Powers: Difference between revisions

From TFE
Jump to navigation Jump to search
(power format rework)
(Removed double spacing throughout descriptions)
Line 1: Line 1:
Powers are things your character can have outside the usual bounds. Every Class and Race has Powers unavailable to other Classes and Races. 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.
Powers are things your character can have outside the usual bounds. Every Class and Race has Powers unavailable to other Classes and Races. 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.


{| class="wikitable"
{| class="wikitable"
Line 548: Line 548:
'''Powers'''*Powers with this notation can be taken multiple times.
'''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 race 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 race 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 Barrier effect, these points do not stack with  themselves and are the first to be lost.  
'''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.


'''Additional Shift'''*  Prerequisite: Caller  This power allows the character to use  their Empowered Shifting ability 2 additional  times each reset.  
'''Additional Shift'''* Prerequisite: Caller This power allows the character to use their Empowered Shifting ability 2 additional times each reset.


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 while wield weapon in each hand their flurry limit increases  by 1, to 4 swings.  
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 while wield a weapon in each hand their flurry limit increases by 1, to 4 swings.


'''Amp'''  Prerequisites: Bard  When wielding an instrument weapon,  the Base Weapon Damage is increased by 1 point.  
'''Amp''' Prerequisites: 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.  
'''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.  
'''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'''  Prerequisites: 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.  
'''Arcane Study''' Prerequisites: 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'''  Prerequisites: 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 tier of armor, Example a suit that qualifies as Medium Armor would be valued as Heavy Armor  while worn. The character is still limited to their  maximum armor value.  
'''Armor Efficiency''' Prerequisites: 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 Trickster with this power could wear  up to Medium Armor, instead of being limited to  Light Armor.  
'''Armor Proficiency''' Prerequisite: None This power increases the maximum amount of armor a character can wear by 1 Tier. Example: A Trickster 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.  
'''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 +Strength for performing Feats of Strength.  
'''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.


'''Beast Master'''  Prerequisite: Caller, 8thCharacter Level  This power further increases the  characters shapechanges. While Empowered  Shifting is active the character additionally gains a Threshold 3.    
'''Beast Master''' Prerequisite: Caller, 8thCharacter Level This power further increases the characters shapechanges. While Empowered Shifting is active the character additionally gains a Threshold 3.  


'''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.  
'''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, 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 Grappler*''' Prerequisites: Half-Troll, 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 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*'''  Prerequisites: 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 to Serve*''' Prerequisites: 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'''  Prerequisites: Felis  Born into a family of traders, the art was  pushed upon you from an early age. This power  increases the character’s effective rank of the  Merchant skill by 1, giving them rank 1 if they  have not purchased the skill. Additionally, they  receive an additional 5% discount when  purchasing with the skill.  
'''Born Trader''' Prerequisites: Felis Born into a family of traders, the art was pushed upon you from an early age. This power increases the character’s effective rank of the Merchant skill by 1, giving them rank 1 if they have not purchased the skill. Additionally, they receive an additional 5% discount when purchasing with the skill.


'''Broaden Specialization'''  Prerequisite: Specialization  This power allows the character to apply  their Specialization bonus to all weapons they are  proficient with.  
'''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  This power improves upon the  champions’ prowess with their shield, allowing  them to block more types of attacks than normal.  Bulwark allows them to now block, with their  shield, Melee weapon attacks with the Poison and  Elemental vector. In addition, they can  block Vial and Bomb ranged attacks. The latter  alteration only affects attacks blocked by the  shield. If the packet strikes a weapon or any other  portion of the character, they still suffer the  effect.  
'''Bulwark''' Prerequisites: Strong Arm This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield, Melee weapon attacks with the Poison and Elemental vector. In addition, they can block Vial and Bomb ranged attacks. The latter alteration only affects attacks blocked by the shield. If the packet strikes a weapon or any other portion of the character, they still suffer the effect.


'''Called Shot'''  Prerequisites: Ranger  When a character uses their Hunter’s  Mark skill to deal only damage, not adding Technique, they receive a +10 Base Weapon  Damage bonus instead of the normal +5 bonus.  
'''Called Shot''' Prerequisites: 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*'''  Prerequisites: 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 Beast*''' Prerequisites: 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.  
'''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.


'''Combat Archery'''  Prerequisite: Precision +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 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.  
'''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 Tamed pet, so long as the pet is with the  character they gain the benefit chosen from the  pets list. A character can only have 1 pet at a time  and must release their current pet to gain  another. For more info on the pets see Appendix  8: Novice Rules.  
'''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 Appendix 8: Novice Rules.


