Powers: Difference between revisions

From TFE
Jump to navigation Jump to search
No edit summary
(changed Medic Background to Healer Background)
 
(27 intermediate revisions by 4 users not shown)
Line 104: Line 104:
|Conduit*
|Conduit*
|[[Spellblade]]
|[[Spellblade]]
|
|-
|Corner of your Eye
|Pixie
|
|
|-
|-
Line 112: Line 116:
|Critical Strike
|Critical Strike
|''Blitz or Overpower''
|''Blitz or Overpower''
|
|-
|Decompose
|[[Myconid]]
|
|
|-
|-
Line 119: Line 127:
|-
|-
|Defense is Good Offense
|Defense is Good Offense
|[[[Champion]]]
|[[Champion]]
|
|
|-
|-
|Deep Pockets
|Deep Pockets
|[[Craftsman]] [[Backgrounds|Background]]
|
|
|
|-
|-
Line 135: Line 143:
|Element Exclusion
|Element Exclusion
|''[[Mage]]'', ''[[Spellblade]]''
|''[[Mage]]'', ''[[Spellblade]]''
|
|-
|Elemental Modality
|Elemental Duplication, Mage
|
|
|-
|-
Line 190: Line 202:
|-
|-
|Favored Enemy
|Favored Enemy
|[[Knowledge Skills|Knowledge]]  ''Area'' Rank 3
|[[Knowledge Skills|Knowledge]]  ''Area'' Rank 3  
|
|
|-
|-
Line 207: Line 219:
|Fight to the Death
|Fight to the Death
|Adrenaline Rush  ''x 2''
|Adrenaline Rush  ''x 2''
|
|-
|Flap Your Wings
|Pixie
|
|-
|Flit and Flutter
|Pixie
|
|
|-
|-
Line 342: Line 362:
|
|
|-
|-
|Next Best Thing
|Noxious Spores
| [[Knowledge Skills|Knowledge]] ''(Warfare)Rank 5''
|[[Myconid]]
|
|
|-
|-
Line 389: Line 409:
|
|
|-
|-
|Princess Candidate
|Rapid Fire
|[[Deep Elf]], Female, 10th Character Level
|Gunslinger
|
|-
|Royal Candidate
|[[Deep Elf]], 10th Character Level
|
|-
|Recover
|10th Character Level
|
|-
|Refracted Light
|Shared Light, Mage
|
|
|-
|-
Line 455: Line 487:
|Single Shot
|Single Shot
|
|
|
|-
|Sir Sneaks-a-lot
|Sneaky Sneaky, Rogue
|
|
|-
|-
Line 475: Line 511:
|Spell Focus II
|Spell Focus II
|''Spell Pool 3 and Spell Focus I''
|''Spell Pool 3 and Spell Focus I''
|
|-
|Sprouts
|[[Myconid]]
|
|
|-
|-
Line 486: Line 526:
|-
|-
|Subtlety
|Subtlety
|[[Rogue]]<nowiki/>r or [[Ranger]], 4<sup>th</sup>Character Level
|[[Rogue]]<nowiki/> or [[Ranger]], 4<sup>th</sup>Character Level
|
|
|-
|-
|Swamp Thing
|Swamp Thing
|[[Half-Troll]]
|[[Half-Troll]]
|
|-
|Take it like a Champ
|Survival x2, Champion
|
|
|-
|-
Line 565: Line 609:
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.   
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.   


<br><p><span id="Acrobatics"><b>'''Acrobatics'''</b></span> 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.</p>  
<br><p><span id="Acrobatics"><b>'''Acrobatics:'''</b></span> ''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.</p>  
 
<br><p><span id="Ambidexterity"><b>'''Ambidexterity:'''</b></span> ''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.</p> 


<br><p><span id="Ambidexterity"><b>'''Ambidexterity'''</b></span> 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.</p>
<br><p><span id="Amp"><b>'''Amp:'''</b></span> ''Prerequisite: Bard.'' When wielding an instrument weapon, the Base Weapon Damage is increased by 1 point. </p>


<br><p><span id="Amp"><b>'''Amp'''</b></span> Prerequisite: Bard When wielding an instrument weapon, the Base Weapon Damage is increased by 1 point.  </p>
<br><p><span id="Amplify Barrier"><b>'''Amplify Barrier:'''</b></span> ''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.  </p>


<br><p><span id="Amplify Barrier"><b>'''Amplify Barrier'''</b></span> 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.  </p>
<br><p><span id="Animal Speech"><b>'''Animal Speech:'''</b></span> ''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.  </p>


<br><p><span id="Animal Speech"><b>'''Animal Speech'''</b></span> 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. </p>
<br><p><span id="Arcane Study"><b>'''Arcane Study:'''</b></span> ''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. </p>


<br><p><span id="Arcane Study"><b>'''Arcane Study'''</b></span> 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. </p>
<br><p><span id="Armor Efficiency"><b>'''Armor Efficiency:'''</b></span> ''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. </p>


<br><p><span id="Armor Efficiency"><b>'''Armor Efficiency'''</b></span> 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. </p>
<br><p><span id="Armor Proficiency"><b>'''Armor Proficiency:'''</b></span> ''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. </p>


<br><p><span id="Armor Proficiency"><b>'''Armor Proficiency'''</b></span> 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.  </p>
<br><p><span id="Aspect Mastery"><b>'''Aspect Mastery:'''</b></span> ''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.  </p>


<br><p><span id="Aspect Mastery"><b>'''Aspect Mastery'''</b></span> 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.  </p>
<br><p><span id="Athletics"><b>'''Athletics*:'''</b></span> ''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.  </p>


<br><p><span id="Athletics"><b>'''Athletics*'''</b></span> 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.  </p>
<br><p>  </p><p><span id="Blindsense"><b>'''Blindsense:'''</b></span> ''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.  </p>


<br><p>  </p><p><span id="Blindsense"><b>'''Blindsense'''</b></span> 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. </p>
<br><p><span id="Born Grappler"><b>'''Born Grappler*:'''</b></span> ''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.</p>  


<br><p><span id="Born Grappler"><b>'''Born Grappler*'''</b></span> 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.</p>  
<br><p><span id="Born Marksman"><b>'''Born Marksman*:'''</b></span> ''Prerequisite: Ranger.'' This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter's Mark skill. </p>


<br><p><span id="Born Marksman"><b>'''Born Marksman*'''</b></span> Prerequisite: Ranger This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter's Mark skill.  </p>
<br><p><span id="Born To Serve"><b>'''Born To Serve*:'''</b></span> ''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.  </p>


<br><p><span id="Born To Serve"><b>'''Born To Serve*'''</b></span> 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.  </p>
<br>


<br><p><span id="Born Trader"><b>'''Born Trader'''</b></span> 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 "Purchase" Trade action. </p>
<span id="Born Trader"><b>'''Born Trader:'''</b></span> ''Prerequisite: Felis.'' Born into a family of traders, the art was pushed upon you from an early age. This power means the Felis is counted as having one level higher Rank of Merchant than purchased, max


<br><p><span id="Broaden Specialization"><b>'''Broaden Specialization'''</b></span> Prerequisite: Specialization This power allows the character to apply their Specialization bonus to all weapons they are proficient with.  </p>
<br><p><span id="Broaden Specialization"><b>'''Broaden Specialization:'''</b></span> ''Prerequisite: Specialization.'' This power allows the character to apply their Specialization bonus to all weapons they are proficient with.  </p>


<br>
<br>


<span id="Bulwark"><b>'''Bulwark'''</b></span> 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.   
<span id="Bulwark"><b>'''Bulwark:'''</b></span> ''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.   


<br><p><span id="Called Shot"><b>'''Called Shot'''</b></span> 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.  </p>
<br><p><span id="Called Shot"><b>'''Called Shot:'''</b></span> ''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.  </p>


<br><p><span id="Call the Beast"><b>'''Call the Beast*'''</b></span> 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.  </p>
<br><p><span id="Call the Beast"><b>'''Call the Beast*:'''</b></span> ''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.  </p>


<br><p><span id="Call the Wild"><b>'''Call the Wild*'''</b></span> 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.  </p>
<br><p><span id="Call the Wild"><b>'''Call the Wild*:'''</b></span> ''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.  </p>


<br>
<br>
'''Clean Getaway:''' You'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.<br><p><span id="Combat Archery"><b>'''Combat Archery'''</b></span> 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. </p>  
'''Clean Getaway:''' ''Prerequisite: Rogue.'' You'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.<br><p><span id="Combat Archery"><b>'''Combat Archery:'''</b></span> ''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. </p>
 
<br><p><span id="Combat Medic"><b>'''Combat Medic:'''</b></span> ''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.  </p>


<br><p><span id="Combat Medic"><b>'''Combat Medic'''</b></span> 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.  </p>
<br><p><span id="Companion*"><b>'''Companion:'''</b></span> ''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]].  </p>


<br><p><span id="Companion*"><b>'''Companion'''</b></span> 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]].  </p>
<br><p><span id="Conduit"><b>'''Conduit*:'''</b></span> ''Prerequisite: Spellblade.'' This power allows the character to use the Channel Class Feature two additional times each reset.  </p>


<br><p><span id="Conduit"><b>'''Conduit*'''</b></span> Prerequisite: Spellblade This power allows the character to use the Channel Class Feature two additional times each reset.  </p>


<br><p><span id="Create Wondrous Item"><b>'''Create [[Wondrous Item]]'''</b></span> Prerequisite: Character level 8 This power allows the character to use a ''Create Wondrous Item'' 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.  </p>
'''Corner of your Eye:''' ''Prerequisite: Pixie.'' This Power allows a Pixie to buy the Hide Skill for 6 SP and allows them to use Conceal once a day (at no energy cost but is only useable on Essence or a Prime plane). For further explanation of these skills, see the [[Rogue]] page.<br><p><span id="Create Wondrous Item"><b>'''Create [[Wondrous Item]]:'''</b></span> ''Prerequisite: Character level 4.'' This power allows the character to use a ''Create Wondrous Item'' 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.  </p>


<br>
<br>


<span id="Critical Strike"><b>'''Critical Strike'''</b></span> Prerequisite: Blitz or Overpower When the character uses the Blitz or Overpower special attacks, they may add the Critical Modifier to the damage call.   
<span id="Critical Strike"><b>'''Critical Strike:'''</b></span> ''Prerequisite: Blitz or Overpower.'' When the character uses the Blitz, Slay Strike or Overpower special attacks, they may add the Critical Modifier to the damage call.   


<br><p><span id="Deep Pockets"><b>'''Deep Pockets'''</b></span> 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. </p>   
<br>
'''Decompose:''' ''Prerequisite: Myconid.''  As fungus is usually formed through a form of decomposition Myconids have similar abilities. This allows them to quickly decompose a body to heal themselves. This requires you to be in contact with a corpse that can naturally decay. If you remain in contact with the body for a minute you regain up to 4 body points, up to their Maximum, though in some cases larger creatures may temporarily increase the Max body for 1 hour. (this is up to plot discretion) or regenerate one body part. this process completely destroys the body.<br><p><span id="Deep Pockets"><b>'''Deep Pockets:'''</b></span> ''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. </p>   


<br><p><span id="Defender"><b>'''Defender'''</b></span> 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. </p>
<br><p><span id="Defender"><b>'''Defender:'''</b></span> ''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. </p>




'''Defense is Good Offense''' 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 '''Blitz''' + '''Critical Strike''' skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)
'''Defense is Good Offense:''' ''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 '''Blitz''' + '''Critical Strike''' skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)






'''Desperate Rush''' Prerequisite: Paladin This power removes the sixty-second cast time from a Paladin's Life spell, twice per reset. This can be learned multiple times, handy for slow learners and the defensively challenged.
'''Desperate Rush:''' ''Prerequisite: Paladin.'' This power removes the sixty-second cast time from a Paladin's Life spell, twice per reset. This can be learned multiple times, handy for slow learners and the defensively challenged.


