holdouts or last resorts when (not if) the ammo runs out.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Grit:&#039;&#039;&#039;&#039;&#039; Gunslinger effects are driven by Grit, as opposed to Mana or Energy.  Grit is mechanically identical to Energy but disambiguated here to avoid things like Energy Gems from falling into Gunslinger’s hands and turning a six-shot pistol into a railgun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Class Feature&#039;&#039;:&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hard to Kill:&#039;&#039;&#039;&#039;&#039;  Gunslingers that can’t take a hit don’t last long.  Gunslingers treat any Kill or Slay effect delivered by voice, bullet, or packet as a Stun effect instead.  If you want to kill a Gunslinger, use a knife. Or an axe. Dealer’s choice.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill Point Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +1&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +2&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +3&lt;br /&gt;
|Accuracy +2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +4&lt;br /&gt;
|Accuracy +3&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +5&lt;br /&gt;
|Accuracy +4&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +6&lt;br /&gt;
|Accuracy +5&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Grit (1-40)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Trickshot|Trickshot]]&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Rapid Fire|Rapid Fire]]&lt;br /&gt;
|Trickshot&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Disabling Shot|Disabling Shot]]&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Fan The Hammer|Fan The Hammer]]&lt;br /&gt;
|Disabling Shot&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
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|[[Gunslinger#Piercing Shot|Piercing Shot]]&lt;br /&gt;
|Accuracy + 1&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Called Shot|Called Shot]]&lt;br /&gt;
|Piercing Shot&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Bull&#039;s Eye|Bull&#039;s Eye]]&lt;br /&gt;
|Called Shot&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Killshot|Killshot]]&lt;br /&gt;
|Bull&#039;s Eye&lt;br /&gt;
|5&lt;br /&gt;
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|&#039;&#039;&#039;Defensive Skills&#039;&#039;&#039;&lt;br /&gt;
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|[[Effects#Roll|Roll]]&lt;br /&gt;
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|2&lt;br /&gt;
|1&lt;br /&gt;
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|[[Effects#Initiative|Initiative]]&lt;br /&gt;
|Roll&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
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|[[Gunslinger#Countershot|Countershot]]&lt;br /&gt;
|Initiative&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
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|[[Gunslinger#Tough|Tough]]&lt;br /&gt;
|Countershot&lt;br /&gt;
|5&lt;br /&gt;
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|&#039;&#039;&#039;Psych Skills&#039;&#039;&#039;&lt;br /&gt;
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|[[Gunslinger#Warning Shot|Warning Shot]]&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Safeties Off|Safeties Off]]&lt;br /&gt;
|Warning Shot&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
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|[[Gunslinger#High Noon|High Noon]]&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
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|[[Gunslinger#Cold Blood|Cold  Blood]]&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
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|&#039;&#039;&#039;Miscellaneous Skills&#039;&#039;&#039;&lt;br /&gt;
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|[[Gunslinger#Crosstrained|Crosstrained]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
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|[[Gunslinger#Field Strip|Field Strip]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
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|[[Gunslinger#Holdout|Holdout]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| Daily&lt;br /&gt;
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|[[Gunslinger#Lucky|Lucky]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
| Daily&lt;br /&gt;
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|[[Gunslinger#Quickdraw|Quickdraw]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
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|&amp;lt;!-- [[Gunslinger#Rapid Reload|Rapid Reload]] &lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|3 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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|[[Gunslinger#Ricochet|Ricochet]]&lt;br /&gt;
|Tier 1 Pistol or Rifle&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
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|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
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|[[Gunslinger#Gunsmithing|Gunsmithing]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
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== &#039;&#039;&#039;Gunslinger Skill Descriptions&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Accuracy&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Accuracy:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This is what shooters use to increase firearm damage.  Precision gets you a tight group and that’s great for competitions.  Accuracy puts you close to center; that’s better if you’re fighting for your life.  A tight group ten feet to the right of the ogre bearing down on you is not particularly helpful&lt;br /&gt;
