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	<title>TFE - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php/Special:Contributions/Tjhodges"/>
	<updated>2026-04-06T17:30:44Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=2010</id>
		<title>Champion</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=2010"/>
		<updated>2025-02-16T19:51:47Z</updated>

		<summary type="html">&lt;p&gt;Tjhodges: Changed reset to resist in the Rugged description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;big&amp;gt;Champion&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weapon craft to hone their bodies in battle and prove their mettle in the forge of war. You are a protector. One who sees their worth in service to others and their defense of those around them. Many Knights, Samurai, and bodyguards call this class theirs. Champions excel at combat but specifically shutting down opposing aggressors. Weapon based attacks and defenses against all onslaughts are their bread and butter. Champions are the classic frontline warrior, clad in heavy armor and shields. They are skilled in almost all forms of melee combat and can learn the peak of defensive abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039; &#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Champions can wear up to Battle Armor.&lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction|&#039;&#039;&#039;Weapon&#039;&#039;&#039;]] &#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Champions are skilled with the following weapons: Small Shield, Medium Shield, Short Weapon, Medium Weapon, Long Weapon, and Spear. They are the only Fighter archetype that can learn the use of a Large shield without the use of a power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039; Champions use Energy to fuel their techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defend&#039;&#039;:&#039;&#039;&#039; This skill allows the character to protect others from harm by getting in the way of the attack. To use this skill, the character must be within weapon reach of a target, have a weapon or shield in hand, and call “Defend”. When used, this skill will redirect a single attack to the character using the skill, which may then be negated normally with defenses. If the attack had a numeric value, the damage will be reduced by half. This skill can be used once each &#039;&#039;Encounter initially and twice per encounter at 20th level and above.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armored Core:&#039;&#039;&#039;&#039;&#039; While wielding a shield the character gains additional armor points. These points go above the character maximum and are refit with their normal armor. As long as they are wielding a shield they gain 10 additional points of armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defensive Specialist:&#039;&#039;&#039;&#039;&#039; Your defensive skills are treated as Passive.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Skill&lt;br /&gt;
!Cost&lt;br /&gt;
!Prerequisite&lt;br /&gt;
!Combat Technique&lt;br /&gt;
!SP Cost&lt;br /&gt;
!Energy Cost&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Deflect&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|Focus +1&lt;br /&gt;
|Clarity&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|Focus +2&lt;br /&gt;
|Exhaustion Strike&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +4&lt;br /&gt;
|20&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Slowing Strike&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Parry&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|Knockdown&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Vitality&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Energy 33-38&lt;br /&gt;
|3&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Riposte&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Impunity&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Taunt&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Stun&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Advanced Skills&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |SP Cost&lt;br /&gt;
!Skill&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |SP Cost&lt;br /&gt;
|-&lt;br /&gt;
|Shield Wall&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |3&lt;br /&gt;
|Die Hard&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |3&lt;br /&gt;
|-&lt;br /&gt;
|Rugged&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5&lt;br /&gt;
|Destructive Blow&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |4&lt;br /&gt;
|-&lt;br /&gt;
|Patch Job&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |2&lt;br /&gt;
|Bolster&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |7&lt;br /&gt;
|-&lt;br /&gt;
|Phalanx&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |3&lt;br /&gt;
|Take Cover&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |6&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |3&lt;br /&gt;
|Woven Defense&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Champion Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolster -&#039;&#039;&#039;  This skill is used by the Champion as a self healing mechanism. While this skill is active, any hit the Champion blocks whether through use of his skill at arms or use of energy such as Deflect, Parry, Riposte, or Impunity, heals the Champion for 1 body Point. This healing cannot take the champion over their maximum body at any point. This skill lasts 5 minutes or 1 encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clarity -&#039;&#039;&#039; This skill allows the character to briefly harden their minds and Resist the following effects: Charm, Command, Sleep, and Terror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the &#039;&#039;Massive&#039;&#039; carrier. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destructive Blow -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the &#039;&#039;Broken&#039;&#039; status. To use this skill, the player must declare aloud “Destroy&amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Die Hard -&#039;&#039;&#039; This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 &#039;&#039;Body Points&#039;&#039;. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative &#039;&#039;Body Points&#039;&#039; equal to their unadjusted maximum &#039;&#039;Body Points&#039;&#039;; at which time they will enter the &#039;&#039;Dying&#039;&#039; state but only have a 60 count &#039;&#039;Bleed Out&#039;&#039;. This effect will end if the user is healed above 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This strike causes the target to become weary and tired. If not negated it causes the target to only be able to walk and cannot benefit from &#039;&#039;&#039;&#039;&#039;&amp;quot;Flee&amp;quot;.