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


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


'''Deep Pockets'''  Prerequisite: Artisan  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.  
'''Deep Pockets''' Prerequisite: Artisan 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.  
'''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.


'''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.  
'''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.  
'''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.


'''Elven Accuracy*'''  Prerequisite: High Elf  This power hones the elf’s senses. When skill or spell that has a Combat or Spell Slot 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 Accuracy*''' Prerequisite: High Elf This power hones the elf’s senses. When a skill or spell that has a Combat or Spell Slot 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'''  Prerequisites: High-Elf  This power gives the character Weapon  Proficiency: Long Bow& Long Sword.  
'''Elven Martial Training''' Prerequisites: High-Elf This power gives the character Weapon Proficiency: Long Bow& Long Sword.


'''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 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.  
'''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*'''  Prerequisites: Guardian  This power allows the character to  activate their Primal Fury Class Feature additional times each reset.  
'''Endless Fury*''' Prerequisites: 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 different flavor must be picked each time  
'''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'''  Prerequisites: One with the Land  To use the power there must be at least 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.  
'''Entmoot''' Prerequisites: 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'''  Prerequisites: Monk  This power allows the character to treat  all of their Class Weapon Proficiencies as Brawl  weapons.  
'''Extended Martial Training''' Prerequisites: 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 Nodes,  the character receives 20% more harvesting  points. Additionally, on Modules there is a chance  they can scrounge up random items, and they can  use the Survival skill to guarantee a scrounged  item. If successful, the player will receive Scrounge Tag which can be turned in at NPC  camp at a later time.  
'''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 Nodes, the character receives 20% more harvesting points. Additionally, on Modules there is a chance they can scrounge up random items, and they can use the Survival skill to guarantee a scrounged item. If successful, the player will receive a Scrounge Tag which can be turned in at NPC camp at a later time.


'''Family Weapon'''  Prerequisites: Oathbound  This power grants the character 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.  
'''Family Weapon''' Prerequisites: 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.  
'''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 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 +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:  
'''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 take of which creatures they get the added damage on. When this power is purchased one of the following types is chosen:


Nature: Animal or Shapechanger  
Nature: Animal or Shapechanger  


Cycle: Undead or Abominations  
Cycle: Undead or Abominations


Magic: Draken or Golem  
Magic: Draken or Golem


Planes: Outsiders or Elementals  
Planes: Outsiders or Elementals


'''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.  
'''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'''  Prerequisites: Fey Lineage  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 Blooded''' Prerequisites: Fey Lineage 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.  
'''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 x 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.  
'''Fight to the Death''' 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.


'''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. (Characters may wield a small in there offhand without this power)   
'''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. (Characters may wield a small in there offhand without this power)   


'''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.  
'''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.


'''Gift of Light'''  Prerequisite: Hand of Light  This power improves the characters Lay  Hands Class Feature. Whenever Lay Hands is used  to heal a friendly target the caster is healed for  the same amount.  
'''Gift of Light''' Prerequisite: Hand of Light This power improves the characters Lay Hands Class Feature. Whenever Lay Hands is used to heal a friendly target the caster is healed for the same amount.


'''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.   
'''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.  


'''Hand of Light'''  Prerequisite: Paladin  This power alters the character’s Lay  Hands by changing the range from being touch  cast, to Line of Sight. When used the character  must announce “<Target>Voice Lay Hands”.  
'''Hand of Light''' Prerequisite: Paladin This power alters the character’s Lay Hands by changing the range from being touch cast, to Line of Sight. When used the character must announce “<Target>Voice Lay Hands”.


'''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.  
'''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.  
'''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.


'''Improved Familiar'''  Prerequisites: 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.  
'''Improved Familiar''' Prerequisites: Create Familiar This power allows the character to manifest a more powerful Familiar. Granting them 5 points of Spell Pool and a benefit based on the flavor of the familiar.


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


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


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


Stone- Increase the character base Body  Points by 5.  
Stone- Increase the character base Body Points by 5.  


'''Improved Phylactery'''  Prerequisites: Create Phylactery  This power allows the character to  manifest a more powerful Phylactery. Granting  them a benefit based on which glyph was scribed.  
'''Improved Phylactery''' Prerequisites: Create Phylactery This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.


Grace- Lowers the time to reset their Spell  Pool by 1 minute and does not stack with  similar effects.  
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.  
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.  
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 a Spell Slot of up to 7 levels  lower, minimum 1st level.  
Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes a Spell Slot of up to 7 levels lower, minimum 1st level.