&lt;br /&gt;
Accuracy applies to no weapons outside of firearms.  It also carries a limitation Focus and Precision do not - no combination of Accuracy and  base weapon damage ever exceeds 10.  Gunslingers can surpass this limit momentarily at the cost of Grit but cannot sustain 11+ damage by any mechanism or combination thereof.  &lt;br /&gt;
&lt;br /&gt;
This also means that no gunslinger will ever swing more melee damage than the weapon they use.  That is correct and intentional.  Gunslingers are called primarily for their love of the technology and skill involved.  They are not the types to use guns as a surprise.  If they can shoot, they will shoot.  It’s only if they can’t that they grudgingly go to melee.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Trickshot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Trickshot&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This costs one energy and absolutely guarantees that a bullet will land exactly where the shooter intends, so long as the intended destination is not an animate target.  Trickshots can cut nooses, push buttons across the room, drop chandeliers, and all sorts of other things, but have no direct combat effect.  (&amp;lt;i&amp;gt;We realize there’s some gray area here - shooting a pouch off an enemy’s belt, shooting through shoelaces to interrupt footing, etc.  For the gray areas, if the marshal rules the shot out of scope, it doesn’t work but also doesn’t cost you any energy.&amp;lt;/i&amp;gt;)  Trickshot functions to the theoretical range of the weapon rep (This is around 40ish feet (indoors at a decent angle) for standard-issue Nerf Elite-style blasters.  I presume shooters carrying superior tech will know the range better than I do.).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Rapid Fire&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Rapid Fire allows you to drop the x-to-hit call/flavor from your weapon call entirely, reducing it in its purest form to just a number.  This accelerates your firing speed, but does come with a downside - your target is free to interpret your number as whatever flavor he likes, which functionally means that any target that reduces or eliminates &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; flavor of damage does the same thing to your Rapid Fire.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Disabling Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Disabling Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Disabling Shot ruins connective tissue, acting as (and called as) &amp;quot;Physical Maim &amp;lt;Limb&amp;gt;&amp;quot;.  Disabling Shot can in principle be used to ruin inorganic things - a Gunslinger can certainly shoot out the lights or ruin a golem’s leg - but non-Maim uses are probably better handled with Trickshots.  Disabling Shot can be used as (an expensive) Disarm if that seems advisable; this is called as &amp;quot;Physical Disarm&amp;quot; if used in this way.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Fan the Hammer&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Fan the Hammer:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Fan the Hammer deals your usual weapon damage to six different targets at very nearly the same time.  It’s called as “Voice Physical &amp;lt;number&amp;gt;” and hits up to six targets for one application.  You can Fan the Hammer with other shots, but must pay the Grit cost for every individual bullet and this can get very pricey very quickly.  Fan the Hammer empties your clip.  If your phys rep is still loaded, this instead incurs a five-count reload action. This reload count does not reset your DPM timer.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Cheap Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Cheap Shot: &#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This skill allows the character to make the most out of an opportunity when they are working with others. This skill acts as a minor interrupt and Negates the last active skill/ability their opponent used, though the effect is not expended and can be used again. This can only be used on attacks that target/affect someone other than the character using the Cheap Shot skill, this includes the opponent.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rifles&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Piercing Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Piercing Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This puts a bullet right through a shield, inflicting its usual damage if it hits a shield wielded by someone with the relevant Shield skill.  Piercing Shot appends &amp;quot;Pierce&amp;quot; to your verbal.  Piercing Shot provides you with two options for the fuel cost:&lt;br /&gt;
&lt;br /&gt;
* Piercing Shot will deliver as many as three unmodified shots through a shield.  &#039;&#039;Unmodified&#039;&#039; here means whatever damage your Gunslinger delivers without poisons, clips, buffs, or whatever else you can cram on to a bullet to increase that number.  &lt;br /&gt;