&#039;&#039;&#039;&#039;&#039; This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X &#039;&#039;-&#039;&#039;&#039;&#039;&#039;  This is directly added to a character&#039;s base weapon damage with any weapon in which the character 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impunity -&#039;&#039;&#039; This skill allows the character to fend off all physical attacks for a brief time. When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the &#039;&#039;Parry&#039;&#039; skill are considered negated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knockdown -&#039;&#039;&#039; This skill allows the character to strike a target, hampering them for 10 seconds, during which time they can use no &#039;&#039;Active Skills&#039;&#039; or &#039;&#039;Abilities&#039;&#039;, and cannot walk. Unlike normal weapon strikes, this skill works even if it strikes the targets Hand Held items or Costume. To use this skill, the character must announce, “Knockdown Massive!”. This skill can only be used with 2 handed melee weapons or when using Large shield and is one swing, hit or miss (Reminder, you CANNOT swing your shield at someone)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Patch Job&amp;quot;&amp;gt;&#039;&#039;&#039;Patch Job:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to make a quick recovery in combat by &amp;lt;i&amp;gt;Repairing&amp;lt;/i&amp;gt; a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the &#039;&#039;Breached&#039;&#039; status, though future &#039;&#039;Breaches&#039;&#039; will affect the armor normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phalanx -&#039;&#039;&#039; This skill allows the character to raise another character’s armor value while they are wielding a shield. When used the character grants up to four targets, who are wielding a shield, 10 points of armor, these points go above the characters’ maximum and can be repaired with their normal armor points. These points will last for a single encounter or up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recovery -&#039;&#039;&#039; This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the &#039;&#039;Toughen&#039;&#039; power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riposte -&#039;&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Champion’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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rugged -&#039;&#039;&#039; This skill allows the character to withstand assaults that would stagger a lesser hero. This skill can be used to resist the effects of a spell or “Magic” deliver effect; that is not Binding/Contain. When resisted the character will suffer 5 &#039;&#039;Body Points&#039;&#039; of damage and be &#039;&#039;Slowed&#039;&#039; for the encounter, instead of suffering the effect resisted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Wall -&#039;&#039;&#039; This skill allows the character to take a defensive stance to shrug off damage. While the stance is active, the character will gain &#039;&#039;Damage Cap&#039;&#039; 5, lasting for an &#039;&#039;Encounter&#039;&#039; or up to 5 minutes, or they become &#039;&#039;Helpless.&#039;&#039; Additionally, the character cannot use &#039;&#039;Offensive&#039;&#039; &#039;&#039;Special Attacks&#039;&#039; until this skill has ended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slowing Strike -&#039;&#039;&#039; An almost direct upgrade to Exhaustion strike, Slowing the target. This skill is used by calling “&#039;&#039;Slowing Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vitality -&#039;&#039;&#039; This skill allows the character to recover from wounds in the heat of combat. This skill takes a 30 second counted action to recover up to 10 points of body. Alternatively, this skill can be used immediately after incapacitating a foe in combat. If done in this way, it is instant and negates the counted action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woven Defense:&#039;&#039;&#039; Your ability to block a flood of incoming strikes tires out combatants you face, wearing down their ability o engage in combat. This is called as &#039;Voice Enemies Weakness Burst&#039; and can be used once for each time purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take Cover -&#039;&#039;&#039; This mastery skill grants everyone on your side of a module one use of &#039;Resist Ranged&#039; which can be used to avoid any ranged attack be it an arrow, spell, or other effect delivered via range except via Voice vector. This lasts for the remainder of the module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taunt:&#039;&#039;&#039; 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;. This can only be used used after a successful melee strike. This is delivered as &amp;quot;Voice (target) Taunt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Champion Powers ==&lt;br /&gt;
&#039;&#039;&#039;Bulwark -&#039;&#039;&#039;  This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defender -&#039;&#039;&#039;  This power allows the character to use the &#039;&#039;Defend&#039;&#039; skill 1 additional times each &#039;&#039;Encounter&#039;&#039;. Additionally, it allows the character to use &#039;&#039;Weapon Ward&#039;&#039; to protect others so long as they are within weapons reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense is Good Offense -&#039;&#039;&#039;  This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the Blitz+Critical Strike skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization -&#039;&#039;&#039; This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, etc.) by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Arm -&#039;&#039;&#039;  This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the &#039;&#039;Massive modifier&#039;&#039;, treating all such attacks that strike their shield as normal weapon swings. Additionally, they can use &#039;&#039;Deflect&#039;&#039; and &#039;&#039;Parry&#039;&#039; with their shield alone without the need of a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Champion Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Body Guard -&#039;&#039;&#039; This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base &#039;&#039;Body Points&#039;&#039; less than half of the user’s base &#039;&#039;Body Points&#039;&#039;. While the Power is active, the recipient will gain &#039;&#039;Reduced: Half&#039;&#039; from all physical attacks; additionally, the user can use the &#039;&#039;Deflect&#039;&#039;, &#039;&#039;Parry&#039;&#039;, and &#039;&#039;Weapon Ward&#039;&#039; Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge -&#039;&#039;&#039; &#039;&#039;prerequisite Taunt x2&#039;&#039; Once per Encounter the character can challenge a foe across the battlefield to single combat. By doing so the character must invoke their Taunt skill via voice delivery &amp;quot;Voice [Target] Taunt&amp;quot;&lt;/div&gt;</summary>