<br><p><span id="Devotion"><b>'''Devotion'''</b></span> 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. </p>
<br><p><span id="Devotion"><b>'''Devotion:'''</b></span> ''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. </p>


<br><p><span id="Element Exclusion"><b>'''Element Exclusion'''</b></span> 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. </p>
<br><p><span id="Element Exclusion"><b>'''Element Exclusion:'''</b></span> ''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. </p>


<br><p><span id="Elven Accuracy"><b>'''Elven Accuracy*'''</b></span> 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. </p>  
<br>
'''Elemental Modality:''' ''Prerequisite: Elemental Duplication, Mage.'' once per encounter you can throw a spell or a spell pool attack with the Elemental vector.<br><p><span id="Elven Accuracy"><b>'''Elven Accuracy*:'''</b></span> ''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. </p>  


<br><p><span id="Elven Martial Training"><b>'''Elven Martial Training'''</b></span> Prerequisite: High-Elf This power gives the character Weapon Proficiency: Long Bow& Long Sword.  </p><p>  </p>
<br><p><span id="Elven Martial Training"><b>'''Elven Martial Training:'''</b></span> ''Prerequisite: High-Elf.'' This power gives the character Weapon Proficiency: Long Bow& Long Sword.  </p><p>  </p>


<br>'''Enhanced Shifting''' - 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.<p></p><p></p>
<br>'''Enhanced Shifting:''' ''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.<p></p>'''Enhanced Reclamation*:''' ''Prerequisite: Mage.'' This power allows a mage to use their Reclamation ability two more times per reset.<p></p><p></p><p><span id="Enchant Element"><b>'''Enchant Element:'''</b></span> ''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.</p><br><p><span id="Enchant Spirit"><b>'''Enchant Spirit:'''</b></span> ''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. </p>


<br><p><span id="Endless Fury"><b>'''Endless Fury*:'''</b></span> ''Prerequisite: Guardian.'' This power allows the character to activate their Primal Fury Class Feature 2 additional times each reset. </p> 


<br><p><span id="Energy Resistance"><b>'''Energy Resistance*:'''</b></span> ''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  </p>


'''Enhanced Reclamation*''': This power allows a mage to use their Reclamation ability two more times per reset.<p></p><p></p><p><span id="Enchant Element"><b>'''Enchant Element'''</b></span> 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.</p><br><p><span id="Enchant Spirit"><b>'''Enchant Spirit'''</b></span> 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. </p>
<br><p><span id="Entmoot"><b>'''Entmoot'':'''''</b></span> ''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. </p>


<br><p><span id="Endless Fury"><b>'''Endless Fury*'''</b></span> Prerequisite: Guardian This power allows the character to activate their Primal Fury Class Feature 2 additional times each reset. </p>
<br><p><span id="Extended Martial Training"><b>'''Extended Martial Training:'''</b></span> ''Prerequisite: Monk.'' This power allows the character to treat all of their Class Weapon Proficiencies as Brawl weapons. </p>


<br><p><span id="Energy Resistance"><b>'''Energy Resistance*'''</b></span> 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  </p>
<br><p><span id="Eye for Quality"><b>'''Eye for Quality:'''</b></span> ''Prerequisite: None.'' This power reflects the characters’ experience in the world and ability to notice even the most useful of scrap. When harvesting Owned Nodes, the character receives 20% more harvesting points. Additionally, when harvesting from a wild node you may re-roll one of the sticks you pull from the bag (set the stick you pulled aside, pull a new one then put the original stick back in the bag). You must give up the old result keep the new result.  </p>


<br><p><span id="Entmoot"><b>'''Entmoot'''</b></span> 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.  </p>
<br><p><span id="Family Weapon"><b>'''Family Weapon:'''</b></span> ''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.  </p>


<br><p><span id="Extended Martial Training"><b>'''Extended Martial Training'''</b></span> Prerequisite: Monk This power allows the character to treat all of their Class Weapon Proficiencies as Brawl weapons.  </p>
<br><p><span id="Fast Learner"><b>'''Fast Learner:'''</b></span> ''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.  </p>


<br><p><span id="Eye for Quality"><b>'''Eye for Quality'''</b></span> 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.  </p>
<br>


<br><p><span id="Family Weapon"><b>'''Family Weapon'''</b></span> 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. </p>
<span id="Favored Enemy"><b>'''Favored Enemy*:'''</b></span> ''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 track of which creatures they get the added damage on. This can be purchased multiple times for different categories each time. When this power is purchased one of the following types is chosen:   


<br><p><span id="Fast Learner"><b>'''Fast Learner'''</b></span> 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. </p>
Nature: Animal or Plants  


<br><p><span id="Favored Enemy"><b>'''Favored Enemy'''</b></span> 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: 
Cycle: Undead or Abominations   


Nature: Animal or Shapechanger
Magic: Shapechangers, Dragons, or Golems   


Cycle: Undead or Abominations  
Planes: Outsiders or Elementals  


Magic: Draken or Golem  
Species: Must have Rank 3 Knowledge of the Species targeted.  


Planes: Outsiders or Elementals  
Paladin Only for purposes of defining their Bane-able foes: Type of Evil do-er: Slavers, Murderers, Wanted Criminals (The authority in question must be recognized, this is not an excuse to Bane someone because your buddy says they're Wanted for Wheezing the Juice or some other made up crime. The Authority behind declaring someone a 'Wanted Criminal' must be as least somewhat widely recognized, please remember Rule #1)  [Please keep in mind we're still working through this and it will likely continue to be tweaked]  
</p>


<br><p><span id="Fearless Fury"><b>'''Fearless Fury'''</b></span> 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.  </p>
<br><p><span id="Fearless Fury"><b>'''Fearless Fury:'''</b></span> ''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.  </p>


<br>
<br>


<span id="Fey Blooded"><b>'''Fey Blooded'''</b></span> 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.   
<span id="Fey Blooded"><b>'''Fey Blooded:'''</b></span> ''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.   


<br><p><span id="Fey Lineage"><b>'''Fey Lineage'''</b></span> 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. </p>   
<br><p><span id="Fey Lineage"><b>'''Fey Lineage:'''</b></span> ''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. </p>   


<br><p><span id="Fight to the Death"><b>'''Fight to the Death'''</b></span> 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.  </p>
<br><p><span id="Fight to the Death"><b>'''Fight to the Death:'''</b></span> ''Prerequisite: Adrenaline Rush x2.'' 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.  </p>


<br><p><span id="Florentine"><b>'''Florentine'''</b></span> 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.  </p>


<br><p><span id="Follower"><b>'''Follower'''</b></span> 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. </p> 
'''Flap your wings:''' ''Prerequisite: Pixie.'' The magic inherent into your wings may be expelled to allow you to affect a wide area with your sparkly particles. This allows the use of "Glitterdust" per the Nature spell twice per reset.




<br><p><span id="Gnomish Talent"><b>'''Gnomish Talent'''</b></span> 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. </p>  
'''Flit and Flutter:''' ''Prerequisite: Pixie.''  Being the smallest of the Fae races has allowed Pixies to have an inherent sense of self preservation. A Pixie with this power has two uses of Flee per reset. This Power may be purchased multiple times. This may not be used to flee into combat.<br><p><span id="Florentine"><b>'''Florentine:'''</b></span> ''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.   </p>


<br><p><span id="Harden Skin"><b>'''Harden Skin'''</b></span> 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. </p>  
<br><p><span id="Follower"><b>'''Follower:'''</b></span> ''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. </p>


<br><p><span id="Improved Concentration"><b>'''Improved Concentration'''</b></span> 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. This will allow a character refitting their Dexterity or Natural armor to maintain their concentration instead of being interrupted by incoming damage.  </p>


<br><p><span id="Improved Familiar"><b>'''Improved Familiar'''</b></span> 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.   
<br><p><span id="Gnomish Talent"><b>'''Gnomish Talent:'''</b></span> ''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</p>


Fire- Increases the character's Spell Pool by 5 Points.
<br><p><span id="Harden Skin"><b>'''Harden Skin:'''</b></span> ''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. </p>


Water- Increases the character’s Spell Cap by 5 points.   
<br><p><span id="Improved Concentration"><b>'''Improved Concentration:'''</b></span> ''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. This will allow a character refitting their Dexterity or Natural armor to maintain their concentration instead of being interrupted by incoming damage</p>


Wind- Grants the character the Evade skill once each reset.
<br><p><span id="Improved Familiar"><b>'''Improved Familiar:'''</b></span> ''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. Flavor must be chosen at check in and noted on Player Character card. 
</p><p>Fire- Increases the character's Spell Pool by 5 Points. 
</p><p>Water- Increases the character’s Spell Cap by 5 points. 
</p><p>Wind- Grants the character the Evade skill once each reset.  
</p><p>Stone- Increase the character base Body Points by 5.
</p>


Stone- Increase the character base Body Points by 5.
<br>
</p>


<br><p><span id="Improved Phylactery"><b>'''Improved Phylactery'''</b></span> Prerequisite: Create Phylactery This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.  
<span id="Improved Phylactery"><b>'''Improved Phylactery:'''</b></span> ''Prerequisite: Create Phylactery.'' This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed. Glyph must be chosen at check in and noted on Player Character card.   
</p><p>Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.     
<p>Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.     
</p><p>Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.     
</p><p>Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.     
</p><p>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.     
</p><p>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.     
Line 713: Line 765:
<br>
<br>


<span id="Improved Racial, Resist Magic"><b>'''Improved Species, Resist Magic'''</b></span> 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.   
<span id="Improved Racial, Resist Magic"><b>'''Improved Species, Resist Magic:'''</b></span> ''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.
 
<br><p><span id="Inner Light"><b>'''Inner Light:'''</b></span> ''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. </p>  


<br><p><span id="Inner Light"><b>'''Inner Light'''</b></span> 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. </p>
<br><p><span id="Iron Will"><b>'''Iron Will*:'''</b></span> This power allows the character to shrug off a mental attack. This can be used twice each reset. </p>


<br><p><span id="Iron Will"><b>'''Iron Will*'''</b></span> This power allows the character to shrug off a mental attack. This can be used twice each reset. </p>
<br><p><span id="Kintsugi Barrier"><b>'''Kintsugi Barrier:'''</b></span> ''Prerequisite: Spellblade.'' This power modifies the Barrier skill for a spell blade. With this power, the spell blade's armor is refit upon the use of their Barrier skill.   </p>


<br><p><span id="Kintsugi Barrier"><b>'''Kintsugi Barrier'''</b></span> Prerequisite: Spellblade This power modifies the Barrier skill for a spell blade. With this power, the spell blade's armor is refit upon the use of their Barrier skill.   </p>
<br><p><span id="Lancet"><b>'''Lancet:'''</b></span> ''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. </p>


<br><p><span id="Lancet"><b>'''Lancet'''</b></span> 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. </p> 




'''Lead Rain''' Prerequisite: Gunslinger
'''Lead Rain:''' ''Prerequisite: Gunslinger.'' 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 "Voice <target> <damage>" to "All Enemies, <damage>". Lead Rain is usable once per reset.
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 "Voice <target> <damage>" to "All Enemies, <damage>". Lead Rain is usable once per reset.


<br><p><span id="Lengthen Claws"><b>'''Lengthen Claws'''</b></span> Prerequisite: Short Claws This power causes the characters’ claws to become elongated increasing them up to Medium weapon length.</p>   
<br><p><span id="Lengthen Claws"><b>'''Lengthen Claws:'''</b></span> ''Prerequisite: Short Claws.'' This power causes the characters’ claws to become elongated increasing them up to Medium weapon length.</p>   


<br>
<br>


<span id="Lightning Reflexes"><b>'''Lightning Reflexes'''</b></span> 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.
<span id="Lightning Reflexes"><b>'''Lightning Reflexes:'''</b></span> ''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.
 




'''Limb Breaker''' - 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.


<br><p><span id="Limber Form"><b>'''Limber Form'''</b></span> 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.</p> 


<br><p><span id="Living Armor"><b>'''Living Armor'''</b></span> 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.</p> 
'''Limb Breaker:''' ''Prerequisite: Warrior.''  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.


<br><p><span id="Limber Form"><b>'''Limber Form:'''</b></span> ''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.</p> 


'''Longshot''' Prerequisite: Gunslinger
<br><p><span id="Living Armor"><b>'''Living Armor:'''</b></span> ''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. This is useable on Dexterity Armor.</p> 
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're aiming for a healer 25' away but instead hit his fighter 15' away, Longshot doesn't trigger and the shot costs full price. 20' 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'll nail this to within a couple millimeters and I'm working out the tech to make those practical modifications to Nerf rifles.)


<br>
'''Lock Expert:''' 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.<br><p><span id="Main Gauche"><b>'''Main Gauche'''</b></span>' 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.  </p>


<br><p><span id="Magic Staff"><b>'''Magic Staff'''</b></span> Prerequisite: One-Hand Block This power allows the character to use a Staff as a wand, instead of a Short Blunt. </p>


<br><p><b>Magical Training</b>  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 'schools' 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.</p> 


<br><p><span id="Master Craftsman"><b><b>Master Craftsman</b></b></span> 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.  </p>


<br><p><span id="Make It Work"><b><b>Make It Work*</b></b></span> 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't have the normal skill to do so. This includes setting traps, throwing bombs, disarming traps, and even solving physical puzzles.   </p>
'''Longshot:''' ''Prerequisite: Gunslinger.'' 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're aiming for a healer 25' away but instead hit his fighter 15' away, Longshot doesn't trigger and the shot costs full price. 20' 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'll nail this to within a couple millimeters and I'm working out the tech to make those practical modifications to Nerf rifles.)