* Piercing Shot can alternately be used on one shot with modifiers on it - if you need to deliver a Killshot to a shieldbearer, Piercing Shot permits this but only once per activation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; A Called Shot delivers up to double the shooter’s usual damage, &amp;lt;i&amp;gt;after&amp;lt;/i&amp;gt; modifiers are figured in.  This allows a Gunslinger to violate the Accuracy cap.  Generally speaking, this’ll deliver 20 points.  (&#039;&#039;We are aware that it’s possible (if wildly inefficient) to push way past the 10-point cap and just leave that damage dormant until Called Shot shows up and does some ridiculous damage call for a fairly cheap cost in Grit.  I’ll be mildly disappointed if no one ever gets to 50.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Bull’s Eye&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Bull’s Eye:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Bull’s Eye alters one shot to Voice Delivery, adding Critical or Body carriers (decided at time of use). This skill requires line of sight (LoS) to the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Killshot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Killshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Self-explanatory.  Killshot inflicts the Slay effect on one bullet.  This is called as &amp;quot;Physical Slay&amp;quot; and in its raw form is blocked by shields.  If you need it to stick, we recommend adding Bull&#039;s Eye or Piercing Shot to it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Defensive&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Roll&amp;lt;/i&amp;gt;:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down).  Roll also removes the Effect of a defended attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Initiative&amp;lt;/i&amp;gt;:&#039;&#039;&#039;  Initiative causes a small pause in melee, enough time for the Gunslinger to step back ten feet from a melee opponent. The opponent may not pursue until the retreat is completed.  Wherever possible, avoid Holds for this - simply call Initiative and back off.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Countershot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Countershot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Countershot is called as a defense to any damaging packet- or bullet-delivered attack. Countershot is called as “Evade”.  Obviously, if you’re shooting arrows out of the air, you’ll need a gun in your hand to do it.  This is very likely on modules and somewhat less likely sitting in a bar having a drink.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tough&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Tough:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Tough is how the Gunslingers of old lived to become old Gunslingers.  Tough blunts an ass-whuppin; this is called as &amp;quot;Resist Physical&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Psych Skills&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Shot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Warning Shot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Warning Shot is exactly what the name says; it&#039;s a warning against further aggression.  This is bullet-delivered as &amp;quot;Physical Fear Pierce&amp;quot; - shields are great at stopping bullets but not great at stopping panic.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Safeties Off&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Safeties Off:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Every world that has Gunslingers knows exactly what it means when one unsnaps his holster or clicks the safety off his weapon.  Normal people try to de-escalate rather than face the hail of lead.  Safeties Off is called as &amp;quot;Peaceful Aura&amp;quot;; if enemies engage anyway, the user can add the &amp;quot;Surprise&amp;quot; tag to his first attack of the ensuing encounter free of charge.  This is purchased as a per-reset skill - there&#039;s only so far you can push a threat before you have to carry it out or fold.  (&amp;lt;i&amp;gt;We are aware of how this interacts with Fan the Hammer and that combination may or may not work into the future; as much as I love the idea of a hard-to-stop volley as a response to escalation, I worry about hard-to-defend mass attacks.  The most likely power reduction is surprise on the first target and only the first target, but I&#039;d like to see how it plays before making that call&amp;lt;/i&amp;gt;.)&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Noon&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;High Noon:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  High Noon calls out an enemy shooter for a duel; this generates Taunt but can only be used on enemies with packets or guns in their hands at the time it&#039;s called.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cold Blood&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Cold Blood:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Gunslingers have a lot of words for cowardice and hate being called any of them.  Cold Blood is a reflexive defense to fear effects, regardless of vector or delivery.  Cold Blood can also be used as a roleplay effect without being consumed, in any situation where you may care to present yourself as an amoral gun platform.  This is purchased on a per-reset basis, like most Resist skills.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crosstrained&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Crosstrained:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crosstrained allows a Gunslinger to use a Rifle skill with a Pistol or vice-versa.  The Grit cost is additive.