		<author><name>Tjhodges</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=1824</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=1824"/>
		<updated>2024-08-28T15:18:32Z</updated>

		<summary type="html">&lt;p&gt;Tjhodges: Removed “Gnome, ” as the first word under Powers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Powers are things your character can have outside the usual bounds. Every Class and Species has Powers unavailable to other Classes and Species. They&#039;re the deeper mysteries of adventurers; some are very potent and consequently less common than Skills. Powers do not cost Skill Points; characters are awarded Powers as they move up in level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Class Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics&lt;br /&gt;
|[[Effects#Dodge|Dodge]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidexterity&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Amp&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|-&lt;br /&gt;
|Amplify Barrier&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|-&lt;br /&gt;
|Animal Speech&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Study&lt;br /&gt;
|[[Powers#Spell Devotion|Spell Devotion]]&lt;br /&gt;
|&#039;&#039;[[Spellblade]], [[Caller]], [[Paladin]], [[Mage]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Efficiency&lt;br /&gt;
|[[Powers#Armor Proficiency|Armor Proficiency]]&lt;br /&gt;
|&#039;&#039;All&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Proficiency&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Mastery&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blindsense&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Grappler*&lt;br /&gt;
|[[Half-Troll]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Marksman*&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born to Serve*&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Trader&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|[[Powers#Specialization|Specialization]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|[[Powers#Strong Arm|Strong Arm]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Beast*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Wild*&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Called Shot&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Clean Getaway&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Archery&lt;br /&gt;
|[[Ranger#Precision|Precision]] &#039;&#039;+4&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Medic&lt;br /&gt;
|[[Skills|Diagnose]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Companion&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Conduit*&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|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;
|Lock Expert&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Longshot&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magic Staff&lt;br /&gt;
|[[Powers#One-Hand Block|One-Hand Block]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magical Training&lt;br /&gt;
|Non-Magic Class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Main Gauche&lt;br /&gt;
|[[Powers#Florentine|Florentine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Make it Work*&lt;br /&gt;
|[[Powers#Gnomish Talent|Gnomish Talent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Martial Style&lt;br /&gt;
|[[Monk]]&#039;&#039;,&#039;&#039; 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Craftsman&lt;br /&gt;
|An &#039;&#039;Advanced [[Production]]&#039;&#039; Skill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master of the Wilds&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Smithing&lt;br /&gt;
|[[Dwarf]] &amp;amp; &#039;&#039;Advanced [[Smithing]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mentor&lt;br /&gt;
|1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Character Level, creation only&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Strike&lt;br /&gt;
|&#039;&#039;Brawl&#039;&#039;, [[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Might of the Tiger&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mighty Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Memory&lt;br /&gt;
|Artisan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Hunter&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|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;
|Single Shot&lt;br /&gt;
|&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, Champion 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;
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&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;&lt;br /&gt;
&#039;&#039;&#039;Clean Getaway:&#039;&#039;&#039; You&#039;re great at covering your tracks. In an urban setting (any area with multiple constructed buildings) you add a number of failures to a Tracking attempt against you equal to your Rogue level if you are alone or 1/2 your level rounded up if you are with other people.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Archery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Archery&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; 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;
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&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;
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&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;
&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;
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&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;
&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;
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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, when harvesting from a wild node you may re-roll one of your results (drop another plinko token/pick a different rock/shoot one more shot at the rings). You must give up the old result keep the new result.   &amp;lt;/p&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;
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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;
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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;
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&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;&lt;br /&gt;