<br><p><span id="Martial Style"><b><b>Martial Style</b></b></span> 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.    </p><p>Mantis Style- Grants 1 Additional swing to their Flurry limit.    </p><p>Crane Style- Grants 10 points of Dexterity Armor.    </p><p>Bull Style- Grants +1 Base Weapon Damage with Brawl weapons.  </p>
<br>
'''Lock Expert:''' ''Prerequisite: Rogue.'' 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.<br><p><span id="Main Gauche"><b>'''Main Gauche':'''</b></span> ''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.  </p>


<br><p><span id="Master of the Wilds"><b><b>Master of the Wilds</b></b></span> Prerequisite: Caller This power allows the character to now affect 2 additional targets when they cast Aspects. </p>
<br><p><span id="Magic Staff"><b>'''Magic Staff:'''</b></span> ''Prerequisite: One-Hand Block.'' This power allows the character to use a Staff as a wand rep, instead of a Short Blunt. So a character using this power can have his Wand tag used with a Staff physical representation (phys-rep). This power may also be used to control some powerful magical objects, dependent on the marshal on the field and subject to change. </p>


<br><p><span id="Master Smithing"><b><b>Master Smithing</b></b></span> 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). </p>
<br><p><b>Magical Training:</b> ''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 'schools' and thus cannot be chosen. Void is also not a valid choice at this time. Once a School is chosen it cannot be changed. The character can now use Scrolls from that School up to 6th level following the normal rules for using runes.</p>  


<br><p><span id="Mentor"><b><b>Mentor</b></b></span> 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. </p>
<br><p><span id="Master Craftsman"><b><b>Master Craftsman:</b></b></span> ''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. </p>


<br><p><span id="Merciful Strike"><b><b>Merciful Strike</b></b></span> Prerequisite: Brawl, Monk This power allows the character to add the “Padded” flavor to their melee weapon attacks.  </p>
<br><p><span id="Make It Work"><b><b>Make It Work*:</b></b></span> ''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't have the normal skill to do so. This includes setting traps, throwing bombs, disarming traps, and even solving physical puzzles.  </p>


<br><p><span id="Mighty Fury"><b><b>Mighty Fury</b></b></span> Prerequisite: Guardian
<br><p><span id="Martial Style"><b><b>Martial Style:</b></b></span> ''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.    </p><p>Mantis Style- Grants 1 Additional swing to their Flurry limit.    </p><p>Crane Style- Grants 10 points of Dexterity Armor.    </p><p>Bull Style- Grants +1 Base Weapon Damage with Brawl weapons.  </p>


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.  </p>
<br><p><span id="Master of the Wilds"><b><b>Master of the Wilds:</b></b></span> ''Prerequisite: Caller.'' This power allows the character to now affect 2 additional targets when they cast Aspects.  </p>


<br><p><span id="Might of the Tiger"><b><b>Might of the Tiger</b></b></span> Prerequisite:  
<br><p><span id="Master Smithing"><b><b>Master Smithing:</b></b></span> ''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. (This free temper does not add to the market standards value of the item for the purposes of selling via Merchant)  Additionally, they can melt down weapons for half the crafting components (Common and Uncommon) it takes to make the item so long as the item has at least 3 months remaining on the duration. Also some Rare components may be gained if they were used to make the item (the number is a percentage of the remaining duration).  </p>


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. </p>
<br><p><span id="Mentor"><b><b>Mentor:</b></b></span> ''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. </p>


<br><p><span id="Natural Hunter"><b><b>Natural Hunter</b></b></span> Prerequisite: Felis
<br><p><span id="Merciful Strike"><b><b>Merciful Strike:</b></b></span> ''Prerequisite: Brawl, Monk.'' This power allows the character to add the “Padded” flavor to their melee weapon attacks.  </p>


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”. </p>
<br><p><span id="Mighty Fury"><b><b>Mighty Fury:</b></b></span> ''Prerequisite: Guardian.'' 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. </p>


<br><p><span id="Oathbound"><b><b>Oathbound</b></b></span> Prerequisite: Dwarf
<br><p><span id="Might of the Tiger"><b><b>Might of the Tiger:</b></b></span> ''Prerequisite: 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.  </p>


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. </p>
<br><p><span id="Natural Hunter"><b><b>Natural Hunter:</b></b></span> ''Prerequisite: Felis.'' 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”. </p>


<br><p><span id="One with the Land"><b><b>One with the Land*</b></b></span>Prerequisite: Ent
<br>
'''Noxious Spores:''' ''Prerequisite: Myconid.'' Some Myconids have developed a better defense against those who startle them. Once per reset you may upgrade your Blinding Spores to Poison Nausea Aura.<br><p><span id="Oathbound"><b><b>Oathbound:</b></b></span> ''Prerequisite: Dwarf.'' 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. </p>


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.  </p>
<br><p><span id="One with the Land"><b><b>One with the Land*:</b></b></span> ''Prerequisite: Ent.'' 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.  </p>




'''Only when called''' Prerequisite: Paladin
This power renders a Paladin immune to the Curse of Death effect, regardless of how it's generated or applied. For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.


<br><p><span id="Overwhelming Power"><b><b>Overwhelming Power</b></b></span> 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. </p>
'''Only when called:''' ''Prerequisite: Paladin.'' This power renders a Paladin immune to the Curse of Death effect, regardless of how it's generated or applied. For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.


<br><p><span id="Pack Mentality"><b><b>Pack Mentality*</b></b></span> 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 "Natural Wolf Pack!" and follows the normal rules for the Wolf Pack spell.  </p>
<br><p><span id="Overwhelming Power"><b><b>Overwhelming Power:</b></b></span> ''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.  </p>


<br><p><span id="Photosynthesis"><b><b>Photosynthesis</b></b></span> Prerequisites: Ent This power allows Ents to regenerate their Body Points. To use this power, the character must stand in a 'tree position' 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). </p>  
<br><p><span id="Pack Mentality"><b><b>Pack Mentality*:</b></b></span> ''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 "Natural Wolf Pack!" and follows the normal rules for the Wolf Pack spell. </p>


<br><p><span id="Point Blank"><b><b>Point Blank</b></b></span> 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. </p>
<br><p><span id="Photosynthesis"><b><b>Photosynthesis:</b></b></span> ''Prerequisites: Ent.'' This power allows Ents to regenerate their Body Points. To use this power, the character must stand in a 'tree position' 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). </p>  


<br><p><span id="Potent Blood"><b><b>Potent Blood</b></b></span> Prerequisite: Dwarf When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect.  </p>
<br><p><span id="Point Blank"><b><b>Point Blank:</b></b></span> ''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.  </p>


<br><p><span id="Pounce">'''<b>Pounce</b>'''</span> 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. </p>
<br><p><span id="Potent Blood"><b><b>Potent Blood:</b></b></span> ''Prerequisite: Dwarf.'' When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect. </p>


<br><p><span id="Power Chord">'''<b>Power Chord</b>'''</span> Prerequisite: Bard When wielding an instrument weapon, the character can deliver their Dirges at range with the Voice Delivery Type. </p>
<br><p><span id="Pounce">'''<b>Pounce:</b>'''</span> ''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. </p>


<br><p><span id="Preparation">'''<b>Preparation</b>'''</span> Prerequisite: Ambush This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.  </p>
<br><p><span id="Power Chord">'''<b>Power Chord:</b>'''</span> ''Prerequisite: Bard.'' When wielding an instrument weapon, the character can deliver their Dirges at range with the Voice Delivery Type.  </p>


<br><p><span id="Royalty Candidate">'''<b>Royalty Candidate</b>'''</span> 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.  </p>
<br><p><span id="Preparation">'''<b>Preparation:</b>'''</span> ''Prerequisite: Ambush.'' This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.  </p>


<br><p><span id="Researcher">'''<b>Researcher</b>'''</span> 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. </p>
<br>'''Rapid Fire:''' ''Prerequisite: Gunslinger.'' Increases the Flurry of pistols by 1.


<br><p><span id="Resilient">'''<b>Resilient*</b>'''</span> 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. </p>  
<p><span id="Royalty Candidate">'''<b>Royal Candidate:</b>'''</span> ''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. </p><p>  </p>


'''Recover:''' ''Prerequisites: 10th level character.'' Once per encounter, you may draw back in the spent resources. This can only be done if your skill (spell, technique, etc.) got the 'No Effect' response and only once per Encounter. This take Concentration and 2 minutes to complete.  This may only be taken once.
'''Refracted Light:''' ''Prerequisites: Shared Light, Mage.'' You gain 2 extra targets when using chain spell.<br><p><span id="Researcher">'''<b>Researcher:</b>'''</span> ''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.  </p>


'''Right Between the Eyes''' Prerequisite: Gunslinger
<br><p><span id="Resilient">'''<b>Resilient*:</b>'''</span> ''Prerequisite: Gnome.'' 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. </p>
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.


'''Right Between the Eyes:''' ''Prerequisite: Gunslinger.'' 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.


<br><p><span id="Retain Magic">'''<b>Retain Magic</b>'''</span> Prerequisite: 30 Mana This power allows the caster to better control the magic around them. This skill can be used to 'keep' 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. </p>  
<p> </p><p><span id="Retain Magic">'''<b>Retain Magic:</b>'''</span> ''Prerequisite: 30 Mana.'' This power allows the caster to better control the magic around them. This skill can be used to 'keep' 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. </p>  




'''Righteous Chorus''' Prerequisite: Paladin
'''Righteous Chorus:''' ''Prerequisite: Paladin.'' 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 "Voice <target> Life" and wait wherever you are; you don'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'll have to inquire of Biomancers and this is not as easy as it sounds.
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 "Voice <target> Life" and wait wherever you are; you don'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'll have to inquire of Biomancers and this is not as easy as it sounds.


<br><p><span id="Roll With It">'''<b>Roll With It</b>'''</span> 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.  </p>
<br><p><span id="Roll With It">'''<b>Roll With It:</b>'''</span> ''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.  </p>


<br>
<br>


<span id="Scent">'''<b>Scent</b>'''</span> 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.   
<span id="Scent">'''<b>Scent:</b>'''</span> ''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.   


<br><p><span id="Self-Stabilize">'''<b>Self-Stabilize</b>'''</span> 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.</p>   
<br><p><span id="Self-Stabilize">'''<b>Self-Stabilize:</b>'''</span> ''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.</p>   


<br><p><span id="Shadow Strike">'''<b>Shadow Strike</b>'''</span> 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.  </p>
<br><p><span id="Shadow Strike">'''<b>Shadow Strike:</b>'''</span> ''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.  </p>


<br><p><span id="Shield Proficiency, Small">'''<b>Shield Proficiency, Small</b>'''</span> This power allows a character to use a Small Shield.  </p>
<br><p><span id="Shield Proficiency, Small">'''<b>Shield Proficiency, Small:</b>'''</span> This power allows a character to use a Small Shield.  </p>


<br><p><span id="Shield Proficiency, Medium">'''<b>Shield Proficiency, Medium</b>'''</span> 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't a Power to be able to take this. </p>  
<br><p><span id="Shield Proficiency, Medium">'''<b>Shield Proficiency, Medium:</b>'''</span> ''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't a Power to be able to take this. </p>  


<br>
<br>


<span id="Shield Proficiency, Large">'''<b>Shield Proficiency, Large</b>'''</span> 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't a Power to be able to take this.   
<span id="Shield Proficiency, Large">'''<b>Shield Proficiency, Large:</b>'''</span> ''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't a Power to be able to take this.   
 
<br><p><span id="Shred">'''<b>Shred*:</b>'''</span> ''Prerequisites: Felis and Lengthen Claws.'' This power allows the character to rip apart a target'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. </p>
 
<br><p><span id="Shrug It Off">'''<b>Shrug It Off:</b>'''</span> ''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.  </p>
 
<br><p><span id="Single Shot">'''<b>Single Shot:</b>'''</span> 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's excellent [https://www.etsy.com/listing/889692677/flintlock-foam-blaster-v1-3-files-only?click_key=959b34b5379a927227bcc62e3ad6d58e6b59621f%3A889692677&click_sum=3e42091c&ref=shop_home_active_2&crt=1 flintlock], or Nerf's surprisingly powerful [https://www.amazon.com/Nerf-N-Strike-Elite-Jolt-Blaster/dp/B01HEQHXE8 Jolt], for example.</p>


<br><p><span id="Shred">'''<b>Shred*</b>'''</span> Prerequisites: Felis and Lengthen Claws This power allows the character to rip apart a target'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. </p>  
<br><p><span id="Single Minded Fury">'''<b>Single Minded Fury:</b>'''</span> ''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. </p>


<br><p><span id="Shrug It Off">'''<b>Shrug It Off</b>'''</span> 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. </p>
<br>
'''Sir Sneaks-a-lot:''' ''Prerequisite: Sneak Sneaky, Rogue.'' This power allows the character to add the silent prefix for free anytime they would be able to use the Surprise modifier. Both may be used on an attack if applicable.<br><p><span id="Sling Arrow">'''<b>Sling Arrow:</b>'''</span> ''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. </p>  


<br><p><span id="Single Shot">'''<b>Single Shot</b>'''</span> 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's excellent [https://www.etsy.com/listing/889692677/flintlock-foam-blaster-v1-3-files-only?click_key=959b34b5379a927227bcc62e3ad6d58e6b59621f%3A889692677&click_sum=3e42091c&ref=shop_home_active_2&crt=1 flintlock], or Nerf's surprisingly powerful [https://www.amazon.com/Nerf-N-Strike-Elite-Jolt-Blaster/dp/B01HEQHXE8 Jolt], for example.</p>
<br><p><span id="Specialization">'''<b>Specialization:</b>'''</span> ''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. </p>


<br><p><span id="Single Minded Fury">'''<b>Single Minded Fury</b>'''</span> 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.  </p>
<br><p><span id="Specialist">'''<b>Specialist:</b>'''</span> ''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. (Any "free" additions have no effect on the Market Value of an item for the purposes of selling via the Merchant skill) </p>


<br><p><span id="Sling Arrow">'''<b>Sling Arrow</b>'''</span> 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. </p>  
* <span id="Brewmaster">'''<b>Brewmaster:</b>'''</span> When crafting Potions the number of Common Components needed is reduced by 1 (minimum 1) for the first 40 items each game.
* <span id="Apothecary">'''<b>Apothecary:</b>'''</span> When crafting Chemistry items you can use expired Chemistry tags as Common Herbs.
* <span id="Metalsmith">'''<b>Metalsmith:</b>'''</span> When crafting Smithing recipes, those items get one free Temper.
* <span id="Arcane Sculptor">'''<b>Arcane Sculptor:</b>'''</span> When crafting Damage/Healing Runes, the value is increased by 5 points at no added cost.
* <span id="Inventor">'''<b>Inventor:</b>'''</span> When crafting Engineering recipes, those items get one free Master’s Workings.