'''Improved Racial, Resist Magic'''  Prerequisite: Deep Elf  This power allows the Resist Magic racial  abilities that are earned from levels, not  purchased with Skill Points, to also be used to  resist attacks with the Arcane Delivery Type.  
'''Improved Racial, Resist Magic''' Prerequisite: Deep Elf This power allows the Resist Magic racial 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 Delivery Type for all Restoration 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.  
'''Inner Light''' Prerequisite: School of Spirit This power temporarily boosts a Mage’s abilities in 2 ways. First, while active, it grants Magic Delivery Type for all Restoration 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*'''  Prerequisite: None  This power allows the character to shrug  off the following mental attacks: Berserk, Charm,  Command, Fear, Shun, and Terror. This can be  used twice each reset.  
'''Iron Will*''' Prerequisite: None This power allows the character to shrug off the following mental attacks: Berserk, Charm, Command, Fear, Shun, and Terror. This can be used twice each reset.


'''Kintsugi Barrier''' - 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.    
'''Kintsugi Barrier''' - 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.  
'''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.


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


'''Ley Study'''  Prerequisites: Spell Casting as part of Class  Description, 4thCharacter Level  This power allows the character to unlock  the Ley Magic skills, letting them to change how  their magic works. In addition to gaining the  ability to learn new skills they also gain 3 Ley  Points. Additionally, the character may learn single Minor Ley Magic skill without need of an  instructor.  
'''Ley Study''' Prerequisites: Spell Casting as part of Class Description, 4thCharacter Level This power allows the character to unlock the Ley Magic skills, letting them to change how their magic works. In addition to gaining the ability to learn new skills they also gain 3 Ley Points. Additionally, the character may learn a single Minor Ley Magic skill without need of an instructor.


'''Light’s Reach*'''  Prerequisites: Paladin  This power allows the character to  activate their Lay Hands Class Feature additional times each reset.  
'''Light’s Reach*''' Prerequisites: Paladin This power allows the character to activate their Lay Hands Class Feature 2 additional times each reset.


'''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 step of the radius they can step out of the area  and avoid the attack.  
'''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.


'''Limber Form'''  Prerequisites: 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.  
'''Limber Form''' Prerequisites: 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 Signature Spell (Healing) to fix damaged  suits of armor. They can use their Spell Pool with  an altered incant “I Summon X Armor.” This  change allows them to heal Body Points or Armor  Points. Healing a suit of armor to its maximum  value will Repair the armor.  
'''Living Armor''' Prerequisite: School of Spirit This power allows the character to use their Signature Spell (Healing) to fix damaged suits of armor. They can use their Spell Pool with an altered incant “I Summon X Armor.” This change allows them to heal Body Points or Armor Points. Healing a suit of armor to its maximum value will Repair the armor.


'''Local'''  Prerequisites: 1st Character Level, can only be  taken at character creation  While adventures hail from all over the  globe, you grew up in the area where your home  chapter is played. While it might not seem like  much, you know a large number of the  commoners in the area and may even be known  by the local guilds for your willingness to do odd  jobs. This means that you know just who to talk  to, for whatever it is you are trying to find  assuming it is available. This could be  information, small goods, a place to sleep, or  maybe an odd job.  
'''Local''' Prerequisites: 1st Character Level, can only be taken at character creation While adventures hail from all over the globe, you grew up in the area where your home chapter is played. While it might not seem like much, you know a large number of the commoners in the area and may even be known by the local guilds for your willingness to do odd jobs. This means that you know just who to talk to, for whatever it is you are trying to find assuming it is available. This could be information, small goods, a place to sleep, or maybe an odd job.


'''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.  
'''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 Staff as a wand, instead of a Short Blunt.  
'''Magic Staff''' Prerequisite: One-Hand Block This power allows the character to use a Staff as a wand, instead of a Short Blunt.


'''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. Once a School is chosen it cannot be changed. The character can now use Runes from that School up to 6th level following the normal rules for using runes.    
'''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. Once a School is chosen it cannot be changed. The character can now use Runes 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. This reflects their  proven skill in their art.  
'''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. This reflects their proven skill in their art.


'''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'have the normal skill to do so. This includes  setting traps, throwing bombs, disarming traps,  and even solving physical puzzles  .   
'''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.  
'''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.  
Mantis Style- Grants 1 Additional swing to their Flurry limit.


Crane Style- Grants 10 points of Dexterity  Armor.  
Crane Style- Grants 10 points of Dexterity Armor.


