Previous Order Abilities

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Order and Attunement Abilities

Adept Attunement

At this level, the Warder has brought the egg to the point of hatching. There is a ritual that must take place to hatch the dragon, which once done, the character will have to take care of a dragon Phys-rep. While it is a loyal companion, it is still an animal so to speak, and there are times it will just want to sleep and be left alone. Due to the hatchling's nature, it will know 4 Read and Write skills and have 3 ranks in 4 different Knowledge (Area) skills that it is willing to share with the Warder and allows the Warder to purchase Knowledge (Dragons) rank 5. Additionally, the character gains Vulnerability to a Flavor based on the hatchling.

Alarm

On the watch you can never let your guard down, not even for one second. Gain Resist Ambush/Sleep/Charm/Command twice each reset.

Amplify Mind

This ability allows the character to unlock inner reserves of power within a target’s mind. By spending 10 minutes of concentration with another character, this ability will restore one of the following: 1 Time per Reset skill, up to 4 Energy or 8 Mana. This cannot target the character using this ability. This ability costs 5 Psionic Points.

Ancient Lore 1

The Loremaster uncovers hidden and true knowledge; they can purchase the first rank of Rare Knowledge (Area) skills without requiring an instruction. Additionally, the player can choose 3 Common Knowledge (Areas) to become favored and receive a 1 SP discount on purchasing ranks, these cannot already be favored from the Scholar Background.

Ancient Lore 2

The Loremaster uncovers hidden and true knowledge; they can purchase the second rank of Rare Knowledge (Area) skills without requiring an instruction. Additionally, the player can choose 3 Common Knowledge (Areas) (6 Total) to become favored and receive a 1 SP discount on purchasing ranks, these cannot already be favored from the Scholar Background.

Ancient Wisdom

This ability has two functions. First it can be used to gather information similar to Knowledge Areas; during an encounter if a Plot Marshal asks if anyone has a certain Common Knowledge skill you can spend a 60 count action to tap into the Myst, at the end of the count you will gain at least part of the information that could be garnered; in the case of a Rare Knowledge the count is 120 as you have to reach farther to find the hidden answers. Second this ability allows you to have one question per month answered as honestly and completely as possible, about a plotline or story, by plot. This is not perfect; be warned that answers regarding deliberately concealed information may be hazy or useless. If this feature is used during an event it will take 1 hour of meditation after the question has been given to plot, this represent you reaching into the Myst to see the possible fates to find the answer and gives plot time to get your answer together.

Animal Form

This ability allows the character to assume the form of their breed creature, requiring a 10 counted action to change in and out of. Unlike the Caller’s Shifter Class Feature, the character’s gear does not change with them, so turning into a raccoon might make it hard to move their gear. While the change does not grant any special ability per se, the character can function in any manner that natural creature has at their disposal. Additionally, the character can use any of their skills in which they still meet all the requirements to function.

Arcane Banish

 This ability functions as the Banish effect, sending an extra Planar creature back to its plane of origin.

Arcane Freedom

 As the breaker of bonds you have become difficult to bring down. This ability can be used on the character per the normal functions of the effect; alternatively, if the character is not currently under any negative effect this ability can instead be used as "Everyone in the sound of my voice Arcane Freedom"

Ascension

This ability cannot be obtained between games, and can only be obtained during an event and only after the character takes part in an In Game RP encounter for their power base. Once a character has completed the necessary IG actions, they receive this ability, and the following applies: The character becomes an Outsider, meaning they are susceptible to Banish. Their body and metabolism are so altered that they are not affected by Paralyze, Sleep, and Stun, and can no longer be the target of First Aid or Diagnose unless the character attempting to use First Aid or Diagnose has Knowledge (Planes) Rank 5.

Awakened Spirit

When the body fails, a pure spirit remains. An Ascetic with this power cannot be rendered Unconscious. Effects that produce Unconsciousness (Sleep, Slumber, etc) still render the Ascetic helpless, but they will remain fully awake and aware for the entire duration. This explicitly includes death counts and time spent as a spirit on the way to the life well. At rank 7 the character no longer requires sleep each day; only prayer and meditation. This must be noted on the Marshal Notes, as the Marshal in the case of a Cabin Raid will wake up a player with this power.