&#039;&#039;&#039;Lock Expert:&#039;&#039;&#039; Through your constant exposure to locking mechanisms and the linear nature of those mechanisms you have become adept at picking most mundane locks. Twice per reset open any lock for which you have at least a 20% chance once modifiers are tabulated, you may choose to automatically succeed on a disable device attempt.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Main Gauche&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Main Gauche&#039;&#039;&#039;&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;
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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;
&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;
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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;
&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;
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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;
&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;
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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;
&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;
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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;
&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;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Undying Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Undying Fury&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Weapon Proficiency&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; 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;
|-&lt;br /&gt;
|Advanced Magical Training&lt;br /&gt;
|Power: Magical Training&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Strike*&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Armored to the teeth&lt;br /&gt;
|Power - &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Backlash&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Blood Oath&lt;br /&gt;
|Power - &#039;&#039;Family Weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Body Guard&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|Power - &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cast Iron&lt;br /&gt;
|Background - &#039;&#039;Nomad&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bathe in Poison&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|-&lt;br /&gt;
|Cat Like Reflexes&lt;br /&gt;
|&#039;&#039;Felis&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cataclysm&lt;br /&gt;
|Mage, Warlock&lt;br /&gt;
|-&lt;br /&gt;
|Chakra Focus&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Combat Challenge&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Combo Move&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Dedication&lt;br /&gt;
|Scholar&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity Armor*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Skin*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Dual Spirit&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting, Greater&lt;br /&gt;
|Caller, Enhanced Shifting&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Totems&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Emulation&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Kintsugi Barrier&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|-&lt;br /&gt;
|Escape Plan&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Exotic Ammo*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Feedback Loop &lt;br /&gt;
|Spell Pool 4&lt;br /&gt;
|-&lt;br /&gt;
|Focus Zen*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Full-Blooded&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|-&lt;br /&gt;
|Greater Specialization&lt;br /&gt;
|Specialization&lt;br /&gt;
|-&lt;br /&gt;
|Hardened Training &lt;br /&gt;
|Soldier Background &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Heroic Toughness* &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Holy Nova*&lt;br /&gt;
|Path of Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Hype Man&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;m on a Boat&lt;br /&gt;
|Sailor&lt;br /&gt;
|-&lt;br /&gt;
|Improved Parry&lt;br /&gt;
|Parry, KA Warfare Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|Jam Device*&lt;br /&gt;
|Power - Gnomish Talent&lt;br /&gt;
|-&lt;br /&gt;
|Linguist&lt;br /&gt;
|5 different read and write skills&lt;br /&gt;
|-&lt;br /&gt;
|Mana Tap&lt;br /&gt;
|Elemental School of Magic&lt;br /&gt;
|-&lt;br /&gt;
|Mark up&lt;br /&gt;
|Merchant rank 10&lt;br /&gt;
|-&lt;br /&gt;
|Master Merchant&lt;br /&gt;
|Merchant Background&lt;br /&gt;
|-&lt;br /&gt;
|Master of Creation&lt;br /&gt;
|Create [[Wondrous Item]], KA Magic Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Creation&lt;br /&gt;
|Artisan&lt;br /&gt;
|-&lt;br /&gt;
|Momentum&lt;br /&gt;
|Warrior&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Embrace &lt;br /&gt;
|Caller&lt;br /&gt;
|-&lt;br /&gt;
|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;
&#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;
&#039;&#039;&#039;Bathe in Poison:&#039;&#039;&#039; Prerequisite: &#039;&#039;Rogue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backlash&#039;&#039;&#039; 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;
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&#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;
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&#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;
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&#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;
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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;
&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>Tjhodges</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=1823</id>
		<title>Guardian</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=1823"/>
		<updated>2024-08-28T15:18:14Z</updated>

		<summary type="html">&lt;p&gt;Tjhodges: Removed Exhausting Strike verbiage from Entangling Strike description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Guardian&#039;&#039;&#039; ==&lt;br /&gt;
