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'''Powers'''*Powers with this notation can be taken | '''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''': Magus | |||
This power increases the effect of the | |||
characters Barrier skill. The skill will now absorb | |||
30 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 Delivery Types. 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''': Magus | |||
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''': Evoker, Magus | |||
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''': Magus, 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 or Hammer. | |||
'''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. | |||
'''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. | |||
'''Gun Slinger''' | |||
'''Prerequisite''': Gun and Precision +2 | |||
This power allows the character to wield | |||
2 pistols at the same time, one in each hand. They | |||
must still follow the normal rules for firing the | |||
guns. | |||
'''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 Healer’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. | |||
'''Lancet''' | |||
'''Prerequisite''': Magus | |||
This power allows the Magus 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, once | |||
chosen it cannot be changed. The character can | |||
now use Runes from that School up to 7th 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. 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. This power does not | |||
increase weapon damage. 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''': Gladiator 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. | |||
'''Princess Candidate – Female only''' | |||
'''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 princess. 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. | |||
'''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 or Gladiator, 4thCharacter 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 | |||
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''': Evoker | |||
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. | |||
'''Wild Magic''' | |||
'''Prerequisites''': Caller, Evoker, Healer | |||
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. |
Revision as of 21:35, 4 March 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 | Magus | Magus |
Animal Speech | Caller | Caller |
Arcane Study | Spell Devotion | Magus, 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* | Magus | |
Critical Strike | Blitz | |
Defender | Champion | |
Deep Pockets | Artisan | |
Devotion | Must be part of an Order or Attunement | |
Element Exclusion | Evoker, Magus | |
Elven Accuracy* | High-Elf | |
Elven Martial Training | High-Elf | |
Enchant Elemental | Magus, 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 | |
Forge Enchanted Item | Knowledge (Magic)Rank 3, 4th 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 | Evoker | |
Improved Phylactery | Healer | |
Improved Racial, Resist Magic | Deep Elf | |
Inner Light | Healer | |
Iron Will* | ||
Lancet | Magus | |
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 | Healer | |
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 | Gladiator, 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, 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 or Gladiator, 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, Evoker, Healer | |
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: Magus
This power increases the effect of the
characters Barrier skill. The skill will now absorb
30 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 Delivery Types. 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: Magus
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: Evoker, Magus
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: Magus, 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 or Hammer.
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.
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.
Gun Slinger
Prerequisite: Gun and Precision +2
This power allows the character to wield
2 pistols at the same time, one in each hand. They
must still follow the normal rules for firing the
guns.
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 Healer’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.
Lancet
Prerequisite: Magus
This power allows the Magus 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, once
chosen it cannot be changed. The character can
now use Runes from that School up to 7th 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. 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. This power does not
increase weapon damage. 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: Gladiator 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.
Princess Candidate – Female only
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 princess. 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.
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 or Gladiator, 4thCharacter 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
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: Evoker
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.
Wild Magic
Prerequisites: Caller, Evoker, Healer
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.