Bull Style- Grants +1 Base Weapon  Damage with Brawl weapons.  
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 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.  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).  
'''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. 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 basic items for you.  
'''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.  
'''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 +Temporary Weapon Damage and Critical.  
'''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'''  Prerequisites: 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 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.  
'''Might of the Tiger''' Prerequisites: 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.


'''Muscle Memory'''  Prerequisite: Artisan  This power allows the character to know  a few recipes “by heart”. At any given time, character can have 6 recipes that they have  “memorized” allowing them to craft the item  without having the recipe on hand. It takes 1 hour  of study to commit the recipe to memory and it  will remain until it is changed out, this should be  noted on the sheet with a Marshal so that is can  be added to the notes.  
'''Muscle Memory''' Prerequisite: Artisan This power allows the character to know a few recipes “by heart”. At any given time, a character can have 6 recipes that they have “memorized” allowing them to craft the item without having the recipe on hand. It takes 1 hour of study to commit the recipe to memory and it will remain until it is changed out, this should be noted on the sheet with a Marshal so that is can be added to the notes.


'''Natural Hunter'''  Prerequisites: 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 race description of a target when they ask the  question “What do I see”.  
'''Natural Hunter''' Prerequisites: 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 race description of a target when they ask the question “What do I see”.


'''Oathbound'''  Prerequisites: 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.  
'''Oathbound''' Prerequisites: 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*'''  Prerequisites: 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.  
'''One with the Land*''' Prerequisites: 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.


'''Overwhelming Power'''  Prerequisite: Warrior and Overpower  This power grants the character an  additional +1 Base Strength when wielding Great Weapon. Additionally, their Blitz skill  grants the Massive Modifier when used. This is  not limited only to Great Weapons; however, Great Weapon must still be in hand to gain this  effect on Blitz.  
'''Overwhelming Power''' Prerequisite: 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*'''  Prerequisites: 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.  
'''Pack Mentality*''' Prerequisites: 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).  
'''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.  
'''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'''  Prerequisites: Dwarf  When the character uses their Resist  Toxin skill they heal 5 Body Points in addition to  negating the effect.  
'''Potent Blood''' Prerequisites: 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.  
'''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'''  Prerequisites: Bard  When wielding an instrument weapon,  the character can deliver their Dirges at range  with the Voice Delivery Type.  
'''Power Chord''' Prerequisites: 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.  
'''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.


'''Royalty 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.  
'''Royalty 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.


'''Purifying Touch'''  Prerequisite: Paladin  This power increases the effect of the  Paladin’s Lay Hands Class Feature. In addition to  the healing effect, it also removes Toxins, by  adding “Purify” to the end of the call.  
'''Purifying Touch''' Prerequisite: Paladin This power increases the effect of the Paladin’s Lay Hands Class Feature. In addition to the healing effect, it also removes Toxins, by adding “Purify” to the end of the call.


'''Researcher'''  Prerequisites: At least one Knowledge (Area) at  Rank Bookworm does not quite cover your  commitment to knowledge. When doing BGA’s  (Between Game Action) you can research 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.  
'''Researcher''' Prerequisites: 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*'''  Prerequisites: Gnome  Living on Steelcrank, 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.  
'''Resilient*''' Prerequisites: Gnome Living on Steelcrank, 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.


'''Retain Magic'''  Prerequisite: A 8th level Spell Slot  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.  
'''Retain Magic''' Prerequisite: A 8th level Spell Slot 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.


'''Roll with It'''  Prerequisite: Acrobatics  This power changes the effect of the Roll  skill to now reduce the damage of an attack to point instead of half damage.  
'''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'''  Prerequisites: 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 race of a scent, and by spending a 10  counted action, they can tell if a Toxin is present.  
'''Scent''' Prerequisites: 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 race of a scent, and by spending a 10 counted action, they can tell if a Toxin is present.


'''Self-Stabilize'''  Prerequisites: 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 Body Point as normal.  
'''Self-Stabilize''' Prerequisites: 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 attacks while remaining Hidden.  
'''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 Small Shield.  
'''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 Medium Shield.  
'''Shield Proficiency, Medium''' Prerequisite: Proficiency with Small Shield This power allows a character to use a Medium Shield.


'''Shield Proficiency, Large'''  Prerequisite: Proficiency with Medium Shield  This power allows a character to use Large Shield.    
'''Shield Proficiency, Large''' Prerequisite: Proficiency with Medium Shield This power allows a character to use a Large Shield.  