<br><p><span id="Specialization">'''<b>Specialization</b>'''</span> 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.  </p>
<br><p><span id="Spell Devotion"><b>'''Spell Devotion:'''</b></span> ''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 <Effect>.  </p>


<br><p><span id="Specialist">'''<b>Specialist</b>'''</span> 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.  </p>
<br><p><span id="Spell Focus 1"><b>'''Spell Focus 1:'''</b></span> ''Prerequisite: Spell Pool 2.'' This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.  </p>


* <span id="Brewmaster">'''<b>Brewmaster</b>'''</span> When crafting Potions the number of Common Components needed is reduced by 1 (minimum 1) for the first 40 items each game.
<br><p><span id="Spell Focus 2"><b>'''Spell Focus 2:'''</b></span> ''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. </p>
* <span id="Apothecary">'''<b>Apothecary</b>'''</span> When crafting Chemistry items you can use expired Chemistry tags as Common Herbs.
* <span id="Metalsmith">'''<b>Metalsmith</b>'''</span> When crafting Smithing recipes, those items get one free Temper.
* <span id="Arcane Sculptor">'''<b>Arcane Sculptor</b>'''</span> When crafting Damage/Healing Runes, the value is increased by 5 points at no added cost.
* <span id="Inventor">'''<b>Inventor</b>'''</span> When crafting Engineering recipes, those items get one free Master’s Workings.


<br><p><span id="Spell Devotion"><b>'''Spell Devotion'''</b></span> 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 <Effect>”. </p>
<br>'''Sprouts:''' ''Prerequisite: Myconid.'' Fungus never stops growing, a Myconid is similar. You produce a number of herbs equal to 75 Component Points form the [[Harvesting]] page. Eye for Quality does not apply.


<br><p><span id="Spell Focus 1"><b>'''Spell Focus 1'''</b></span> Prerequisite: Spell Pool 2 This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points. </p>
<p>  </p>


<br><p><span id="Spell Focus 2"><b>'''Spell Focus 2'''</b></span> 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.  </p>
<p><span id="Stalwart Guard"><b>'''Stalwart Guard:'''</b></span> ''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.  </p>


<br><p><span id="Stalwart Guard"><b>'''Stalwart Guard'''</b></span> 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. </p>
<br><p><span id="Strong Arm"><b>'''Strong Arm:'''</b></span> ''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. </p>  


<br><p><span id="Strong Arm"><b>'''Strong Arm'''</b></span> 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. </p>  
<br><p><span id="Subtlety"><b>'''Subtlety:'''</b></span> ''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. </p>


<br><p><span id="Subtlety"><b>'''Subtlety'''</b></span> 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.  </p>
<br><p><span id="Swamp Thing"><b>'''Swamp Thing:'''</b></span> ''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.  </p>


<br><p><span id="Swamp Thing"><b>'''Swamp Thing'''</b></span> 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.  </p>
<br>
'''Take it like a Champ:''' ''Prerequisite: Survival x2, Champion.'' This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used by burning a use of the Survival skill.<br><p><span id="Talented Assistant"><b>'''Talented Assistant:'''</b></span> ''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.  </p>


<br><p><span id="Talented Assistant"><b>'''Talented Assistant'''</b></span> 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.  </p>
<br><p><span id="Taproot"><b>'''Taproot:'''</b></span> ''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.  </p>


<br><p><span id="Taproot"><b>'''Taproot'''</b></span> 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. </p>
<br><p><span id="Terrain Adaptation"><b>'''Terrain Adaptation:'''</b></span> ''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.</p>


<br><p><span id="Terrain Adaptation"><b>'''Terrain Adaptation'''</b></span> 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.</p>
<br><p><span id="The Trees Are Angry"><b>'''The Trees Are Angry:'''</b></span> ''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. </p>


<br><p><span id="The Trees Are Angry"><b>'''The Trees Are Angry'''</b></span> 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.  </p>
<br><p><span id="Touch of the Wind"><b>'''Touch of the Wind*:'''</b></span> ''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.  </p>


<br><p><span id="Touch of the Wind"><b>'''Touch of the Wind*'''</b></span>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.  </p>
<br><p><span id="Touched by the Shadow"><b>'''Touched By The Shadow'''</b></span><b>*:</b> ''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.  </p>


<br><p><span id="Touched by the Shadow"><b>'''Touched By The Shadow'''</b></span><b>*</b> 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. </p>
<br><p><span id="Toughen">'''<b>Toughen*:</b>'''</span> ''Prerequisite: None.'' This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.</p>


<br><p><span id="Toughen">'''<b>Toughen*</b>'''</span> Prerequisite: None This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.</p>
<br><p><span id="Trapper"><span id="Trapper">'''T'''</span>'''rapper:'''</span> ''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). </p>


<br><p><span id="Trapper"><span id="Trapper">'''T'''</span>'''rapper'''</span> 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).  </p>
<br><p><span id="Trollsblood"><b>'''Trollsblood:'''</b></span> ''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.  </p>


<br><p><span id="Trollsblood"><b>'''Trollsblood'''</b></span> 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.  </p>
<br><p><span id="Tumble"><b>'''Tumble:'''</b></span> ''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. </p>


<br><p><span id="Tumble"><b>'''Tumble'''</b></span> 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. </p> 
<br><span id="Tunnel Fighter"><b>'''Tunnel Fighter:'''</b></span> ''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.


<br><span id="Tunnel Fighter"><b>'''Tunnel Fighter'''</b></span> 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.


<span id="Undying Fury"><b>'''Undying Fury'''</b></span> 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.
<span id="Undying Fury"><b>'''Undying Fury:'''</b></span> ''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.


<p><span id="Weapon Proficiency"><b>'''Weapon Proficiency'''</b></span> 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.)  </p>
<p><span id="Weapon Proficiency"><b>'''Weapon Proficiency:'''</b></span> ''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.)  </p>


<br>
<br>


<span id="Wild Magic"><b>'''Wild Magic'''</b></span> Prerequisites: (Caller Only) this power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke 'Wild Magic' 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 "Magic [spell name] wild magic"   
<span id="Wild Magic"><b>'''Wild Magic:'''</b></span> ''Prerequisites: (Caller Only).'' This power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke 'Wild Magic' 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 "Magic [spell name] wild magic"   


<br><span id="Wrath of Nature"><b>'''Wrath of Nature'''</b></span> 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.
<br><span id="Wrath of Nature"><b>'''Wrath of Nature:'''</b></span> ''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.




'''Wisp Form -''' Prerequisite: Caller he caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:
'''Wisp Form:''' ''Prerequisite: Caller.'' The caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:


15 Body
15 Body
Line 921: Line 975:
+50 Spell Pool
+50 Spell Pool


Gain one bonus spells costing up to 5 mana  
Gain one bonus spells costing up to 5 mana


=== '''<u>HEROIC POWERS</u>''' ===
=== '''<u>HEROIC POWERS</u>''' ===
Line 1,058: Line 1,112:
|Nature's Embrace  
|Nature's Embrace  
|Caller
|Caller
|-
|Next Best Thing
|KA Warfare Rank 5
|-
|-
|One Voice
|One Voice
|Entmoot
|Entmoot
|-
|Paralytic Spores
|[[Myconid]]
|-
|-
|Posse
|Posse
Line 1,076: Line 1,130:
|Rapid Shot*
|Rapid Shot*
|Ranger
|Ranger
|-
|Regrowth
|[[Myconid]]
|-
|-
|Renown
|Renown
Line 1,091: Line 1,148:
|Strengthen Bloodline
|Strengthen Bloodline
|5 Species Resists
|5 Species Resists
|-
|-
|-
|Subsonic
|Subsonic
Line 1,100: Line 1,156:
|-
|-
|Triage
|Triage
|Medic Background
|Healer Background
|-
|-
|Triple Jointed
|Triple Jointed
Line 1,134: Line 1,190:
|Zealous Dedication
|Zealous Dedication
|Single Attunement & 100+ Favor
|Single Attunement & 100+ Favor
|-
|Flutter Harder!
|Pixie, Flit & Flutter
|-
|Harder to Spot
|Pixie, Corner of Your Eye
|}
|}
'''Advanced Magical Training''' Prerequisites: ''Magical Training''  
'''Advanced Magical Training:''' ''Prerequisites: Magical Training.''  


This power further extended the characters understanding on magic and allows them to use ''Scrolls'' from a second ''School'' of magic.
This power further extended the characters understanding on magic and allows them to use ''Scrolls'' from a second ''School'' of magic.




'''Arcane Strike'''  
'''Arcane Strike:''' ''Prerequisite: Spellblade.''  


This Power allows the character to deliver an attack with a more powerful version of their ''Channel'' skill. They may use the''Arcane''Delivery Type instead of the ''Magic'' Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of ''Channels.''
This Power allows the character to deliver an attack with a more powerful version of their ''Channel'' skill. They may use the''Arcane''Delivery Type instead of the ''Magic'' Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of ''Channels.''




'''Armored to the Teeth''' Prerequisite''':''' ''Armor Proficiency''
'''Armored to the Teeth:''' ''Prerequisite''':''' Armor Proficiency.''


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. ''Temporary Armor'' effects do not stack with this Power.
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. ''Temporary Armor'' effects do not stack with this Power.


'''Bathe in Poison:''' Prerequisite: ''Rogue''
'''Bathe in Poison:''' ''Prerequisite: Rogue.''


Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.
Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.




'''Backlash''' Prerequisite: ''Spellblade, Aura Emulation''
'''Backlash:''' ''Prerequisite: Spellblade, Aura Emulation.''


By manipulating your power, you can cause your ''Barrier'' to lash out instead of providing protection. To use this, you must activate your ''Barrier'' skill and on the first hit that strikes you can use the effect “''Magic Aura<Flavor>”.''This functions as per the ''Aura Emulation'' skill. This removes the ''Barrier'' from you and does not protect from any damage.
By manipulating your power, you can cause your ''Barrier'' to lash out instead of providing protection. To use this, you must activate your ''Barrier'' skill and on the first hit that strikes you can use the effect “''Magic Aura<Flavor>”.''This functions as per the ''Aura Emulation'' skill. This removes the ''Barrier'' from you and does not protect from any damage.




'''Blood Oath''' Prerequisite: ''Family Weapon''
'''Blood Oath:''' ''Prerequisite: Family Weapon.''


When wielding their family weapon, they can invoke ancient powers. Once activated the character gains the Flavor Carrier ''Ward''. This Power can be used once each reset, and lasts for 5 minutes or one Encounter.
When wielding their family weapon, they can invoke ancient powers. Once activated the character gains the Flavor Carrier ''Ward''. This Power can be used once each reset, and lasts for 5 minutes or one Encounter.




'''Bodyguard''' Prerequisite: ''Champion''
'''Bodyguard:''' ''Prerequisite: Champion.''


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 ''Body Points'' less than half of the user’s base ''Body Points''. While the Power is active, the recipient will gain ''Reduced: Half'' from all physical attacks; additionally the user can use the ''Deflect'', ''Parry'', and ''Weapon Ward'' 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.  
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 ''Body Points'' less than half of the user’s base ''Body Points''. While the Power is active, the recipient will gain ''Reduced: Half'' from all physical attacks; additionally the user can use the ''Deflect'', ''Parry'', and ''Weapon Ward'' 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.  




'''Cast Iron''' Prerequisite: ''Nomad''  
'''Cast Iron:''' ''Prerequisite: Nomad.''  


Years of surviving in the wilds have hardened the character’s fortitude, making them ''Immune'' to the effect of ''Rot'', though this does not make the character ''Immune'' to any damage or other effects that may be part of the attack. Additionally, their ''Resist Rot'' can be used to ''Resist'' the following effects: ''Plague'', ''Vampiric, and Wounding.''
Years of surviving in the wilds have hardened the character’s fortitude, making them ''Immune'' to the effect of ''Rot'', though this does not make the character ''Immune'' to any damage or other effects that may be part of the attack. Additionally, their ''Resist Rot'' can be used to ''Resist'' the following effects: ''Plague'', ''Vampiric, and Wounding.''