Bane Elemental/Fey

This ability allows the character to deal +5 Temporary Damage with their weapons to Elementals or Fey. This ability lasts for 5 minutes or one Encounter, and is activated by announcing either "Bane Elemental" or "Bane Fey", so that it is known which type of monsters are receiving the bonus damage from Bane.

Beast Mode

This ability allows the character to awaken the primal essence of the beast within them. When activated, the character gains the following effects for the duration: +2 Permanent Weapon Damage with Claws, Evade x 3, Natural Fear Strike x 2. This ability lasts for one hour or Module.

Beast Stride

This ability allows the character to travel in natural terrain without disrupting the plant life. This has two benefits; animals do not notice your tracks as a threat, and when being tracked in a natural setting the penalties are doubled.

Befuddle

Part of the Wildlings’ nature is that their whims and wiles drive them, and that flightiness can have sway on others, especially when focused. This ability allows the character to use Arcane Feeblemind delivered with a packet. On the plane of Essence, the Delivery Type of this ability changes from Arcane to Magic.

Blacklight

The colony has fully infected the character’s mind and has altered their body as well. Once each reset the colony can take over, turning the character’s physical form into that of a Swarm. While active, the character gains Damage Cap 1, Resist (Physical/Magic/Toxin) x 2, and they are Immune to Mental Effects. More importantly, this may be activated Passively, as a response to effects that would affect the character normally, but not affect a Swarm; such as: if Ambushed, this can be called this as a response to defeat the Ambush and activate this ability. This ability lasts for 5 minutes or 1 Encounter.

Blind Traveler’s Sutra

As the first step of training, all must learn to focus their inner will and navigate the Myst to reach the Monastery. This is often the stepping stone on which other abilities are developed. This Sutra takes 20 minutes of meditation to perform, after which the players goes out of game to NPC camp to speak with plot. The journey to and from the Monastery is not a quick one and can take up to an hour round trip. Additionally, once a character has their rank 5 ability they can expend a use of Iron Will to reduce the meditation time to 1 minute. Once a character has mastered rank 10 this ability can be used to travel to almost any location (on the Prime and Inner Plane, and possibly other planes), at the approval of plot.

Blinding Speed

This ability has two functions; first, it allows the character to expend one of their Flee abilities to move to a location they are aware of on this plane and is with 10 miles of their location. Second, because they can naturally move with amazing speed, they can also perceive similar things. When used, they can expend a Flee to call “No Effect” to a target’s use of Conceal; allowing them to continue attacking the Concealed target. The first function of this ability can only be used at night, and so long as it is not a new moon.

Body of Perfection

Through deep meditation in the harshest of elements, the character has gained focus over their physical form allowing them to overcome and ignore the minor planer effects of the Inner Planes. Once the character has gained their Rank 8 ability this effect becomes more powerful, allowing them to ignore minor and standard planer effects of the Inner Planes, as well as minor planer effects of all other planes (River, Void, Acheron, etc.) Additionally, the character can expend a use of Iron Will to extend this protection to two allies.

Bonded Weapon

Each Kensai has a weapon that they are bonded to; this bond is where they derive their chi and strength. The bond is so strong that should the weapon be lost or destroyed they lose all Kensai abilities until they personally rebuild the weapon with Smithing. Additionally, Kensai abilities with the # notation can only be used with their bonded weapon.

I – Once each reset the characters bonded weapon can gain the carrier Magic for 5 minutes or an encounter. If the character has the Aura Blade skill the duration is increased to 1 hour.            

II –A bonded weapon is the manifestation of the character’s power; as such it is also a conduit. Once each reset the character can spend 30 minutes in meditation to refocus their chi with their weapon, doing so allows the character to give the bonded weapon the weapon flavor, Silver, Cold Iron, or Magic, for the next 24 hours. Additionally, the Aura Blade skill gains added effect when used with the bonded weapon; instead of only granting the Magic Flavor Carrier, the character also gains 6 Blade effects (+5 Temporary Damage) that must be used during the duration.