'''Shred*'''  Prerequisites: Felis, 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.  
'''Shred*''' Prerequisites: Felis, 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 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 twice each reset.  
'''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 by twice each reset.


'''Single Minded Fury'''  Prerequisites: Ambidexterity  This power will increase the characters’  Base Weapon Damage by 1 when fighting with weapons of the same length and type; this does  not include Brawl weapons.  
'''Single Minded Fury''' Prerequisites: 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.


'''Sling Arrow'''  Prerequisites: Bard  This power all the character to use 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.  
'''Sling Arrow''' Prerequisites: 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.  
'''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.  
'''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.


Brewmaster- When crafting Potions the  number of Common Components needed is  reduced by 1 (minimum 1) for the first 40  items each game.  
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.  
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.  
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 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 I'''  Prerequisite: Signature Spell II  This power increases the characters Spell  Pool by 15 points. This also increases the  characters Spell Cap by 5 points.  
'''Spell Focus I''' Prerequisite: Signature Spell II This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.


'''Spell Focus II'''  Prerequisite: Signature Spell III and Spell Focus This power further increases the  characters Spell Pool by 20 points. This stacks  with the Spell Focus I power. This also increases  the characters Spell Cap by 5 points.  
'''Spell Focus II''' Prerequisite: Signature Spell III and Spell Focus I This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus I power. This also increases the characters Spell Cap by 5 points.


'''Stalwart Guard'''  Prerequisites: 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 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.  
'''Stalwart Guard''' Prerequisites: 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'''  Prerequisites: 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.  
'''Strong Arm''' Prerequisites: 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: Trickster or Ranger. 4thCharacter  Level  This power gives the character+additional Precision damage. This functions just  as the Precision skill, but applies to both hands.  
'''Subtlety''' Prerequisites: Trickster or Ranger. 4thCharacter Level This power gives the character+2 additional Precision damage. This functions just as the Precision skill, but applies to both hands.


'''Swamp Thing'''  Prerequisites: 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.  
'''Swamp Thing''' Prerequisites: 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.


'''Talented Assistant'''  Prerequisites: 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.  
'''Talented Assistant''' Prerequisites: 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 buffs affecting  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.  
'''Taproot''' Prerequisites: Ent Ents can remove negative buffs affecting 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 This power allows a character to become  attuned with a certain Terrain Type that is  associated with one of the Inner Elements (Fire,  Stone, Water, or Wind). This allows the character  to ignore many of the normal penalties that the  Terrain would inflict on them.  
'''Terrain 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'''  Prerequisites: One with the Land  If a target desecrates a tree in the  presence of the Ent, the Ent may choose to take Berserk effect against the person doing the  damage to the forest and gain +4 Temporary  Strength or +50 Spell Pool in their attacks against  that person for 5 minutes or one Encounter.  
'''The Trees are Angry''' Prerequisites: 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 in their attacks against that person for 5 minutes or one Encounter.


'''Touch of the Wind*'''  Prerequisites: 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 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.  
'''Touch of the Wind*''' Prerequisites: 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*'''  Prerequisites: 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 minute concentrating the character will be  Dispelled of all negative effects upon their  character. This can be used three times each  reset.  
'''Touched by the Shadow*''' Prerequisites: 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*'''  Prerequisites: None  This power increases the characters’ Base  Body Points by 5 points. This power can be taken  multiple times.  
'''Toughen*''' Prerequisites: None This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.


'''Trapper'''  Prerequisite: Hunter’s Call, 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 Uncommon Foodstuffs).  
'''Trapper''' Prerequisite: Hunter’s Call, 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, Regeneration x 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 being Killing Blowed with Fire will prevent the  character from using this power.  
'''Trollsblood''' Prerequisites: Half-Troll, 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 being Killing Blowed with Fire will prevent the character from using this power.


'''Tumble'''  Prerequisites: 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.  
'''Tumble''' Prerequisites: 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  While fighting underground you know  how to take advantage of the terrain, you gain +1 Permanent Weapon Damage and gain Terrain  Adaptation: Stone.  
'''Tunnel Fighter''' Prerequisite: Deep Elf While fighting underground you know how to take advantage of the terrain, you gain a +1 Permanent Weapon Damage and gain Terrain Adaptation: Stone.


'''Unlocking the Planes*'''  Prerequisite: Mage  This power allows the character to  activate their Planar Surge Class Feature additional times each reset.  
'''Unlocking the Planes*''' Prerequisite: Mage This power allows the character to activate their Planar Surge Class Feature 2 additional times each reset.