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Field Strip&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Field Strip:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Field Strip allows a Gunslinger to restore a broken/damaged/destroyed firearm to full working order.  This can be done in ten minutes for free, or rushed to Instant for 1 Grit.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Holdout&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Holdout:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Holdout produces a weapon when you were not otherwise armed. Holdout puts a gun in your hand if there’s any chance at all you could have had one hidden somewhere.  Holdout’s not perfect - if you’re arrested in a town familiar with your flavor of crime you’ll be thoroughly searched before you get tossed in a cell - but for meetings, “diplomatic” events, and similar places that ban weapons but don’t do a thorough search to confirm, it’s priceless.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Lucky&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Good shooters will tell you it&#039;s all skill.  Ace Gunslingers will tell you what they do is half luck and they&#039;ll only last til their luck runs out.  Lucky alters outcomes in your favor; if you need a jack to finish your straight, Lucky gets you one.  It can alter any randomizer by up to 10% in whatever direction works best for you - plus to tracking, minus to being tracked, etc.  Lucky &#039;&#039;can&#039;&#039; apply to resurrection, if you had one available when you dropped, but be aware that resurrection, life, and death are not the random events they appear and some organizations will want a word with you if you do this.   Death is not the worst thing that can happen to you.  Lucky is available once per reset per purchase and may stack with itself once - you can use two Lucky to alter an outcome by 20% but no more than that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Quickdraw&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickdraw:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Quickdraw overrides the “must have weapon in hand” restriction on Gunslinger skills.  You still need a weapon on your person but you can Quickdraw a Countershot if you get caught out in a bar.  Quickdraw also allows for Trickshots without weapons in hand.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rapid_Reload&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Rapid Reload:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Rapid Reload allows you to violate the rate of fire limit.  For the minute following the activation of Rapid Reload, you may fire 75 darts instead of the usual 50.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ricochet&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Ricochet:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.  Ricochet can only be used with ranged weapons.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Gunsmithing&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Gunsmithing:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt; Gunsmithing is the same thing as Engineering, except it only builds guns and ammo.  (&#039;&#039;We are aware that firearms are technically explosives and that gunpowder can just as well arm a grenade, and we suggest that you pay full cost for Engineering if you’d like to get into explosive force, detonation radius, fragmentation velocity and composition, and timing fuses&#039;&#039;.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gunslinger Powers ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lead Rain&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Lead Rain:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled.  This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;.  Lead Rain is usable once per reset.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Speedload&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Longshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther.  Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price.  20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart.  (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Right Between The Eyes&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Right Between The Eyes:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense.  This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Main_Page&amp;diff=1649</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Main_Page&amp;diff=1649"/>
		<updated>2024-08-03T22:27:14Z</updated>

		<summary type="html">&lt;p&gt;Royal: /* Basics */&lt;/p&gt;
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== Important Notice: ==&lt;br /&gt;
At present, this is a workspace, not a rules system.  Nothing here is solid, not yet.  It&#039;s the collective space we&#039;re using to centralize ideas for each other.  If you see something you utterly despise, please don&#039;t panic.  Or at least, don&#039;t panic yet.  There&#039;s a lot here and we&#039;re getting through it as fast as we can without sacrificing quality.        &lt;br /&gt;
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Pre-RFC FAQ is available [[FAQ|here.]]        &lt;br /&gt;
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== Some Opening Thoughts ==&lt;br /&gt;
This is the start point for Rules.  Everything you need to know to play your character should be here eventually.    &lt;br /&gt;