'''Cataclysm''' Prerequisite: ''Evoker''
'''Cataclysm:''' ''Prerequisite: Evoker.''


This power allows the character to unleash the true power of the elements on their foes. Twice each reset the character can inflict ''Vulnerability'' on their foes in combat. To use this Power, the character must announce, “All enemies ''Voice Vulnerability <Flavor>”,'' where <Flavor> is one of those from their ''Spell Pool.''
This power allows the character to unleash the true power of the elements on their foes. Twice each reset the character can inflict ''Vulnerability'' on their foes in combat. To use this Power, the character must announce, “All enemies ''Voice Vulnerability <Flavor>”,'' where <Flavor> is one of those from their ''Spell Pool.''




'''Cat-Like Reflexes''' Prerequisite''':''' ''Felis''  
'''Cat-Like Reflexes:''' ''Prerequisite''':''' Felis.''  


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.  
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.  




'''Combat Challenge''' Prerequisite: ''Champion''
'''Combat Challenge:''' ''Prerequisite: Champion.''


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.
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.




'''Combo Move''' Prerequisite: ''Rogue''
'''Combo Move:''' ''Prerequisite: Rogue.''


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.
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.




'''Dedication''' Prerequisite''':''' ''Scholar''
'''Dedication:''' ''Prerequisite''':''' Scholar.''


This Power allows the Scholar to expend fewer resources when generating effects with their ''Knowledge Points''. This reduces the cost of the abilities for their favored ''Knowledge (Area)'' skills by 1 point, to a minimum of 1.
This Power allows the Scholar to expend fewer resources when generating effects with their ''Knowledge Points''. This reduces the cost of the abilities for their favored ''Knowledge (Area)'' skills by 1 point, to a minimum of 1.




'''Dexterity Armor*'''
'''Dexterity Armor*:'''


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.
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.




'''Diamond Skin''' Prerequisite: ''Monk''
'''Diamond Skin:''' ''Prerequisite: Monk.''


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 ''Resists'' the next three spells or effects with the ''Magic'' Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset''.''
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 ''Resists'' the next three spells or effects with the ''Magic'' Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset''.''




'''Dual Spirit''' Prerequisite: ''Guardian''
'''Dual Spirit:''' ''Prerequisite: Guardian.''


This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.
This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.




'''Elemental Emulation''' Prerequisite: ''Aura Emulation''
'''Elemental Emulation:''' ''Prerequisite: Aura Emulation.''


This Power allows the character to change the Delivery Type of the ''Aura Emulation'' skill from “Magic Aura” to “Elemental Aura”. This can be used three times each reset.
This Power allows the character to change the Delivery Type of the ''Aura Emulation'' skill from “Magic Aura” to “Elemental Aura”. This can be used three times each reset.




'''Escape Plan''' Prerequisite: ''Rogue''
'''Escape Plan:''' ''Prerequisite: Rogue.''


This Power augments the ''Conceal'' skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a ''Prison,'' or ''Petrified.'' This also makes use of the skill a ''Passive'' ability''.'' In addition to the normal effect of ''Conceal,'' 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 ''Derangements''. Note: 'stay concealed for the full ten seconds' 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.
This Power augments the ''Conceal'' skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a ''Prison,'' or ''Petrified.'' This also makes use of the skill a ''Passive'' ability''.'' In addition to the normal effect of ''Conceal,'' 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 ''Derangements''. Note: 'stay concealed for the full ten seconds' 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.




'''Exotic Ammo''' Prerequisite: ''Ranger''
'''Exotic Ammo:''' ''Prerequisite: Ranger.''


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 ''Exotic Quiver,'' 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 ''Temporary Damage'' 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.
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 ''Exotic Quiver,'' 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 ''Temporary Damage'' 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.




'''Feedback Loop''' Prerequisite: ''Spell Pool 4''
'''Feedback Loop:''' ''Prerequisite: Spell Pool 4.''


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 ''Spell Pool'' on a 10 counted action, instead of concentrating for the normal amount of time.
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 ''Spell Pool'' on a 10 counted action, instead of concentrating for the normal amount of time.
'''Flutter Harder!:''' ''Prerequisite: Flit & Flutter''
The uses of Flee that a Pixie has gained through purchases of Flit and Flutter may now be used even when the Pixie is under a Binding effect, excluding Prison. May not be used to flee into combat.




Line 1,245: Line 1,311:


'''Greater Specialization''' Prerequisites: ''Specialization''
'''Greater Specialization''' Prerequisites: ''Specialization''
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.
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.




'''Hardened Training''' Prerequisite: ''Soldier Background''
'''Hardened Training:''' ''Prerequisite: Soldier Background.''


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 ''Spell Pool''. The character must already possess at least the same amount base of the source they choose.
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 ''Spell Pool''. The character must already possess at least the same amount base of the source they choose.
'''Harder to Spot:''' ''Prerequisite: Corner of Your Eye.''
A pixie may now turn invisible when they use their once per day Conceal from the prerequisite skill. This will last up to 1 hour or module and must be physically represented with a green headband. This effect ends instantly if the Character interacts with any in game object or attacks any target.




'''Heroic Toughness*'''
'''Heroic Toughness*:'''


This Power permanently increases the characters ''Body Points'' by 10.In addition, this increases the effects of ''Recovery'' by an additional 3 points. This power can be taken multiple times with stacking effect.
This Power permanently increases the characters ''Body Points'' by 10.In addition, this increases the effects of ''Recovery'' by an additional 3 points. This power can be taken multiple times with stacking effect.




'''Holy Nova''' Prerequisite: ''Spirit school of magic''
'''Holy Nova:''' ''Prerequisite: Spirit school of magic.''


You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “''All allies Voice 25 Healing Font''”.
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 “''All allies Voice 25 Healing Font''”.




'''Hype Man''' Prerequisite: ''Bard''
'''Hype Man:''' ''Prerequisite: Bard.''


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 'Hype Man'. To do so the Bard will call "Allies Voice Delivery" 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' John can get repetitive, the magic is in the moderation.
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 'Hype Man'. To do so the Bard will call "Allies Voice Delivery" 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' John can get repetitive, the magic is in the moderation.




'''I’m on a Boat''' Prerequisite: ''Sailor Background''
'''I’m on a Boat:''' ''Prerequisite: Sailor Background.''


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 ''Underwater Combat''.
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 ''Underwater Combat''.




'''Improved Parry''' Prerequisite: ''Parry, Knowledge(Warfare)Rank 2''
'''Improved Parry:''' ''Prerequisite: Parry, Knowledge(Warfare)Rank 2.''


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 ''Deflect, Parry, and Riposte'' against weapon delivered attacks regardless of Vector, however, they can only do this for attacks that target only themselves.
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 ''Deflect, Parry, and Riposte'' against weapon delivered attacks regardless of Vector, however, they can only do this for attacks that target only themselves.




'''Jam Device''' Prerequisite: ''Gnomish Talent''
'''Jam Device:''' ''Prerequisite: Gnomish Talent.''


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 “<Target> Voice Jam Device.”
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 “<Target> Voice Jam Device.”




'''Linguist''' Prerequisites: ''5 different Read and Write skills''
'''Linguist:''' ''Prerequisites: 5 different Read and Write skills.''


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.
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.




'''Mana Tap''' Prerequisite''':''' ''Evoker''
'''Mana Tap:''' ''Prerequisite''':''' Evoker.''
 
This Power allows the character to fully utilize power stored into ''Mana Gems''. While normally such items store ''Mana,'' a character with this Power can refresh their ''Spell Pool'' by expending 7 of that mana from the gem. Additionally, this power reduces the ''Knowledge Point'' cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.


This Power allows the character to fully utilize power stored into ''Mana Gems''. While normally such items store ''Spell Levels,'' a character with this Power can refresh their ''Spell Pool'' by expending only 7 points (''Spell Levels'') of the gem. Additionally, this power reduces the ''Knowledge Point'' cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.


'''Markup:''' ''Prerequisite: Merchant Rank 5.''


'''Markup''' Prerequisite: ''Merchant Rank 10''
When selling, you may increase the value of one Merchant action by 10% each Reset. (Note: This might change to once an event but we don't know until we see it in action)


This Power allows the character to make a true profit on sales through use of the ''Merchant'' skill.  When turning in a Commission they increase the value by 10%.




'''Master Merchant''' Prerequisite: ''Merchant Background''
'''Master Merchant:''' ''Prerequisite: Merchant Background.''


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 ''Merchant'' skill they possess at Check-In each game.
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 ''Merchant'' skill they possess at Check-In each game.




'''Master of Creation''' Prerequisite: ''Create Wondrous Item'', ''Knowledge (Magic)Rank 5''
'''Master of Creation:''' ''Prerequisite: Create Wondrous Item, Knowledge (Magic)Rank 5.''


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 ''Wondrous Item'' 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.
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 ''Wondrous Item'' 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.




'''Enhanced Shifting, Greater -''' ''Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.''
'''Enhanced Shifting, Greater:''' ''Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.''


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.
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.


'''Enhanced Totems''' Prerequisite: Guardian
 
'''Enhanced Totems:''' ''Prerequisite: Guardian.''
 
Your totems gain the following effect options:
Your totems gain the following effect options:


Line 1,322: Line 1,396:




'''Magical Shifting''' - Prerequisite ''Enhanced Shifting, Caller may not have Greater Enhanced Shifting''
'''Magical Shifting:''' ''Prerequisite Enhanced Shifting, Caller may not have Greater Enhanced Shifting.''


This power allows the caller to use a single Caller spell delivered as 'Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of 'Natural 30 lightning' delivered via packet.
This power allows the caller to use a single Caller spell delivered as 'Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of 'Natural 30 lightning' delivered via packet.




'''Momentum''' Prerequisite: Warrior
'''Momentum:''' ''Prerequisite: Warrior.''


An object in motion stays in motion and you are no different, making every bit of force count. You reduce the ''Permanent Strength'' required to ''Break Free from Binding'' by 2 points, though this does not lower the damage taken for doing so.
An object in motion stays in motion and you are no different, making every bit of force count. You reduce the ''Permanent Strength'' required to ''Break Free from Binding'' by 2 points, though this does not lower the damage taken for doing so.




'''Nature’s Embrace''' Prerequisite: ''Caller''
 
'''Nature’s Embrace:''' ''Prerequisite: Caller.''


This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains ''Fast Healing 5'', and additionally can ''Auto-Stabilize'' themselves twice each reset, setting them to 0 ''Body Points''.
This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains ''Fast Healing 5'', and additionally can ''Auto-Stabilize'' themselves twice each reset, setting them to 0 ''Body Points''.




'''One Voice''' Prerequisite''':''' ''Ent''
'''One Voice:''' ''Prerequisite''':''' Ent.''


This Power allows the character to use ''Entmoot'' on their own, needing no other Ents.
This Power allows the character to use ''Entmoot'' on their own, needing no other Ents.




'''Posse''' Prerequisite: ''Outlaw''
'''Posse:''' ''Prerequisite: Outlaw.''


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.
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.




'''Practiced Crafter''' Prerequisite''':''' ''Craftsman Background''
'''Practiced Crafter:''' ''Prerequisite''':''' Craftsman Background.''


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.
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.




'''Rapid Shot''' Prerequisite: ''Ranger''
'''Rapid Shot:''' ''Prerequisite: Ranger.''


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 "Double Attack", forcing the target to defend again or suffer the effect of the attack. This can be used twice each reset.
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 "Double Attack", forcing the target to defend again or suffer the effect of the attack. This can be used twice each reset.




'''Renown''' Prerequisite: ''Aristocrat''
'''Renown:''' ''Prerequisite: Aristocrat.''


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.
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.




'''Reverberate''' Prerequisite: ''Bard''
'''Reverberate:''' ''Prerequisite: Bard.''


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 ''Encore'' 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.
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 ''Encore'' 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.




'''Ritual Adept''' Prerequisite: ''Ritualism''
'''Ritual Adept:''' ''Prerequisite: Ritualism.''


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.
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.




'''Scout''' Prerequisite: ''Woodsman''
'''Scout:''' ''Prerequisite: Woodsman.''


While in a natural setting your skill at getting around are almost unmatched. Even if the character does not have any ranks of ''Track'' they are still allowed to make a tracking ''Contested Roll'' as though they had 1 level, if they have at least 1 level of ''Tracking'' they receive +3 Bonus when ''Tracking'' or +5 Negative when counter tracking. Additionally, the character can ask questions about the tracks without having to make the normal ''Contested Roll'', and will always have a chance to roll.
While in a natural setting your skill at getting around are almost unmatched. Even if the character does not have any ranks of ''Track'' they are still allowed to make a tracking ''Contested Roll'' as though they had 1 level, if they have at least 1 level of ''Tracking'' they receive +3 Bonus when ''Tracking'' or +5 Negative when counter tracking. Additionally, the character can ask questions about the tracks without having to make the normal ''Contested Roll'', and will always have a chance to roll.