'''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.  
'''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'''  Prerequisites: 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.)    
'''Weapon Proficiency''' Prerequisites: 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, Mage  This power allows the character to tap  into the ambient magic of the world, allowing  them to cast 2 additional Spell Slots each day, up  to 8th level or the highest level of Spell Slot that  has been purchased, whichever is lower. The  spells cast from the Spell Slots granted by this  power must be from the appropriate Path of  Magic spell list that the character uses.  
'''Wild Magic''' Prerequisites: Caller, Mage This power allows the character to tap into the ambient magic of the world, allowing them to cast 2 additional Spell Slots each day, up to 8th level or the highest level of Spell Slot that has been purchased, whichever is lower. The spells cast from the Spell Slots granted by this power must be from the appropriate Path of Magic spell list that the character uses.


'''Wild Shape'''  Prerequisites: Boost Shifting - Utility  This power alters their shift allowing the  character to tap into the power of nature. When  they use their Empowered Shifting ability, they  can choose to not change shape and instead gain  a faint green glow, and use the stats found in  Appendix 1.  
'''Wild Shape''' Prerequisites: Boost Shifting - Utility This power alters their shift allowing the character to tap into the power of nature. When they use their Empowered Shifting ability, they can choose to not change shape and instead gain a faint green glow, and use the stats found in Appendix 1.


'''Wrath of Nature'''  Prerequisites: Guardian  This power allows the character to pull on  their ties to the strength of nature. While in natural setting, not in a city, the character has +Base Strength.  
'''Wrath of Nature''' Prerequisites: 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.  





Revision as of 21:42, 29 May 2024

Powers are things your character can have outside the usual bounds. Every Class and Race has Powers unavailable to other Classes and Races. 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
Additional Shift* Caller Caller
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*
Beast Master 8thCharacter Level, Caller
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
Combat Archery Precision +4
Combat Medic Diagnose
Companion
Conduit* Spellblade
Critical Strike Blitz
Defender Champion
Deep Pockets Craftsman BG
Devotion Must be part of an Order or Attunement
Element Exclusion Mage, Spellblade
Elven Accuracy* High-Elf
Elven Martial Training High-Elf
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
Fey Lineage Gnome
Fight to the Death Adrenaline Rush x 2
Florentine
Follower 8th Character Level
Gift of Light Hand of Light
Gnomish Talent Gnome
Gun Slinger Gun and Precision +2
Hand of Light Paladin
Harden Skin Ent
Improved Concentration
Improved Familiar Mage
Improved Phylactery Mage
Improved Racial, Resist Magic Deep Elf
Inner Light Mage
Iron Will*
Kintsugi Barrier Spellblade
Lancet Spellblade
Lengthen Claws Short Claws
Ley Study Spell Casting as part of Class Description, 4thCharacter Level
Light’s Reach* Paladin
Lightning Reflexes
Limber Form Rok’Shen
Living Armor Mage
Local 1stCharacter Level, creation only
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 1stCharacter Level, creation only
Merciful Strike Brawl, Monk
Might of the Tiger Deep Elf
Mighty Fury Guardian
Muscle Memory Artisan
Natural Hunter Felis
Next Best Thing Knowledge (Warfare)Rank 5
Oathbound Dwarf
One with the Land Ent
Overwhelming Power Warrior, Overpower
Pack Mentality* Rok’Shen
Photosynthesis Ent
Point Blank Combat Archery
Potent Blood Dwarf
Pounce* Felis
Power Chord Bard
Preparation Ambush
Princess Candidate Deep Elf, Female, 10th Character Level
Purifying Touch Paladin
Researcher At least one Knowledge (Area) at Rank 4
Resilient* Gnome
Retain Magic A 8th level Spell Slot
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
Sling Arrow Bard
Specialization Champion, Trooper or Warrior, 4thCharacter Level
Spell Devotion High-Elf
Spell Focus I Signature Spell II
Spell Focus II Signature Spell III and Spell Focus I
Stalwart Guard Born to Serve
Strong Arm Champion
Subtlety Trickster or Ranger, 4thCharacter Level
Swamp Thing Half- Troll
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, Mage
Wild Shape Boost Shifting - Utility
Wrath of Nature Guardian

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 race 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.

Additional Shift* Prerequisite: Caller This power allows the character to use their Empowered Shifting ability 2 additional times each reset.

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 while wield a weapon in each hand their flurry limit increases by 1, to 4 swings.

Amp Prerequisites: 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 Prerequisites: 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 Prerequisites: 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 Trickster 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.

