Powers

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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 Craftsman BG
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
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, Large Shield Proficiency, Medium
Shield Proficiency, Medium Shield Proficiency, Small
Shield Proficiency, Small
Shred* Felis, Lengthen Claws
Shrug it Off Survival x 2
Single Minded Fury Ambidexterity
Sling Arrow Bard
Specialization Champion 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. You may begin play with

one Advanced skill, and once each event, you can

seek out your mentor to help you along in your

career and they can perform one of the following

tasks: Give you a single instruction session in one

skill, Research a single question for you, or craft 4

basic items for you.


Merciful Strike

Prerequisite: Brawl, Monk

This power allows the character to add

the “Padded” flavor to their melee weapon

attacks.


Mighty Fury

Prerequisite: Guardian

This power increases the potency of the

characters Primal Fury power. While active they

additionally gain 4 Blade Effects that are +5

Temporary Weapon Damage and Critical.


Might of the Tiger

Prerequisites: Deep Elf

Much as when the Tiger carried the Sage

until he died, you are a symbol of his feat. When

moving a downed/Helpless ally you are

considered to have +2 Base Strength. This

strength can also be called to overcome

challenges (physical) that endanger the Deep Elf

in addition to his allies. 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.


Shield Proficiency, Large

Prerequisite: Proficiency with Medium Shield

This power allows a character to use a

Large Shield.


Shred*

Prerequisites: Felis, Lengthen Claws

This power allows the character to rip

apart a target's armor. Twice each reset the

character can make an attack with their Claws

called as “Destroy Armor Strike” this attack is one

swing hit or miss.


Shrug it Off

Prerequisite: Survival x 2

This power allows the character to ignore

a negative status effect until the end of combat, at

which time they will take the full effect with fresh

duration. The following effects cannot be ignored

with this power: Petrify, Prison, Kill, Killing Blow,

Implosion, Slay, and Binding effects. This cannot

be used to ignore damage, only effects. This

power can be used by twice each reset.


Single Minded Fury

Prerequisites: Ambidexterity

This power will increase the characters’

Base Weapon Damage by 1 when fighting with 2

weapons of the same length and type; this does

not include Brawl weapons.


Sling Arrow

Prerequisites: Bard

This power all the character to use a

stringed instrument weapon (Lute, Harp, Ect.) as

both a melee and a ranged weapon. The rep must

be appropriately constructed for the type of

combat it will be used for.


Specialization

Prerequisite: Champion 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. (Weapon Proficiency does not provide for guns.)


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.


HEROIC POWERS

Beginning at 20th level character can now choose from the Heroic Powers list. While they will continue to grow in levels the character can still choose powers for the core book as well as from this list. Powers notated with an asterisk (*) can be taken multiple times.

Power Prerequisite
Adept craftsman Artisan, Rank 5 production skill
Advanced Magical Training Power - Magical Training
Arcane Strike* Magus
Armored to the teeth Power - Armor Proficiency
Backlash Magus
Blood Oath Power - Family Weapon
Body Guard Champion
Broaden Focus Power - Specialist
Cast Iron Background - Nomad
Cat Like Reflexes Felis
Cataclysm Evoker
Chakra Focus Monk
Combat Challenge Champion
Combo Move Trickster
Dedication Scholar
Dexterity Armor*
Diamond Skin* Monk
Dire Shifting Caller
Dual Membership Special
Dual Spirit Guardian
Elemental Emulation Aura Emulation
Escape Plan Trickster
Exotic Ammo* Ranger
Feedback Loop Spell pool III
Focus Zen* Monk
Full-Blooded Half-Troll
Hand of Glory Paladin
Hardened Training Soldier Background
Heroic Toughness*
Holy Nova* Path of Spirit
I'm on a Boat Sailor
Improved Parry Parry, KA Warfare Rank 2
Jam Device* Power - Gnomish Talent
Linguist 5 different read and write skills
Mana Tap Elemental School of Magic
Mark up Marchant rank 10
Master Merchant Merchant Background
Master of Creation Ritualism, KA Magic Rank 5
Mobile Creation Artisan
Momentum Gladiator
Nature's Embrace Caller
Next Best Thing KA Warfare Rank 5
One Voice Entmoot
Posse Outlaw
Practiced Crafter Craftsman
Purge the Shadows School of spirit, KA Cycle Rank 5
Rapid Shot* Ranger
Renown Aristocrat
Reverberate Bard
Ritual Adept Ritualism
Scout Woodsman Background
Strengthen Bloodline 5 Racial Resists
Strike the Wicked Paladin, Spell Pool II, Turn Outsider
Subsonic Bard
Tolerance Terrain Mastery or Survival x5
Triage Medic Background
Triple Jointed Power - Limber Form
Unarmed Combat Brawl
Unleash Elements KA Magic/Warfare Rank 3 & KA Planes 3
Unyeilding Must have successfully resurrected 3 times
Warp Magic Deep Elf, Power - Improved Racial, Resist Magic
Whirlwind Power - Overwhelming Power
Wyld Soul Guardian
Years of Mastery High-Elf