III – By this point the character has fully bonded with their chosen weapon making it an extension of the character. The bonded weapon is always considered to be Honed. Additionally, using the Aura Blade skill will activate the bonded weapon's full potential; while active, the effect of Blitz will be cause the appropriate number of swings to deal +10 Temporary Damage, instead of its normal +5 Temporary Damage bonus.

Call to Spirits

This ability allows the character to sense and communicate with dormant spirits. This ability can be used twice each reset in one of the following ways: First it can be used as a Detect Spirit announced as “Are there any spirits in the sound of my voice”, this will ping anything with a spirit even hidden/invisible targets. While it does not reveal them you are aware they are present and roughly where. Second they can speak to lesser spirits that live in all objects. This allows them to ask one question of an object. Note – most objects will have very low intelligence.

Caravan Master

Your training in leading goes far beyond just battle, but also in the assurance of safe passage. When leading others to a location that you have traveled to before you ignore natural terrain hazards (by avoiding them) and you can invoke the Warning Signs skill once each journey.

Carrier at Will

The character has the ability to add a Flavor Carrier to their weapon swings as they choose. Warders will have their carrier flavor based on their egg; Planar Champions will have their Flavor Carrier based on the following Inner Plane grants Fire, Stone, Water, or Wind, Acheron grants Shadow, and Abyss grants Silver(Astral Fire).

Chase

Letting the mark get away is not an option for several reasons, and because of this you have learned how to give chase in almost any circumstance. Once each reset the character can use this ability to follow a target that has escaped, including magical means such as Teleport. This must be used within 5 minutes of the target leaving the Encounter, and gives no information about where they will end up. This will only transport the character using the ability, but may also transport up to 5 other targets so long as they are also Iron Star Mercenaries.

Chi Warlord

The character has not only learned to focus their power through their weapon but also through their presence. Once each reset they can bolster those around him granting Immunity to Charm effects. Additionally, it reduces the Energy cost of their offensive Techniques by 1; to a minimum of 1 for all allies for the Encounter.

Chi Projection

The character has not only learned to focus their power through their weapon but also through their presence. A limited number of times each reset the character can force his presence on a target; this is delivered as “<Target>Voice Arcane Fear” or ““<Target>Voice Arcane Command”.

Child of Atuntoril

It is in the darkest hours that your watch will be the longest, and in times rest is not for you. As part of their training, they are blessed in the holiest of sites granting you the blessing of your ancestors. This ability makes the character Immune to Sleep, though this does not make the character Immune to any damage or other effects that may also be part of the attack.

Combat Focus (Renamed Inspiration)

This ability gives the character extreme focus for 5 minutes or one Encounter, granting either +1 Permanent Weapon Damage, or 25 additional Spell Pool points while it is active.

Contact Ancient Dead

This ability works much like Speak with Spirits; however, the character can reach much further into the River. The character can awaken a spirit that has been permanently dead for up to 150 years per character level times their skill level in Knowledge (Cycle).

Consume Component

Making the most out of everything you have is sometimes the make or break on getting a job done. This ability allows the character to consume the power stored in a Named Component and draw from it either (4) Energy or (9) mana.

Consume Infection

This ability allows the character to remove the Rot effect from a target, on a 10 counted action. In addition to removing the Rot effect from the target, the Plague Bearer is healed for 20 Body Points.

Crafting Perfection

This ability reflects the character’s skill at not only crafting but doing so in ways that limit waste and imperfection. Their time to create items is reduced by the listed time, this is not cumulative and it cannot reduce the time below 1 minute per level of the item.

Crippling Strike

This ability allows the character to deliver a blow to a target that has almost instant and lasting effects. This attack is delivered with the call "Crippling Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace.

Dark Phase

This ability works just as the Phase monster power, except that it can only be used at night, in heavy shadows, or in darkness.

Deconstruct

Those who have truly mastered their art hold this ability, they have learned not only how to build but how to break anything, for everything is made up of the same energy. This ability can be used on any loose item, up to 8 sq.ft., or against golem creatures. The call for this ability is “Arcane Deconstruct” and is packet delivered, this effect will instantly destroy the target item reducing it to dust, even if the item was Unshatterable; as well the item cannot be affected by Refit or Rebuild. This ability can be used once each reset, however, the character may bank 10 Production Points at check-in for an additional use.