Beast Master Prerequisite: Caller, 8thCharacter Level This power further increases the characters shapechanges. While Empowered Shifting is active the character additionally gains a Threshold 3.

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, 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* Prerequisites: 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 Prerequisites: Felis Born into a family of traders, the art was pushed upon you from an early age. This power increases the character’s effective rank of the Merchant skill by 1, giving them rank 1 if they have not purchased the skill. Additionally, they receive an additional 5% discount when purchasing with the skill.

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 This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield, Melee weapon attacks with the Poison and Elemental vector. In addition, they can block Vial and Bomb ranged attacks. The latter alteration only affects attacks blocked by the shield. If the packet strikes a weapon or any other portion of the character, they still suffer the effect.

Called Shot Prerequisites: 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* Prerequisites: 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.

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 Appendix 8: Novice Rules.

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

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

Deep Pockets Prerequisite: Artisan 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.

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.

Elven Accuracy* Prerequisite: High Elf This power hones the elf’s senses. When a skill or spell that has a Combat or Spell Slot 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 Prerequisites: High-Elf This power gives the character Weapon Proficiency: Long Bow& Long Sword.

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* Prerequisites: 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 Prerequisites: 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 Prerequisites: 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 Nodes, the character receives 20% more harvesting points. Additionally, on Modules there is a chance they can scrounge up random items, and they can use the Survival skill to guarantee a scrounged item. If successful, the player will receive a Scrounge Tag which can be turned in at NPC camp at a later time.

Family Weapon Prerequisites: 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 take of which creatures they get the added damage on. When this power is purchased one of the following types is chosen:

Nature: Animal or Shapechanger

Cycle: Undead or Abominations

Magic: Draken or Golem

Planes: Outsiders or Elementals

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 Prerequisites: Fey Lineage 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 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.

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. (Characters may wield a small in there offhand without this power)

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.

Gift of Light Prerequisite: Hand of Light This power improves the characters Lay Hands Class Feature. Whenever Lay Hands is used to heal a friendly target the caster is healed for the same amount.

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.

Hand of Light Prerequisite: Paladin This power alters the character’s Lay Hands by changing the range from being touch cast, to Line of Sight. When used the character must announce “<Target>Voice Lay Hands”.

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.

Improved Familiar Prerequisites: Create Familiar This power allows the character to manifest a more powerful Familiar. Granting them 5 points of Spell Pool and a benefit based on the flavor of the familiar.

Fire- Increases the character'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 Prerequisites: Create Phylactery This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.

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 a Spell Slot of up to 7 levels lower, minimum 1st level.

Improved Racial, Resist Magic Prerequisite: Deep Elf This power allows the Resist Magic racial 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 Delivery Type for all Restoration 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* Prerequisite: None This power allows the character to shrug off the following mental attacks: Berserk, Charm, Command, Fear, Shun, and Terror. This can be used twice each reset.

Kintsugi Barrier - 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.

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

Ley Study Prerequisites: Spell Casting as part of Class Description, 4thCharacter Level This power allows the character to unlock the Ley Magic skills, letting them to change how their magic works. In addition to gaining the ability to learn new skills they also gain 3 Ley Points. Additionally, the character may learn a single Minor Ley Magic skill without need of an instructor.

Light’s Reach* Prerequisites: Paladin This power allows the character to activate their Lay Hands Class Feature 2 additional times each reset.

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.

Limber Form Prerequisites: 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 Signature Spell (Healing) to fix damaged suits of armor. They can use their Spell Pool with an altered incant “I Summon X Armor.” This change allows them to heal Body Points or Armor Points. Healing a suit of armor to its maximum value will Repair the armor.

Local Prerequisites: 1st Character Level, can only be taken at character creation While adventures hail from all over the globe, you grew up in the area where your home chapter is played. While it might not seem like much, you know a large number of the commoners in the area and may even be known by the local guilds for your willingness to do odd jobs. This means that you know just who to talk to, for whatever it is you are trying to find assuming it is available. This could be information, small goods, a place to sleep, or maybe an odd job.

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, instead of a Short Blunt.

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. Once a School is chosen it cannot be changed. The character can now use Runes 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. This reflects their proven skill in their art.

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. 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 Prerequisites: 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.

Muscle Memory Prerequisite: Artisan This power allows the character to know a few recipes “by heart”. At any given time, a character can have 6 recipes that they have “memorized” allowing them to craft the item without having the recipe on hand. It takes 1 hour of study to commit the recipe to memory and it will remain until it is changed out, this should be noted on the sheet with a Marshal so that is can be added to the notes.