Guardians are the primal warriors of the natural world. They form strong bonds with the beasts of the wild and channel their prowess as a weapon. Often seen as nature’s defender due to their bond. Often their strong bond to the natural world calls them to its martial champion, though this is not always carried out with good action. Just as a hurricane gives little care for what it will destroy in its wake, a guardian can channel the skills into acts of destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Guardians can wear up to Medium Armor at character creation and tend to wear armors that are made from natural materials like leather and bone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Guardians are skilled with the following weapons: Short Weapon, Medium Weapon, Great Weapon, Spear, and Thrown. Additionally, they gain the &#039;&#039;Florentine Power&#039;&#039; free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heart of the Wild&#039;&#039;:&#039;&#039;&#039; While wielding either Two Weapons or a Great Weapon they can use their &#039;&#039;Defensive Special Attack&#039;&#039; skills as &#039;&#039;Passive&#039;&#039; skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Adaptive:&#039;&#039;&#039;&#039;&#039; While they do not weave the magic’s of nature the character can train themselves to understand its denizens. This skill allows the character to speak with natural animals, though it must be done in simple short statements and questions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Primal Fury:&#039;&#039;&#039;&#039;&#039; This skill allows the character to unleash the power of the primal world they protect granting them heightened combat prowess for a short time. When active, the character gains the following temporary benefits: +10 &#039;&#039;Body Points&#039;&#039;, +2&#039;&#039;Permanent Weapon Damage&#039;&#039;, &#039;&#039;Immunity&#039;&#039; to &#039;&#039;Charm, Shun, Sleep,&#039;&#039; and &#039;&#039;Terror&#039;&#039;. This skill lasts for 5 minutes or one Encounter. This skill can be used as a defense against &#039;&#039;Berserk&#039;&#039;, and will negate the attack and active this skill. This skill can be used once each reset at 1st level and once again for each 8 character levels, (IE. 1st, 8th, 16th, and so on.) &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Guardian: Basic Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Technique&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Deflect&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Focus +1&#039;&#039;&lt;br /&gt;
|Move Silent&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Focus +2&#039;&#039;&lt;br /&gt;
|Shatter Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Exhaustion Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +2&#039;&#039;&lt;br /&gt;
|Parry&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +6&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +4&#039;&#039;&lt;br /&gt;
|Roll&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hide&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Entangling Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (17-32)&lt;br /&gt;
|2 per&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Riposte&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (33-36)&lt;br /&gt;
|3 per&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Ambush&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grasping Earth&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Telltale Signs&lt;br /&gt;
|3&lt;br /&gt;
|Tracking 1&lt;br /&gt;
|Conceal&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|Dodge&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Guardian: Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Totem&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|Earthen Totem&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aquatic Totem&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|Fire Totem&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nature’s Ire&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|Cyclone&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guardian Skills ==&lt;br /&gt;
&#039;&#039;&#039;Ambush -&#039;&#039;&#039;  With this skill the character unleashes a powerful blow that will knock out most opponents. When used, the player must call “Ambush&amp;quot;. This skill can be used from the front; however, if used from behind the target the call is “Ambush Surprise” making the attack very difficult to avoid. This skill can only be delivered with a melee boffer attack. A target that is affected by this attack is unconscious for 10 minutes. This attack is metabolic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conceal:&#039;&#039;&#039; A character using this skill instantly becomes &#039;&#039;Hidden&#039;&#039;, 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;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the &#039;&#039;Massive&#039;&#039; carrier. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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;
&lt;br /&gt;
&#039;&#039;&#039;Energy -&#039;&#039;&#039; Used as the energy source to fuel techniques&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entangle Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Entangle Strike” and landing a legal weapon blow; this is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss. [Exhaustion is as per the standard effects list]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasping Earth:&#039;&#039;&#039; This skill allows the character to call upon the forces of nature to aid them in combat. When used, the player announces, “All enemies in the sound of my voice Difficult Terrain”.&lt;br /&gt;
&lt;br /&gt;
[[Effects#Hide|&#039;&#039;&#039;Hide&#039;&#039;&#039;]] &#039;&#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;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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 &#039;&#039;Hide&#039;&#039; and remain &#039;&#039;Hidden. Second&#039;&#039;, the character can make one attack from &#039;&#039;Hide&#039;&#039;, adding the “&#039;&#039;Surprise&#039;&#039;” Modifier and remain H&#039;&#039;idden&#039;&#039;. This skill is considered &#039;&#039;Passive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision -&#039;&#039;&#039;This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 3 times your verbal when behind your opponents will be &amp;quot;Eight Normal&amp;quot; unless you also purchased focus which would add it&#039;s amount to attacks from all sides.  Precision 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riposte -&#039;&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Champion’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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll&#039;&#039;&#039; - his 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: renders useless one weapon, small-sized shield, or other object which is no larger than a Small Shield, giving it the &#039;&#039;Broken&#039;&#039; status. If used against a suit of armor, it will breach the armor, reducing it to 0.  To use this skill, the player must declare aloud “Shatter &amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer 100 points of critical damage. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telltale Signs -&#039;&#039;&#039; A guardian is adept in the wilds of any plane. When not in a city, they automatically add 2 successes to any tracking attempt made.&lt;br /&gt;