'''Strengthen Bloodline''' Prerequisite: 5 ''Species'' ''Resists''
'''Strengthen Bloodline:''' ''Prerequisite: 5 Species Resists.''


By strengthening one’s inner resolve, one can learn to channel away harmful effects. With this Power, when a character uses a Species ''Resist'' to negate an effect, they become ''Immune'' 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.
By strengthening one’s inner resolve, one can learn to channel away harmful effects. With this Power, when a character uses a Species ''Resist'' to negate an effect, they become ''Immune'' 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.




'''Subsonic''' Prerequisites: ''Bard''
'''Subsonic:''' ''Prerequisites: Bard.''


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 ''“Everyone in the sound of my Voice Suppress Verbal”,'' 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.
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 ''“Everyone in the sound of my Voice Suppress Verbal”,'' 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.




'''Tolerance''' Prerequisite: ''Terrain Adaptation'' or ''Survival'' x 5This Power increases the character’s resolve when it comes to being overwhelmed by the elements. This both lowers the ''Fatigue'' severity by a tier in all situations, and allows the character to hold their breath for up to 10 minutes(5 minutes in combat).
'''Tolerance:''' ''Prerequisite: Terrain Adaptation or Survival x 5.''
 
This Power increases the character’s resolve when it comes to being overwhelmed by the elements. This both lowers the ''Fatigue'' severity by a tier in all situations, and allows the character to hold their breath for up to 10 minutes(5 minutes in combat).




'''Triage''' Prerequisite: ''Medic Background''
'''Triage:''' ''Prerequisite: Healer Background.''


This Power gives the character two benefits: First, when using the ''First-Aid'' skill,it can be performed in a 10 counted action instead of its usual time; second, the range of the ''Diagnose'' skill is changed to Line of Sight.
This Power gives the character two benefits: First, when using the ''First-Aid'' skill,it can be performed in a 10 counted action instead of its usual time; second, the range of the ''Diagnose'' skill is changed to Line of Sight.




'''Triple Joined''' Prerequisite: Rok’Shen, ''Limber Form''
'''Triple Joined:''' ''Prerequisite: Rok’Shen, Limber Form.''


This Power increases the character’s flexibility, making them hard to hold down in one place. The character becomes ''Immune'' to all ''Pin'' effects, and additionally, the duration of ''Bind'' and ''Web'' effects is reduced to 30 seconds.
This Power increases the character’s flexibility, making them hard to hold down in one place. The character becomes ''Immune'' to all ''Pin'' effects, and additionally, the duration of ''Bind'' and ''Web'' effects is reduced to 30 seconds.




'''Unarmed Combat''' Prerequisite: ''Brawl''
'''Unarmed Combat:''' ''Prerequisite: Brawl.''


This Power allows a character trained in the ''Brawl'' skill to use medium length reps, as well they can use Special Attacks with ''Brawl'' weapons.
This Power allows a character trained in the ''Brawl'' skill to use medium length reps, as well they can use Special Attacks with ''Brawl'' weapons.




'''Unleash Elements''' Prerequisite: ''Knowledge (Magic)/(Warfare) Rank 3, Knowledge (Planes)Rank 3''
'''Unleash Elements:''' ''Prerequisite: Knowledge (Magic)/(Warfare) Rank 3, Knowledge (Planes)Rank 3.''


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.
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.
Line 1,435: Line 1,512:




'''Unyielding''' Prerequisite: ''Must have successfully resurrected 3 times''
'''Unyielding:''' ''Prerequisite: Must have successfully resurrected 3 times.''


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 ''Contested Roll'', they can instantly make a second draw if they choose. This Power can only be used once each reset.  
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 ''Contested Roll'', they can instantly make a second draw if they choose. This Power can only be used once each reset.  




'''War Cry'''
'''War Cry:''' ''Prerequisite: Trooper.''
Prerequisite: Trooper


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.
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.




'''Warp Magic'''
'''Warp Magic:''' ''Prerequisite''':''' Deep-Elf or Deep-Dwarf, Improved Species, Resist Magic.''
 
Prerequisite''':''' Deep-Elf or Deep-Dwarf, ''Improved Species, Resist Magic''


When the character uses their ''Resist Magic'', they absorb some of the power; gaining 2 Energy or 20 ''Spell Pool''. These must be used in the next 5 minutes or Encounter, or they are considered expended and lost.  
When the character uses their ''Resist Magic'', they absorb some of the power; gaining 2 Energy or 20 ''Spell Pool''. These must be used in the next 5 minutes or Encounter, or they are considered expended and lost.  




'''Whirlwind''' Prerequisite: ''Overwhelming Might''
'''Whirlwind:''' ''Prerequisite: Overwhelming Power.''


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 ''Burst'' Modifier twice each reset.
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 ''Burst'' Modifier twice each reset.




'''Wisp Form, Greater''' Prerequisite: Wisp Form
'''Wisp Form, Greater:''' ''Prerequisite: Wisp Form.''


Changes the Wisp form statistics to the following:
Changes the Wisp form statistics to the following:
Line 1,481: Line 1,555:




'''Wyld Heart'''  Prerequisite: ''Guardian''
'''Wyld Heart:'''  Prerequisite: ''Guardian.''


This Power binds the character’s body with the might of nature. When the character uses ''Primal Fury'', they gain ''Damage Cap 5'' for the duration of the ability.
This Power binds the character’s body with the might of nature. When the character uses ''Primal Fury'', they gain ''Damage Cap 5'' for the duration of the ability.




'''Years of Mastery''' Prerequisite: ''High-Elf''
'''Years of Mastery:''' Prerequisite: ''High-Elf.''


This power allows the character to pick a ''Knowledge (Area)'' skill that they have no ranks in, and gain 3 ranks instantly; in the case of ''Rare Knowledge (Area)'' skills, the character must still meet the normal prerequisites.
This power allows the character to pick a ''Knowledge (Area)'' skill that they have no ranks in, and gain 3 ranks instantly; in the case of ''Rare Knowledge (Area)'' skills, the character must still meet the normal prerequisites.




'''Zealous Dedication''' 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' made available to you is now increased by an extra 50%. Other Roleplay or specific attunements may have further effects related to this power.
'''Zealous Dedication:''' ''Prerequisite: 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' made available to you is now increased by an extra 50%. Other Roleplay or specific attunements may have further effects related to this power.

Latest revision as of 00:31, 9 October 2025

Powers are things your character can have outside the usual bounds. Every Class and Species has Powers unavailable to other Classes and Species. They'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.

Power Prerequisite Class Availability
Acrobatics Dodge
Ambidexterity All
Amp Bard Bard
Amplify Barrier Spellblade Spellblade
Animal Speech Caller Caller
Arcane Study Spell Devotion Spellblade, Caller, Paladin, Mage
Armor Efficiency Armor Proficiency All
Armor Proficiency All
Aspect Mastery Caller
Athletics*
Blindsense Deep Elf
Born Grappler* Half-Troll, Lengthen Claws
Born Marksman* Ranger
Born to Serve* Oathbound
Born Trader Felis
Broaden Specialization Specialization
Bulwark Strong Arm
Call the Beast* Rok'Shen
Call the Wild* Guardian
Called Shot Ranger
Clean Getaway Rogue
Combat Archery Precision +4
Combat Medic Diagnose
Companion
Conduit* Spellblade
Corner of your Eye Pixie
Create Wondrous Item Knowledge (Magic) 3 and Character level 4
Critical Strike Blitz or Overpower
Decompose Myconid
Defender Champion
Defense is Good Offense Champion
Deep Pockets
Desperate Rush Paladin
Devotion Must be part of an Attunement
Element Exclusion Mage, Spellblade
Elemental Modality Elemental Duplication, Mage
Elven Accuracy* High Elf
Elven Martial Training High Elf
Enhanced Shifting Caller
Enhanced Reclamation* Mage
Enchant Elemental Spellblade, Aura Blade
Enchant Spirit Paladin, Aura Blade
Endless Fury* Guardian
Energy Resistance* 8thCharacter Level
Entmoot One with the Land
Extended Martial Training Monk
Eye for Quality
Family Weapon Oathbound
Fast Learner
Favored Enemy Knowledge Area Rank 3
Fearless Fury Guardian
Fey Blooded
Fey Lineage Gnome, Satyr, Sidhe, Sluagh, or Fae-Troll
Fight to the Death Adrenaline Rush x 2
Flap Your Wings Pixie
Flit and Flutter Pixie
Florentine
Follower 8th Character Level
Gnomish Talent Gnome
Harden Skin Ent
Improved Concentration
Improved Familiar Mage
Improved Phylactery Mage
Improved Species, Resist Magic Deep Elf, Deep Dwarf
Inner Light Mage
Iron Will*
Kintsugi Barrier Spellblade
Lancet Spellblade
Lead Rain Gunslinger
Lengthen Claws Short Claws
Lightning Reflexes
Limb Breaker Warrior
Limber Form Rok'Shen
Living Armor Mage
Lock Expert Rogue
Longshot Gunslinger
Magic Staff One-Hand Block
Magical Training Non-Magic Class
Main Gauche Florentine
Make it Work* Gnomish Talent
Martial Style Monk, 4thCharacter Level
Master Craftsman An Advanced Production Skill
Master of the Wilds Caller
Master Smithing Dwarf & Advanced Smithing
Mentor 1st Character Level, creation only
Merciful Strike Brawl, Monk
Might of the Tiger Deep Elf
Mighty Fury Guardian
Muscle Memory Artisan
Natural Hunter Felis
Noxious Spores Myconid
Oathbound Dwarf
One with the Land Ent
Only when called Paladin
Overwhelming Power Warrior Overpower
Pack Mentality* Rok'Shen
Photosynthesis Ent
Point Blank Combat Archery
Potent Blood Dwarf
Pounce* Felis
Power Chord Bard
Preparation Ambush
Rapid Fire Gunslinger
Royal Candidate Deep Elf, 10th Character Level
Recover 10th Character Level
Refracted Light Shared Light, Mage
Researcher Knowledge (Area) Rank 4
Resilient* Gnome
Retain Magic 30 Mana
Right Between the Eyes Gunslinger
Righteous Chorus Paladin
Roll with It Acrobatics
Scent Rok'Shen
Self-Stabilize Half-Troll
Shadow Strike Conceal, Move Silent
Shield Proficiency, Large Shield Proficiency, Medium
Shield Proficiency, Medium Shield Proficiency, Small
Shield Proficiency, Small
Shred* Felis, Lengthen Claws
Shrug it Off Survival x 2
Single Minded Fury Ambidexterity
Single Shot
Sir Sneaks-a-lot Sneaky Sneaky, Rogue
Sling Arrow Bard
Specialization Champion, Trooper or Warrior, 4th Character Level
Spell Devotion High Elf
Spell Focus I Spell Pool 2
Spell Focus II Spell Pool 3 and Spell Focus I
Sprouts Myconid
Stalwart Guard Born To Serve
Strong Arm Champion, Trooper
Subtlety Rogue or Ranger, 4thCharacter Level
Swamp Thing Half-Troll
Take it like a Champ Survival x2, Champion
Talented Assistant
Taproot Ent
Terrain Adaptation Knowledge (Planes)Rank 3
The Trees are Angry One with the Land
Touch of the Wind* High Elf
Touched by the Shadow* Deep Elf
Toughen*
Trapper Hunter’s Call, Snare
Trollsblood Half-Troll, Regeneration x 5
Tumble Athletics
Tunnel Fighter Deep Elf
Undying Fury Guardian
Warning Signs Track x 10, Knowledge (Nature) Rank 2
Weapon Proficiency
Wild Magic Caller,
Wrath of Nature Guardian
Wisp Form Caller

Powers*Powers with this notation can be taken multiple times.

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.


Acrobatics: 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.


Ambidexterity: 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.


Amp: Prerequisite: Bard. When wielding an instrument weapon, the Base Weapon Damage is increased by 1 point.


Amplify Barrier: 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.


Animal Speech: 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.


Arcane Study: 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.


Armor Efficiency: 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.


Armor Proficiency: 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.


Aspect Mastery: 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.


Athletics*: 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.


Blindsense: 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.


Born Grappler*: 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.


Born Marksman*: Prerequisite: Ranger. This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter's Mark skill.


Born To Serve*: 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.


Born Trader: Prerequisite: Felis. Born into a family of traders, the art was pushed upon you from an early age. This power means the Felis is counted as having one level higher Rank of Merchant than purchased, max 6


Broaden Specialization: Prerequisite: Specialization. This power allows the character to apply their Specialization bonus to all weapons they are proficient with.


Bulwark: 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.


Called Shot: 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.


Call the Beast*: 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.


Call the Wild*: 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.


Clean Getaway: Prerequisite: Rogue. You'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.

Combat Archery: 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.


Combat Medic: 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.


Companion: 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.


Conduit*: Prerequisite: Spellblade. This power allows the character to use the Channel Class Feature two additional times each reset.