Natural Hunter Prerequisites: 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 race description of a target when they ask the question “What do I see”.

Oathbound Prerequisites: 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* Prerequisites: 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.

Overwhelming Power Prerequisite: 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* Prerequisites: 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 Prerequisites: 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 Prerequisites: 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.

Royalty 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.

Purifying Touch Prerequisite: Paladin This power increases the effect of the Paladin’s Lay Hands Class Feature. In addition to the healing effect, it also removes Toxins, by adding “Purify” to the end of the call.

Researcher Prerequisites: 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* Prerequisites: Gnome Living on Steelcrank, 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.

Retain Magic Prerequisite: A 8th level Spell Slot 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.

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 Prerequisites: 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 race of a scent, and by spending a 10 counted action, they can tell if a Toxin is present.

Self-Stabilize Prerequisites: 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.

Shield Proficiency, Large Prerequisite: Proficiency with Medium Shield This power allows a character to use a Large Shield.

Shred* Prerequisites: Felis, 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 by twice each reset.

Single Minded Fury Prerequisites: 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.

Sling Arrow Prerequisites: 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.

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 I Prerequisite: Signature Spell II This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.

Spell Focus II Prerequisite: Signature Spell III and Spell Focus I This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus I power. This also increases the characters Spell Cap by 5 points.

Stalwart Guard Prerequisites: 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 Prerequisites: 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: Trickster or Ranger. 4thCharacter Level This power gives the character+2 additional Precision damage. This functions just as the Precision skill, but applies to both hands.

Swamp Thing Prerequisites: 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.

Talented Assistant Prerequisites: 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 buffs affecting 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 Prerequisites: 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 in their attacks against that person for 5 minutes or one Encounter.

Touch of the Wind* Prerequisites: 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* Prerequisites: 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* Prerequisites: None This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.

Trapper Prerequisite: Hunter’s Call, 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, 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 being Killing Blowed with Fire will prevent the character from using this power.

Tumble Prerequisites: 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 While fighting underground you know how to take advantage of the terrain, you gain a +1 Permanent Weapon Damage and gain Terrain Adaptation: Stone.

Unlocking the Planes* Prerequisite: Mage This power allows the character to activate their Planar Surge Class Feature 2 additional times each reset.

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 Prerequisites: 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, Mage This power allows the character to tap into the ambient magic of the world, allowing them to cast 2 additional Spell Slots each day, up to 8th level or the highest level of Spell Slot that has been purchased, whichever is lower. The spells cast from the Spell Slots granted by this power must be from the appropriate Path of Magic spell list that the character uses.

Wild Shape Prerequisites: Boost Shifting - Utility This power alters their shift allowing the character to tap into the power of nature. When they use their Empowered Shifting ability, they can choose to not change shape and instead gain a faint green glow, and use the stats found in Appendix 1.

Wrath of Nature Prerequisites: 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.


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
Adept craftsman Artisan, Rank 5 production skill
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 - Specialist
Cast Iron Background - Nomad
Cat Like Reflexes Felis
Cataclysm Mage
Chakra Focus Monk
Combat Challenge Champion
Combo Move Trickster
Dedication Scholar
Dexterity Armor*
Diamond Skin* Monk
Dire Shifting Caller
Dual Membership Special
Dual Spirit Guardian
Elemental Emulation Aura Emulation
Enhanced Kintsugi Barrier Kintsugi Barrier
Escape Plan Trickster
Exotic Ammo* Ranger
Feedback Loop Spell pool III
Focus Zen* Monk
Full-Blooded Half-Troll
Hand of Glory Paladin
Hardened Training Soldier Background
Heroic Toughness*
Holy Nova* Path of Spirit
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 Marchant rank 10
Master Merchant Merchant Background
Master of Creation Ritualism, KA Magic Rank 5
Mobile Creation Artisan
Momentum Warrior
Nature's Embrace Caller
Next Best Thing KA Warfare Rank 5
One Voice Entmoot
Posse Outlaw
Practiced Crafter Craftsman
Purge the Shadows School of spirit, KA Cycle Rank 5
Rapid Shot* Ranger
Renown Aristocrat
Reverberate Bard
Ritual Adept Ritualism
Scout Woodsman Background
Strengthen Bloodline 5 Racial Resists
Strike the Wicked Paladin, Spell Pool II, Turn Outsider
Subsonic Bard
Tolerance Terrain Mastery or Survival x5
Triage Medic 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 Racial, Resist Magic
Whirlwind Power - Overwhelming Power
Wyld Soul Guardian
Years of Mastery High-Elf