&lt;br /&gt;
== Guardian Advanced Skills ==&lt;br /&gt;
&#039;&#039;&#039;Aerial Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aerial creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
* An auto success to any movement based physical challenge&lt;br /&gt;
* Character gains 3 uses, hit or miss, of “Natural Venom Strike” with their melee weapons&lt;br /&gt;
* +2 &#039;&#039;Permanent Strength&#039;&#039; and allows the character to &#039;&#039;Break&#039;&#039; from &#039;&#039;Pin&#039;&#039; and &#039;&#039;Bind&#039;&#039;. This skill lasts for up to 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
&lt;br /&gt;
*Gains &#039;&#039;Underwater Combat&#039;&#039; and &#039;&#039;Breathe Liquid&#039;&#039; with no restriction&lt;br /&gt;
*Character gains 6 uses of the “&#039;&#039;Massive&#039;&#039;” Flavor Carrier,&lt;br /&gt;
*Character gains 10 &#039;&#039;Natural Armor&#039;&#039; that stack above class maximum&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthen Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an earthen creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time: &lt;br /&gt;
&lt;br /&gt;
*During a hold the player can move up to 20 steps&lt;br /&gt;
*Character gains 3 uses of “&#039;&#039;Binding Strike-Slay&#039;&#039;” (6 Count) with their melee weapons&lt;br /&gt;
* 5 &#039;&#039;Permanent Body Points&#039;&#039; and &#039;&#039;Endure&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of a fire creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:  &lt;br /&gt;
&lt;br /&gt;
*Immunity to &#039;&#039;Blind&#039;&#039; and can attack &#039;&#039;Hidden&#039;&#039; and &#039;&#039;Concealed&#039;&#039; targets&lt;br /&gt;
*Character gains 3 uses of &amp;quot;Elemental 30 Fire&amp;quot; delivered via packet attack&lt;br /&gt;
*Character gains one use of &amp;quot;Natural Cure Metabolic&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Cyclone -&#039;&#039;&#039; This skill allows the character to wrap their body in fierce winds that shield him from certain attacks. When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;s Ire -&#039;&#039;&#039; This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&lt;br /&gt;
&lt;br /&gt;
== Guardian Powers ==&lt;br /&gt;
&#039;&#039;&#039;Call of the Wild:&#039;&#039;&#039; This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endless Fury:&#039;&#039;&#039; This power allows the character to activate their &#039;&#039;Primal Fury&#039;&#039; Class Feature 2 additional times each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fearless Fury:&#039;&#039;&#039; This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mighty Fury:&#039;&#039;&#039; This power increases the potency of the characters &#039;&#039;Primal Fury&#039;&#039; power. While active they additionally gain 4 Blade Effects that are +5 &#039;&#039;Temporary Damage&#039;&#039; and &#039;&#039;Critical&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undying Fury:&#039;&#039;&#039; This power allows the character to push past the confines of their normal limits. When an attack would normally render the character &#039;&#039;Unconscious&#039;&#039; they can &#039;&#039;Resist&#039;&#039; that attack. This can be used once during each use of &#039;&#039;Primal Fury.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrath of Nature:&#039;&#039;&#039; This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 &#039;&#039;Permanent Strength&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Dual Spirit:&#039;&#039;&#039; 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;
&#039;&#039;&#039;Enhanced Totems -&#039;&#039;&#039; Your totems gain the following effect options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Totem:&#039;&#039;&#039; You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aquatic Totem:&#039;&#039;&#039; You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter (this effect cannot be shared via Call of the Wild)&lt;br /&gt;
* &#039;&#039;&#039;Earthen Totem:&#039;&#039;&#039; +10 Body and Recovery 5&lt;br /&gt;
* &#039;&#039;&#039;Fire Totem:&#039;&#039;&#039; 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. (this effect cannot be shared via Call of the Wild)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyld Heart:&#039;&#039;&#039; 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;/div&gt;</summary>
		<author><name>Tjhodges</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=1565</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=1565"/>
		<updated>2024-07-13T04:55:43Z</updated>

		<summary type="html">&lt;p&gt;Tjhodges: Changed Agiility to Agility in table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rogues are a diverse bunch.  Some are slippery cat burglars, some are experts in poison manufacture and delivery, some are muggers with just enough smarts to attack from behind.  More than any other class, Rogue provides a great deal of room for a great many concepts.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor:&#039;&#039;&#039;&#039;&#039;  Rogues are trained in light armor use and tend to find heavier armor interferes with their stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&#039;&#039;  Rogues are skilled in short and medium melee weapons.  They are also allowed short bows and thrown weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Poison Use&#039;&#039;:&#039;&#039;&#039;  This skill allows the character to apply Blade Poisons, without need of the Chemistry skill, to a weapon so that they can be used later. Normally up to 1 Blade Poison can be stored on Short Weapons/Thrown/Ammo, 2 on Medium/Long Weapons. Rogues can stack 1 additional Blade Poison on their weapons. In the case of Vorpal the weapon gains the effect of the Blade Poison for all attacks leading up to a successfully landed attack; for all other Blade Poisons it is consumed on the next swing hit or miss. This skill takes a 10 counted action to safely apply each poison to the weapon. If placed on Ranged weapons the effect is only good for a single attack hit or miss.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Catlike Grace&#039;&#039;:&#039;&#039;&#039;  Grace and finesse are a way of life and as such ample training has paid off. The character can perform movement and dexterity related Feats of Strength/physical challenges as though they had an additional +2 Base Strength&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Dual Wield&#039;&#039;:&#039;&#039;&#039;  Rogues can use a short or medium weapon in each hand, without special training or skill point cost.&lt;br /&gt;