Corner of your Eye: Prerequisite: Pixie. This Power allows a Pixie to buy the Hide Skill for 6 SP and allows them to use Conceal once a day (at no energy cost but is only useable on Essence or a Prime plane). For further explanation of these skills, see the Rogue page.

Create Wondrous Item: Prerequisite: Character level 4. This power allows the character to use a Create Wondrous Item 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.


Critical Strike: Prerequisite: Blitz or Overpower. When the character uses the Blitz, Slay Strike or Overpower special attacks, they may add the Critical Modifier to the damage call.


Decompose: Prerequisite: Myconid. As fungus is usually formed through a form of decomposition Myconids have similar abilities. This allows them to quickly decompose a body to heal themselves. This requires you to be in contact with a corpse that can naturally decay. If you remain in contact with the body for a minute you regain up to 4 body points, up to their Maximum, though in some cases larger creatures may temporarily increase the Max body for 1 hour. (this is up to plot discretion) or regenerate one body part. this process completely destroys the body.

Deep Pockets: 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.


Defender: 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.


Defense is Good Offense: 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 Blitz + Critical Strike skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)


Desperate Rush: Prerequisite: Paladin. This power removes the sixty-second cast time from a Paladin's Life spell, twice per reset. This can be learned multiple times, handy for slow learners and the defensively challenged.


Devotion: 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.


Element Exclusion: 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.


Elemental Modality: Prerequisite: Elemental Duplication, Mage. once per encounter you can throw a spell or a spell pool attack with the Elemental vector.

Elven Accuracy*: 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.


Elven Martial Training: Prerequisite: High-Elf. This power gives the character Weapon Proficiency: Long Bow& Long Sword.


Enhanced Shifting: 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.

Enhanced Reclamation*: Prerequisite: Mage. This power allows a mage to use their Reclamation ability two more times per reset.

Enchant Element: 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.


Enchant Spirit: 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.


Endless Fury*: Prerequisite: Guardian. This power allows the character to activate their Primal Fury Class Feature 2 additional times each reset.


Energy Resistance*: 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


Entmoot: 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.


Extended Martial Training: Prerequisite: Monk. This power allows the character to treat all of their Class Weapon Proficiencies as Brawl weapons.


Eye for Quality: Prerequisite: None. This power reflects the characters’ experience in the world and ability to notice even the most useful of scrap. When harvesting Owned Nodes, the character receives 20% more harvesting points. Additionally, when harvesting from a wild node you may re-roll one of the sticks you pull from the bag (set the stick you pulled aside, pull a new one then put the original stick back in the bag). You must give up the old result keep the new result.


Family Weapon: 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.


Fast Learner: 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.


Favored Enemy*: 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 track of which creatures they get the added damage on. This can be purchased multiple times for different categories each time. When this power is purchased one of the following types is chosen:

Nature: Animal or Plants

Cycle: Undead or Abominations

Magic: Shapechangers, Dragons, or Golems

Planes: Outsiders or Elementals

Species: Must have Rank 3 Knowledge of the Species targeted.

Paladin Only for purposes of defining their Bane-able foes: Type of Evil do-er: Slavers, Murderers, Wanted Criminals (The authority in question must be recognized, this is not an excuse to Bane someone because your buddy says they're Wanted for Wheezing the Juice or some other made up crime. The Authority behind declaring someone a 'Wanted Criminal' must be as least somewhat widely recognized, please remember Rule #1) [Please keep in mind we're still working through this and it will likely continue to be tweaked]


Fearless Fury: 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.


Fey Blooded: 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.


Fey Lineage: 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.


Fight to the Death: Prerequisite: Adrenaline Rush x2. 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.


Flap your wings: Prerequisite: Pixie. The magic inherent into your wings may be expelled to allow you to affect a wide area with your sparkly particles. This allows the use of "Glitterdust" per the Nature spell twice per reset.


Flit and Flutter: Prerequisite: Pixie. Being the smallest of the Fae races has allowed Pixies to have an inherent sense of self preservation. A Pixie with this power has two uses of Flee per reset. This Power may be purchased multiple times. This may not be used to flee into combat.

Florentine: 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.


Follower: 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.



Gnomish Talent: 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.


Harden Skin: 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.


Improved Concentration: 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. This will allow a character refitting their Dexterity or Natural armor to maintain their concentration instead of being interrupted by incoming damage.


Improved Familiar: 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. Flavor must be chosen at check in and noted on Player Character card.

Fire- Increases the character's Spell Pool by 5 Points.

Water- Increases the character’s Spell Cap by 5 points.

Wind- Grants the character the Evade skill once each reset.

Stone- Increase the character base Body Points by 5.


Improved Phylactery: Prerequisite: Create Phylactery. This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed. Glyph must be chosen at check in and noted on Player Character card.

Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.

Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.

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.

Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes 7 mana less, minimum 1 mana.


Improved Species, Resist Magic: 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.


Inner Light: 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.


Iron Will*: This power allows the character to shrug off a mental attack. This can be used twice each reset.


Kintsugi Barrier: Prerequisite: Spellblade. This power modifies the Barrier skill for a spell blade. With this power, the spell blade's armor is refit upon the use of their Barrier skill.


Lancet: 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.


Lead Rain: Prerequisite: Gunslinger. 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 "Voice <target> <damage>" to "All Enemies, <damage>". Lead Rain is usable once per reset.


Lengthen Claws: Prerequisite: Short Claws. This power causes the characters’ claws to become elongated increasing them up to Medium weapon length.


Lightning Reflexes: 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.



Limb Breaker: Prerequisite: Warrior. 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.


Limber Form: 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.


Living Armor: 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. This is useable on Dexterity Armor.



Longshot: Prerequisite: Gunslinger. 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're aiming for a healer 25' away but instead hit his fighter 15' away, Longshot doesn't trigger and the shot costs full price. 20' 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'll nail this to within a couple millimeters and I'm working out the tech to make those practical modifications to Nerf rifles.)


Lock Expert: Prerequisite: Rogue. 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.

Main Gauche': 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.


Magic Staff: Prerequisite: One-Hand Block. This power allows the character to use a Staff as a wand rep, instead of a Short Blunt. So a character using this power can have his Wand tag used with a Staff physical representation (phys-rep). This power may also be used to control some powerful magical objects, dependent on the marshal on the field and subject to change.


Magical Training: 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 'schools' and thus cannot be chosen. Void is also not a valid choice at this time. Once a School is chosen it cannot be changed. The character can now use Scrolls from that School up to 6th level following the normal rules for using runes.


Master Craftsman: 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.


Make It Work*: 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't have the normal skill to do so. This includes setting traps, throwing bombs, disarming traps, and even solving physical puzzles. 


Martial Style: 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.

Mantis Style- Grants 1 Additional swing to their Flurry limit.

Crane Style- Grants 10 points of Dexterity Armor.

Bull Style- Grants +1 Base Weapon Damage with Brawl weapons.


Master of the Wilds: Prerequisite: Caller. This power allows the character to now affect 2 additional targets when they cast Aspects.


Master Smithing: 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. (This free temper does not add to the market standards value of the item for the purposes of selling via Merchant) Additionally, they can melt down weapons for half the crafting components (Common and Uncommon) it takes to make the item so long as the item has at least 3 months remaining on the duration. Also some Rare components may be gained if they were used to make the item (the number is a percentage of the remaining duration).


Mentor: 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.


Merciful Strike: Prerequisite: Brawl, Monk. This power allows the character to add the “Padded” flavor to their melee weapon attacks.


Mighty Fury: Prerequisite: Guardian. 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.


Might of the Tiger: Prerequisite: 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.


Natural Hunter: Prerequisite: Felis. 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”.


Noxious Spores: Prerequisite: Myconid. Some Myconids have developed a better defense against those who startle them. Once per reset you may upgrade your Blinding Spores to Poison Nausea Aura.

Oathbound: Prerequisite: Dwarf. 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.


One with the Land*: Prerequisite: Ent. 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.


Only when called: Prerequisite: Paladin. This power renders a Paladin immune to the Curse of Death effect, regardless of how it's generated or applied. For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.


Overwhelming Power: 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.


Pack Mentality*: 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 "Natural Wolf Pack!" and follows the normal rules for the Wolf Pack spell.


Photosynthesis: Prerequisites: Ent. This power allows Ents to regenerate their Body Points. To use this power, the character must stand in a 'tree position' 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).


Point Blank: 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.


Potent Blood: Prerequisite: Dwarf. When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect.


Pounce: 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.


Power Chord: Prerequisite: Bard. When wielding an instrument weapon, the character can deliver their Dirges at range with the Voice Delivery Type.


Preparation: Prerequisite: Ambush. This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.


Rapid Fire: Prerequisite: Gunslinger. Increases the Flurry of pistols by 1.

Royal Candidate: 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.

Recover: Prerequisites: 10th level character. Once per encounter, you may draw back in the spent resources. This can only be done if your skill (spell, technique, etc.) got the 'No Effect' response and only once per Encounter. This take Concentration and 2 minutes to complete. This may only be taken once.

Refracted Light: Prerequisites: Shared Light, Mage. You gain 2 extra targets when using chain spell.

Researcher: 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.


Resilient*: Prerequisite: Gnome. 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.

Right Between the Eyes: Prerequisite: Gunslinger. 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.

Retain Magic: Prerequisite: 30 Mana. This power allows the caster to better control the magic around them. This skill can be used to 'keep' 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.


Righteous Chorus: Prerequisite: Paladin. 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 "Voice <target> Life" and wait wherever you are; you don'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'll have to inquire of Biomancers and this is not as easy as it sounds.


Roll With It: 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.


Scent: 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.


Self-Stabilize: 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.


Shadow Strike: 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.


Shield Proficiency, Small: This power allows a character to use a Small Shield.


Shield Proficiency, Medium: 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't a Power to be able to take this.


Shield Proficiency, Large: 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't a Power to be able to take this.


Shred*: Prerequisites: Felis and Lengthen Claws. This power allows the character to rip apart a target'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.


Shrug It Off: 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.


Single Shot: 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's excellent flintlock, or Nerf's surprisingly powerful Jolt, for example.


Single Minded Fury: 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.


Sir Sneaks-a-lot: Prerequisite: Sneak Sneaky, Rogue. This power allows the character to add the silent prefix for free anytime they would be able to use the Surprise modifier. Both may be used on an attack if applicable.

Sling Arrow: 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.


Specialization: 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.


Specialist: 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. (Any "free" additions have no effect on the Market Value of an item for the purposes of selling via the Merchant skill)

  • Brewmaster: When crafting Potions the number of Common Components needed is reduced by 1 (minimum 1) for the first 40 items each game.
  • Apothecary: When crafting Chemistry items you can use expired Chemistry tags as Common Herbs.
  • Metalsmith: When crafting Smithing recipes, those items get one free Temper.
  • Arcane Sculptor: When crafting Damage/Healing Runes, the value is increased by 5 points at no added cost.
  • Inventor: When crafting Engineering recipes, those items get one free Master’s Workings.


Spell Devotion: 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 <Effect>”.


Spell Focus 1: Prerequisite: Spell Pool 2. This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.


Spell Focus 2: 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.


Sprouts: Prerequisite: Myconid. Fungus never stops growing, a Myconid is similar. You produce a number of herbs equal to 75 Component Points form the Harvesting page. Eye for Quality does not apply.

Stalwart Guard: 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.


Strong Arm: 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.


Subtlety: 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.


Swamp Thing: 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.


Take it like a Champ: Prerequisite: Survival x2, Champion. This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used by burning a use of the Survival skill.

Talented Assistant: 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.


Taproot: 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.


Terrain Adaptation: 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.


The Trees Are Angry: 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.


Touch of the Wind*: 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.


Touched By The Shadow*: 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.


Toughen*: Prerequisite: None. This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.


Trapper: 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).


Trollsblood: 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.


Tumble: 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.


Tunnel Fighter: 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.


Undying Fury: 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.

Weapon Proficiency: 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.)


Wild Magic: Prerequisites: (Caller Only). This power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke 'Wild Magic' 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 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 "Magic [spell name] wild magic"


Wrath of Nature: 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.


Wisp Form: Prerequisite: Caller. The caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:

15 Body

Resist Toxin/Physical x 1

Flee x 2

½ Damage from physical attacks

Immune to Wind & Lightning damage

+50 Spell Pool

Gain one bonus spells costing up to 5 mana

HEROIC POWERS

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.