Deep Roots

The Ent begins to realize how deep their roots actually run. The character is are treated as having +1 rank of Knowledge (Nature).  This stacks with the Scholar Background and with the Circle benefit if casting rituals.

Destructive Blow

This ability functions the same as the Champion Advanced Skill.

Detect Elements

This ability duplicates Detect Magic but only works on Elemental Planar effects, allowing the character to see traces of such, as well as identify what type of Planar energy it is.

Diffusion of Body

 This ability allows the character to remove all status effects from their person and instantly assume an Arcane Gaseous Form. This can be used so long as the character is under their own control, and conscious. This ability can be used once each reset, however the character can expend an Iron Will for an additional use.

Discern Location

Once each reset you can spend 10 minutes focusing on the target to generate the effect of a Discern Location.

Double Attack

This ability may be used when the character has successfully made a weapon attack upon a target, and the target defended against it in ANY fashion. If the defense initiates a chain reaction (Riposte) this chain must be completed before Double Attack can be used. The character may then call "Double Attack", forcing the target to defend again or suffer the effect of the attack.

Dragon knowledge1

This will allow the character to learn about the history of the dragons. Additionally, the warder will learn 2 Basic Recipes for a crafting skill they have, and do not already have the Recipe for.

Dragon knowledge2

Will allow the character to learn about their tie to the advance production skill associated with each egg. This allows the character to learn about the tie to the advanced production skill associated with each egg. Event Event the character will gain either one Advanced Recipe for a production skill they possess, or one Ritual Scroll they meet the requirements to cast, that they do not currently have.

Drop of Blood

The viral load in your blood can repair your body to a usable-if-not-perfect standard, given even a drop of blood from which to work.  This passively counters effects that destroy your body which would prevent you from receiving a Life effect. Additionally, if you have the Self-Stabilize power it sets you to 1 Body Point instead of 0.

Duck and cover

Creatures that deal Massive damage are rarely quick, and you have learned to read their motions. This ability grants the character Resist Massive, which is specifically used against attacks with the Massive Modifier. This ability can be used 3 times each reset.

Duty Paramount

Whenever the character uses their racial Resist Mind, it also grants the character a Mind Guard effect (as per the Mind Guard spell).

Elemental Barrier

This ability allows the character to create a Barrier around themselves that will negate the next 20 points of Fire/Stone/Water/Wind damage that strikes them.

Elemental Carrier

This ability allows the character to enshroud their weapon with the power of the Planes causing them to inflict more damage against certain foes. This effect will last for 5 minutes or one Encounter. The Flavor Carrier they can choose from are: Fire, Stone,Water, Wind, and Iron.

Elemental Conduit

This ability allows the character to generate a spell effect (based on the character's power source), with the call “Elemental <Effect>”.Inner Plane generates the Implosion effect, Acheron generates the Kill effect, and Abyss generates the Psionic Command effect.

Elemental Damage

This grants the character a pool of damage that can be thrown in increments of 5 points of damage with the call "Elemental X <Flavor>"; where "X" is the damage and the Flavor is aligned to the Plane or power they champion. The Flavors are as follows: Inner Plane grants Fire, Stone, Water, or Wind, Acheron grants Shadow, and Abyss grants Psionic Body.

Elemental Focus

After years of focus on the nature of the Inner Plane and mastery of elements, your focus of those energies becomes magnified. This grants the character 25 points of Spell Pool for their chosen flavor (Fire/Stone/Water/Wind). These charges can be weapon delivered per Channel.

Elemental Rush

This effect allows the character to alter the delivery of their spells and abilities. Instead of the normal incant or activation, this ability allows the character to deliver a Spell or Special Attack with the Elemental Delivery Type.

Elven Superiority

You gain +1 Permanent Weapon Damage or 10 points of Spell Pool when wielding an Elven-Crafted weapon.

Empathic Healing

This ability allows the character to heal another target for 10 Body Points (or them self for 5 points) of body damage. This ability costs 1 Psionic Point.