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== &#039;&#039;&#039;Rogue Skills&#039;&#039;&#039; ==&lt;br /&gt;
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!Prerequisite Skills&lt;br /&gt;
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== Rogue Skills ==&lt;br /&gt;
&#039;&#039;&#039;Agility:&#039;&#039;&#039; This skill becomes active by announcing “Agility!” Once activated, it lasts for 5 minutes or 1 Encounter, whichever is longer. While this skill is in use, the character will take &#039;&#039;Reduced: Half Damage&#039;&#039;, rounded up, from all numerical damaging effects, such as weapon damage. This ability does not reduce effects, such as &#039;&#039;Nausea&#039;&#039; or &#039;&#039;Sleep&#039;&#039;, or any other effect that does not deal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambush:&#039;&#039;&#039; With this skill the character unleashes a powerful blow that will knock out most opponents. When used, the player must call “Ambush&amp;quot;. This skill can be used from the front; however, if used from behind the target the call is “Ambush Surprise” making the attack very difficult to avoid. This skill can only be delivered with a melee boffer attack. A target that is affected by this attack is unconscious for 10 minutes. &amp;lt;u&amp;gt;This attack is metabolic.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assassinate:&#039;&#039;&#039; This skill allows the character to deal a very damaging weapon strike to a target from behind. When used successfully the target will suffer 100 points of &#039;&#039;Critical&#039;&#039; damage. &amp;lt;u&amp;gt;The verbal for this skill is &amp;quot;Slay Strike&amp;quot;.&amp;lt;/u&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Avoid Trap:&#039;&#039;&#039; This skill allows the character to react to traps as they go off and get out of the way just in time. When this skill is used, the effect of a trap, or AOE attack that would have affected the character is negated and they move to the edge of the area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade Shower&#039;&#039;&#039;: This skill allows the character to damage all enemies near-by with a quick flash of knives. To use this skill the character announces their normal &#039;&#039;Backstab&#039;&#039; damage and adds the &#039;&#039;Body Burst&#039;&#039; verbal call. Example: “10 Normal Body Burst”, this attack will hit all enemies in melee range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blind&#039;&#039;&#039;: This skill causes the affected target to be unable to use any skills, fight, or use &#039;&#039;Active Abilities&#039;&#039; for 10 seconds and 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. &#039;&#039;Blind&#039;&#039; can only be used against targets within melee weapon range and the call for it is “&amp;lt;Target&amp;gt; Voice Poison Blind”.&lt;br /&gt;
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&#039;&#039;&#039;Cheap&#039;&#039;&#039; &#039;&#039;&#039;Shot&#039;&#039;&#039;: 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 &#039;&#039;Negates&#039;&#039; 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 &#039;&#039;Cheap Shot&#039;&#039; skill, this includes the opponent.&lt;br /&gt;
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&#039;&#039;&#039;Conceal&#039;&#039;&#039;: A character using this skill instantly becomes &#039;&#039;Hidden&#039;&#039;, 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;
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&#039;&#039;&#039;Crippling Attack:&#039;&#039;&#039; This ability allows the character to deliver a blow to a target that has almost instant and lasting effects. 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.&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 &#039;&#039;Contested Roll&#039;&#039;, must be role-played, 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 &#039;&#039;Contested Roll&#039;&#039;, and the player has the option to still make the &#039;&#039;Contested Roll&#039;&#039; 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 &#039;&#039;Contested Rolls&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Disguise&#039;&#039;&#039;: This skill allows the character to hide who they truly are. The character can give a false answer to &amp;quot;&#039;&#039;What do I see&#039;&#039;&amp;quot;, changing their race or other minor features such as glowing hands; or for the same cost they can leave false information for &#039;&#039;Tracking&#039;&#039;. 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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&#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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&#039;&#039;&#039;Envenom&#039;&#039;&#039;: This skill allows the character to maximize the effect of their poisoned weapons. 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 total; however they all expire at the end of the Encounter. This skill does not stack with itself.&lt;br /&gt;
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&#039;&#039;&#039;Escape&#039;&#039;&#039;: This special defense allows the character to escape from all forms of movement impairing and &#039;&#039;Binding&#039;&#039; effects currently affecting them, instantly ending their duration, though it does not work on &#039;&#039;Contain&#039;&#039; effects or &#039;&#039;Petrify.&#039;&#039; 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.&lt;br /&gt;
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&#039;&#039;&#039;Feint&#039;&#039;&#039;: This skill allows the character to add the &#039;&#039;Body&#039;&#039; Modifier to their next 2 melee weapon attacks, hit or miss.&lt;br /&gt;
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&#039;&#039;&#039;Garrote&#039;&#039;&#039;: This skill allows the character to greatly hinder their foe. The call for this skill is “Silence Strike”, which will cause the target to be affected by &#039;&#039;Silence&#039;&#039;. If used immediately after leaving Hide, the character may add the Surprise Flavor Carrier to the attack, making the call “Silence Strike Surprise”. This attack can only be used with a melee weapon and is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hide&#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;Mob Scene&#039;&#039;&#039;: This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Flavor Carrier &amp;quot;&#039;&#039;Critical&amp;quot;&#039;&#039; to their next single attack.&lt;br /&gt;