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It&#039;s a lot.  We&#039;re aware.  As time goes by, it&#039;ll probably get more added and then it&#039;ll be even more of a lot.  We&#039;ve taken specific pains to see that you don&#039;t have to know all of this to play the game successfully and have fun doing it.  The basic principle we&#039;ve been using to minimize what any one person has to know is [[Cognitive Load]].  If we&#039;ve done this right, you should never be required to know anything other than the things on the [[Classes]] page that apply to your character and things on the [[Effects]] page that apply to all characters.  You may elect to go into [[Races]], or Everyman [[Skills]], or [[Production]] skills, and then you&#039;d need to know the bits of those things that apply to your character too, but that should never be mandatory.  It&#039;s not perfect yet.  It may never be.  What&#039;s important is that you don&#039;t feel overwhelmed at the raw volume of information available.  Classes, for the most part, pretty well describe what they do in general terms, so you can go through the ones that appeal and make some decisions.        &lt;br /&gt;
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There&#039;s one overarching principle, a sort of metarule under which all other rules operate.     &lt;br /&gt;
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== &#039;&#039;&#039;&#039;&#039;Don&#039;t be a jerk.&#039;&#039;&#039;&#039;&#039;  ==&lt;br /&gt;
When we say that, what we mean is &#039;&#039;don&#039;t use the rules here to make the game not fun for other people&#039;&#039;.  All of Staff has struggled with rules systems that intend to eradicate undesired behavior.  Not one of those has even gotten close.  One of them trained some of the worst rules technicians in the country.  You can&#039;t legislate sportsmanship, although it&#039;s been attempted.  The kind of behavior you target with those rules always has a way out from under and I&#039;m not guessing.     You also (by self-obvious definition) can&#039;t prevent cheating by adding rules.  There&#039;s a lot of room for honest misinterpretation and there&#039;s nothing wrong with that.  There&#039;s a lot more room to push rules in ways we never saw coming and that&#039;s okay too, until it starts stepping on someone else&#039;s game.          &lt;br /&gt;
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This applies &#039;&#039;everywhere&#039;&#039;.  Players usually take the brunt of this, but Plot is just as capable of jerk behavior as anyone else.  It&#039;s worse when Plot does it, because the impact tends to be a lot more broad, and because Plot is tasked with playing antagonists and making things tough on characters.  There&#039;s still a line between &amp;quot;challenging encounters&amp;quot; and &amp;quot;punitive measures&amp;quot; and if Plot steps across it, we&#039;re just encouraging it by example.  Tensions run high in combat and everyone eventually gets carried away, Plot included.  It&#039;s frustrating to see people struggle with something that&#039;s intuitively easy for you.  It&#039;s frustrating to have your planned epic battle get kneecapped by Batman carrying a weapon you forgot existed.  If Plot&#039;s running painfully difficult meat-grinder modules, that&#039;s part of the job.  If you feel like Plot is being a jerk and ruining your game, please let Staff know.  If you&#039;re not comfortable, for whatever reason, telling me my monster was stupid and no fun to fight, you can and should escalate it through the Player Reps.  There are a few that are overcome with joy at any opportunity to remind me I&#039;m not as good as I think I am.          &lt;br /&gt;
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Most of us that are prone to this are very keenly aware of when it&#039;s happening.  It&#039;s a design goal, frequently as an escalation response.         &lt;br /&gt;
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Please don&#039;t.         &lt;br /&gt;
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== Useful Links: ==&lt;br /&gt;
[[Introduction]]  &lt;br /&gt;
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[[Attunements]]&lt;br /&gt;
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[[Backgrounds]]&lt;br /&gt;
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[[Basics]]&lt;br /&gt;
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[[Conventions]]&lt;br /&gt;
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[[Classes]]&lt;br /&gt;
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[[Economics]]&lt;br /&gt;
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[[Effects]]&lt;br /&gt;
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[[Powers]]&lt;br /&gt;
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[[Professions]]&lt;br /&gt;
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[[Progression]]&lt;br /&gt;
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[[Races]]&lt;br /&gt;
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[[Skills]]&lt;br /&gt;
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[[Spells]]&lt;br /&gt;
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[[Previous Order Abilities|Previous Attunement Powers]]&lt;br /&gt;
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[[Weapon Construction]]&lt;br /&gt;
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== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Royal</name></author>
	</entry>
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