Power Prerequisite
Advanced Magical Training Power: Magical Training
Arcane Strike* Spellblade
Armored to the teeth Power - Armor Proficiency
Backlash Spellblade
Blood Oath Power - Family Weapon
Body Guard Champion
Broaden Specialization Power - Specialization
Cast Iron Background - Nomad
Bathe in Poison Rogue
Cat Like Reflexes Felis
Cataclysm Mage, Warlock
Chakra Focus Monk
Combat Challenge Champion
Combo Move Rogue
Dedication Scholar
Dexterity Armor*
Diamond Skin* Monk
Dual Spirit Guardian
Enhanced Shifting, Greater Caller, Enhanced Shifting
Enhanced Totems Guardian
Elemental Emulation Aura Emulation
Enhanced Kintsugi Barrier Kintsugi Barrier
Escape Plan Rogue
Exotic Ammo* Ranger
Feedback Loop Spell Pool 4
Focus Zen* Monk
Full-Blooded Half-Troll
Greater Specialization Specialization
Hardened Training Soldier Background
Heroic Toughness*
Holy Nova* Path of Spirit
Hype Man Bard
I'm on a Boat Sailor
Improved Parry Parry, KA Warfare Rank 2
Jam Device* Power - Gnomish Talent
Linguist 5 different read and write skills
Mana Tap Elemental School of Magic
Mark up Merchant rank 10
Master Merchant Merchant Background
Master of Creation Create Wondrous Item, KA Magic Rank 5
Mobile Creation Artisan
Momentum Warrior
Nature's Embrace Caller
One Voice Entmoot
Paralytic Spores Myconid
Posse Outlaw
Practiced Crafter Craftsman
Purge the Shadows School of spirit, KA Cycle Rank 5
Rapid Shot* Ranger
Regrowth Myconid
Renown Aristocrat
Reverberate Bard
Ritual Adept Ritualism
Scout Woodsman Background
Strengthen Bloodline 5 Species Resists
Subsonic Bard
Tolerance Terrain Mastery or Survival x5
Triage Healer Background
Triple Jointed Power - Limber Form
Unarmed Combat Brawl
Unleash Elements KA Magic/Warfare Rank 3 & KA Planes 3
Unyeilding Must have successfully resurrected 3 times
Warp Magic Deep Elf, Power - Improved Species, Resist Magic
War Cry Trooper
Whirlwind Power - Overwhelming Power
Wisp Form, Greater Power - Wisp Form
Wyld Soul Guardian
Years of Mastery High-Elf
Zealous Dedication Single Attunement & 100+ Favor
Flutter Harder! Pixie, Flit & Flutter
Harder to Spot Pixie, Corner of Your Eye

Advanced Magical Training: Prerequisites: Magical Training.

This power further extended the characters understanding on magic and allows them to use Scrolls from a second School of magic.


Arcane Strike: Prerequisite: Spellblade.

This Power allows the character to deliver an attack with a more powerful version of their Channel skill. They may use theArcaneDelivery Type instead of the Magic Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of Channels.


Armored to the Teeth: Prerequisite: Armor Proficiency.

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. Temporary Armor effects do not stack with this Power.

Bathe in Poison: Prerequisite: Rogue.

Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.


Backlash: Prerequisite: Spellblade, Aura Emulation.

By manipulating your power, you can cause your Barrier to lash out instead of providing protection. To use this, you must activate your Barrier skill and on the first hit that strikes you can use the effect “Magic Aura<Flavor>”.This functions as per the Aura Emulation skill. This removes the Barrier from you and does not protect from any damage.


Blood Oath: Prerequisite: Family Weapon.

When wielding their family weapon, they can invoke ancient powers. Once activated the character gains the Flavor Carrier Ward. This Power can be used once each reset, and lasts for 5 minutes or one Encounter.


Bodyguard: Prerequisite: Champion.

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 Body Points less than half of the user’s base Body Points. While the Power is active, the recipient will gain Reduced: Half from all physical attacks; additionally the user can use the Deflect, Parry, and Weapon Ward 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.


Cast Iron: Prerequisite: Nomad.

Years of surviving in the wilds have hardened the character’s fortitude, making them Immune to the effect of Rot, though this does not make the character Immune to any damage or other effects that may be part of the attack. Additionally, their Resist Rot can be used to Resist the following effects: Plague, Vampiric, and Wounding.


Cataclysm: Prerequisite: Evoker.

This power allows the character to unleash the true power of the elements on their foes. Twice each reset the character can inflict Vulnerability on their foes in combat. To use this Power, the character must announce, “All enemies Voice Vulnerability <Flavor>”, where <Flavor> is one of those from their Spell Pool.


Cat-Like Reflexes: Prerequisite: Felis.

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.


Combat Challenge: Prerequisite: Champion.

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.


Combo Move: Prerequisite: Rogue.

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.


Dedication: Prerequisite: Scholar.

This Power allows the Scholar to expend fewer resources when generating effects with their Knowledge Points. This reduces the cost of the abilities for their favored Knowledge (Area) skills by 1 point, to a minimum of 1.


Dexterity Armor*:

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.


Diamond Skin: Prerequisite: Monk.

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 Resists the next three spells or effects with the Magic Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset.


Dual Spirit: Prerequisite: Guardian.

This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.


Elemental Emulation: Prerequisite: Aura Emulation.

This Power allows the character to change the Delivery Type of the Aura Emulation skill from “Magic Aura” to “Elemental Aura”. This can be used three times each reset.


Escape Plan: Prerequisite: Rogue.

This Power augments the Conceal skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a Prison, or Petrified. This also makes use of the skill a Passive ability. In addition to the normal effect of Conceal, 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 Derangements. Note: 'stay concealed for the full ten seconds' 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.


Exotic Ammo: Prerequisite: Ranger.

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 Exotic Quiver, 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 Temporary Damage 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.


Feedback Loop: Prerequisite: Spell Pool 4.

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 Spell Pool on a 10 counted action, instead of concentrating for the normal amount of time.

Flutter Harder!: Prerequisite: Flit & Flutter

The uses of Flee that a Pixie has gained through purchases of Flit and Flutter may now be used even when the Pixie is under a Binding effect, excluding Prison. May not be used to flee into combat.


Focus Zen* Prerequisite: Monk

This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “Arcane Break Enchantments”, and can be used once each reset.


Full Blooded Prerequisites: Half-Troll

The character gains Slow Regeneration; allowing them to spend 30 minutes of resting and taking no combative actions, at the end of which they are healed to their maximum Body Points, cured of all Toxins, and Regenerate all missing limbs.


Greater Specialization Prerequisites: Specialization

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.


Hardened Training: Prerequisite: Soldier Background.

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 Spell Pool. The character must already possess at least the same amount base of the source they choose.

Harder to Spot: Prerequisite: Corner of Your Eye.

A pixie may now turn invisible when they use their once per day Conceal from the prerequisite skill. This will last up to 1 hour or module and must be physically represented with a green headband. This effect ends instantly if the Character interacts with any in game object or attacks any target.


Heroic Toughness*:

This Power permanently increases the characters Body Points by 10.In addition, this increases the effects of Recovery by an additional 3 points. This power can be taken multiple times with stacking effect.


Holy Nova: Prerequisite: Spirit school of magic.

You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “All allies Voice 25 Healing Font”.


Hype Man: Prerequisite: Bard.

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 'Hype Man'. To do so the Bard will call "Allies Voice Delivery" 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' John can get repetitive, the magic is in the moderation.


I’m on a Boat: Prerequisite: Sailor Background.

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 Underwater Combat.


Improved Parry: Prerequisite: Parry, Knowledge(Warfare)Rank 2.

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 Deflect, Parry, and Riposte against weapon delivered attacks regardless of Vector, however, they can only do this for attacks that target only themselves.


Jam Device: Prerequisite: Gnomish Talent.

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 “<Target> Voice Jam Device.”


Linguist: Prerequisites: 5 different Read and Write skills.

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.


Mana Tap: Prerequisite: Evoker.

This Power allows the character to fully utilize power stored into Mana Gems. While normally such items store Mana, a character with this Power can refresh their Spell Pool by expending 7 of that mana from the gem. Additionally, this power reduces the Knowledge Point cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.


Markup: Prerequisite: Merchant Rank 5.

When selling, you may increase the value of one Merchant action by 10% each Reset. (Note: This might change to once an event but we don't know until we see it in action)


Master Merchant: Prerequisite: Merchant Background.

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 Merchant skill they possess at Check-In each game.


Master of Creation: Prerequisite: Create Wondrous Item, Knowledge (Magic)Rank 5.

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 Wondrous Item 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.


Enhanced Shifting, Greater: Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.

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.


Enhanced Totems: Prerequisite: Guardian.

Your totems gain the following effect options:

  • Aerial Totem: You may Fly for 1 hour or module and have one use of 'Soar'
  • Aquatic Totem: You may plant your foot and cast 'natural 5 healing' by touch only for 5 minutes/one encounter
  • Earthen Totem: +10 Body and Recovery 5
  • 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


Magical Shifting: Prerequisite Enhanced Shifting, Caller may not have Greater Enhanced Shifting.

This power allows the caller to use a single Caller spell delivered as 'Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of 'Natural 30 lightning' delivered via packet.


Momentum: Prerequisite: Warrior.

An object in motion stays in motion and you are no different, making every bit of force count. You reduce the Permanent Strength required to Break Free from Binding by 2 points, though this does not lower the damage taken for doing so.


Nature’s Embrace: Prerequisite: Caller.

This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains Fast Healing 5, and additionally can Auto-Stabilize themselves twice each reset, setting them to 0 Body Points.


One Voice: Prerequisite: Ent.

This Power allows the character to use Entmoot on their own, needing no other Ents.


Posse: Prerequisite: Outlaw.

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.


Practiced Crafter: Prerequisite: Craftsman Background.

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.


Rapid Shot: Prerequisite: Ranger.

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 "Double Attack", forcing the target to defend again or suffer the effect of the attack. This can be used twice each reset.


Renown: Prerequisite: Aristocrat.

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.


Reverberate: Prerequisite: Bard.

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 Encore 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.


Ritual Adept: Prerequisite: Ritualism.

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.


Scout: Prerequisite: Woodsman.

While in a natural setting your skill at getting around are almost unmatched. Even if the character does not have any ranks of Track they are still allowed to make a tracking Contested Roll as though they had 1 level, if they have at least 1 level of Tracking they receive +3 Bonus when Tracking or +5 Negative when counter tracking. Additionally, the character can ask questions about the tracks without having to make the normal Contested Roll, and will always have a chance to roll.


Strengthen Bloodline: Prerequisite: 5 Species Resists.

By strengthening one’s inner resolve, one can learn to channel away harmful effects. With this Power, when a character uses a Species Resist to negate an effect, they become Immune 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.


Subsonic: Prerequisites: Bard.

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 “Everyone in the sound of my Voice Suppress Verbal”, 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.


Tolerance: Prerequisite: Terrain Adaptation or Survival x 5.

This Power increases the character’s resolve when it comes to being overwhelmed by the elements. This both lowers the Fatigue severity by a tier in all situations, and allows the character to hold their breath for up to 10 minutes(5 minutes in combat).


Triage: Prerequisite: Healer Background.

This Power gives the character two benefits: First, when using the First-Aid skill,it can be performed in a 10 counted action instead of its usual time; second, the range of the Diagnose skill is changed to Line of Sight.


Triple Joined: Prerequisite: Rok’Shen, Limber Form.

This Power increases the character’s flexibility, making them hard to hold down in one place. The character becomes Immune to all Pin effects, and additionally, the duration of Bind and Web effects is reduced to 30 seconds.


Unarmed Combat: Prerequisite: Brawl.

This Power allows a character trained in the Brawl skill to use medium length reps, as well they can use Special Attacks with Brawl weapons.


Unleash Elements: Prerequisite: Knowledge (Magic)/(Warfare) Rank 3, Knowledge (Planes)Rank 3.

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.

Named Component Flavor Carrier
Essence of Fire Fire
Essence of Water Water
Essence of Wind Wind
Essence of Stone Stone
Essence of Shadow Shadow
Phoenix Talon Silver
Shattered Star Iron


Unyielding: Prerequisite: Must have successfully resurrected 3 times.

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 Contested Roll, they can instantly make a second draw if they choose. This Power can only be used once each reset.


War Cry: Prerequisite: Trooper.

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.


Warp Magic: Prerequisite: Deep-Elf or Deep-Dwarf, Improved Species, Resist Magic.

When the character uses their Resist Magic, they absorb some of the power; gaining 2 Energy or 20 Spell Pool. These must be used in the next 5 minutes or Encounter, or they are considered expended and lost.


Whirlwind: Prerequisite: Overwhelming Power.

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 Burst Modifier twice each reset.


Wisp Form, Greater: Prerequisite: Wisp Form.

Changes the Wisp form statistics to the following:

25 Body

Resist Toxin/Physical x 2

Flee x 3

½ Damage from all attacks

Non-corporeal

Can Flee into a combat they have left in the last 5 mins.

+75 Spell Pool

Can change Spell Pool flavor to Venom

Gain 2 bonus spells costing up to 7 mana


Wyld Heart: Prerequisite: Guardian.

This Power binds the character’s body with the might of nature. When the character uses Primal Fury, they gain Damage Cap 5 for the duration of the ability.


Years of Mastery: Prerequisite: High-Elf.

This power allows the character to pick a Knowledge (Area) skill that they have no ranks in, and gain 3 ranks instantly; in the case of Rare Knowledge (Area) skills, the character must still meet the normal prerequisites.


Zealous Dedication: Prerequisite: 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' made available to you is now increased by an extra 50%. Other Roleplay or specific attunements may have further effects related to this power.