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&#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 &#039;&#039;Hide&#039;&#039; and remain &#039;&#039;Hidden. Second&#039;&#039;, the character can make one attack from &#039;&#039;Hide&#039;&#039;, adding the “&#039;&#039;Surprise&#039;&#039;” Modifier and remain H&#039;&#039;idden&#039;&#039;. This skill is considered &#039;&#039;Passive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision:&#039;&#039;&#039; This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 6 times your verbal when behind your opponents will be &amp;quot;Fourteen Normal&amp;quot;. Precision 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.&lt;br /&gt;
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&#039;&#039;&#039;Quickness:&#039;&#039;&#039; This skill allows the character to reduce a counted action by a degree of time. This cannot be stacked with itself for multiple reductions. This skill is considered a &#039;&#039;Passive Temporary Reduction.&#039;&#039;&lt;br /&gt;
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* Over 60 seconds is reduced by 50%,&lt;br /&gt;
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* 60 count becomes a 30 count,&lt;br /&gt;
* 30 count becomes a 3 count,&lt;br /&gt;
* 3 count becomes a 1 count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap:&#039;&#039;&#039; This skill allows the character to incapacitate a target for a brief time. &#039;&#039;Sap&#039;&#039; can only be used from &#039;&#039;Hide&#039;&#039; or &#039;&#039;Conceal&#039;&#039; and causes the target to become unaware of their surroundings until the status is broken or 5 minutes passes. This status will break if the target is subjected to any offensive interaction, including damage, spells, or being physically restrained; however, they can be searched slowly with a 30counted action, or carried away at a slow walk. If the character is in &#039;&#039;Hide&#039;&#039; when they use this skill, they can move up to 10 steps from their starting point, to within arm’s reach of the target, calling &amp;quot;Sap Surprise” to deliver the attack. This attack will not remove them from &#039;&#039;Hide&#039;&#039;, unless this skill fails or they choose to remove themselves. A character can only have 1 target &#039;&#039;Sapped&#039;&#039; at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shroud of Night:&#039;&#039;&#039; This skill allows the character to conceal their party and move a short distance without being noticed. This allows your party of up to 10 people to move past an encounter without engaging. This skill requires some amount of cover, shadows, or darkness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak Attack:&#039;&#039;&#039; This skill allows the user to deliver a vicious attack that is difficult to avoid. When used, the character adds the “Surprise” Modifier to their weapon call. In addition to the &#039;&#039;Surprise&#039;&#039; carrier, if used while attacking a target from the front, the character can add all of their &#039;&#039;Precision&#039;&#039; bonus damage to the attack; and if used to attack a target on the back, their normal damage call is doubled. Example: A character that normally swings “3 Normal” from the front and “7 Normal” from behind would have their calls be “7 Normal Surprise” from the front and “14 Normal Surprise” from the back. When activated the characters next 2 weapons swings will be affected, though they are both a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stash&#039;&#039;&#039;: This skill allows the character to hide an object, which may contain other items, for up to 3 hours. The object to be hidden can be no larger than 1 cu.ft. in total area. When this skill is used the character must place a “Stash” tag on the item and write the time the skill was used on the back of the tag. While similar to &#039;&#039;Secret Box&#039;&#039; this item can be found though not easily. To notice that there is a stash a character must have at least rank 10 in the &#039;&#039;Track&#039;&#039; skill, and even then, must make a &#039;&#039;Contested Roll&#039;&#039; that is considered to have 10 levels of counter tracking.&lt;br /&gt;
&lt;br /&gt;
== Rogue Powers ==&lt;br /&gt;
&#039;&#039;&#039;Subtlety:&#039;&#039;&#039; This power gives the character +2 additional &#039;&#039;Precision&#039;&#039; damage. This functions just as the &#039;&#039;Precision&#039;&#039; skill, but hand does not need matter.&lt;br /&gt;
&lt;br /&gt;
=== Heroic Rogue Powers ===&lt;br /&gt;
&#039;&#039;&#039;Combo Move:&#039;&#039;&#039; 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;
&#039;&#039;&#039;Escape Plan:&#039;&#039;&#039; 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;.&lt;/div&gt;</summary>
		<author><name>Tjhodges</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Skills&amp;diff=1014</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Skills&amp;diff=1014"/>
		<updated>2024-06-10T19:44:53Z</updated>

		<summary type="html">&lt;p&gt;Tjhodges: Looks like that text was just copy/pasted from the edit page&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 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;
|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 Rune 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 1-20&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;
|&lt;br /&gt;
|&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;
|&lt;br /&gt;
|&lt;br /&gt;
|&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;
|5&lt;br /&gt;
|&#039;&#039;Cook, Standard&#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 10&#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 Rune Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Scribe Rune 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;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Racial 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 Enchantment&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&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;
|Desert Elf/Forest Elf&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 Sleep&lt;br /&gt;
|2&lt;br /&gt;
|High Elf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&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>Tjhodges</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Getting_Started&amp;diff=901</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Getting_Started&amp;diff=901"/>
		<updated>2024-06-02T21:28:41Z</updated>

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