Empathic Thoughts

This power allows the character to read the thoughts of another creature they are in contact with. To use the ability, the character must be in contact with the target and must expend 1 Psionic Point. This allows the characters to have an OOG conversation and is completely Role-Play. Once the character has reached Rank 5, they can detect sentient creatures near them; this is called as “Everyone in the sound of my Voice Detect Sentient”. Once a character has reached Rank 10, they can expend 5 Psionic Points to ask a question that must be answered truthfully out of game.

Empathic Transfer

This ability allows the character to transfer body damage or active status conditions from another character to them self. This ability costs 1 Psionic Point to transfer an effect, but can transfer Body Damage freely. This takes a 3 counted action to transfer.

Enshroud

This ability is delivered as “Arcane Enshroud”; a target affected by this ability can only perceive and remember the caster as a featureless shadowy figure. This effect lasts for 10 minutes.

Ethereal Walk

This power allows the character to almost instantly vanish and appear 20 steps away. When used the player calls “Arcane Teleport”, and then puts their hands on their head and takes their 20 steps. If this puts a character on the other side of a building then the distance is measured roughly, as the 20 steps is a straight line that can pass through walls, building, and even magical barriers.

Fairies Blood

As the characters’ true nature is further awakened, their tie to the past changes them even further. The characters’ Resist Enchantment skill now becomes Resist Arcane while on the Prime, and when they are on Essence the skill becomes Resist Magic instead.

Favor of the Gods

Devotion and service are rewarded by the powers that be. The character is granted divine favor for their works and are awarded an amount of loose equal to their first SP each event.

Field Resurrection

This ability allows the character to act as a Life Well for the purposes of resurrection. Dead characters can sense the player just like a Life Well.

Fix-It

This ability allows the character to fix almost anything that has been destroyed. A limited number of times each reset, the character can generate a “Natural Rebuild”, which functions as the Rebuild spell, with the exception that it can be used up to one hour after the item was destroyed.

Flee

This ability will allow a character to escape by running away from any situation, leaving the current encounter, where such escape is not physically blocked. This ability may also be used to Resist or Dispel any effect that would prevent running, such as a Rot or Slow.

Follow Those before

Finding sprits has become almost natural; this ability allows the character to find others based on their relation. When trying to locate a known person that is of the same clan, they can replicate the Discern Location effect. When trying to locate a known Deep Elf they gain +2 Bonus on Tracking Contested Rolls, or tracking a known target that is not a Deep Elf they gain +1 Bonus to a Tracking Contested Roll.

Force of Nature

This ability allows the character to utilize ‘The Trees Are Angry’ power against any unnatural creature, (Abomination and Undead creatures are the most common), not just those who have damaged a tree in their presence.

For the People

You may use the Defend ability to defend another High-Elf, once each Encounter.

Fortitude

 This ability increases the character’s base Body Points by 30, for 1 hour or Module. When this effect expires, the amount is removed from the character’s Maximum Body Points, not their current Body Points.

Fully Colonized

Your infection has taken on new heights and can fix you even faster. Using the Troll's blood power only requires 2 Regenerations to be expended instead of 3.


Gate

This ability requires the character to spend 10 minutes concentrating, and needs a plot marshal present to use. This ability allows the character to open a gateway to the Inner Plane; this gateway will allow movement back and forth to the chosen plane. When opened the character must set the time frame that the gate will stay open up to a maximum of 12 hours, the character can close the gate at any time from either side by touching the gate and concentrating for 1 minute.


Greater Passlock

The ability allows the character to pass through a magically locked or sealed door, without harming the door or whatever is holding it shut.

Harden Skin

This ability causes the character's skin to become more rigid and firm, granting the benefit of the Harden Skin power, and stacks with the power if the character already has it. This makes manufactured armor hard to fit, however, and the character becomes limited to Light Armor as a wearable maximum, regardless of class.

Harm Touch

This ability is used with the call "Arcane Harm Touch <Fire/Stone/Water/Wind/Iron>". This will deal 75 points of damage to the target and will heal the character for an equal amount, up to their maximum Body Points. This attack is delivered with a weapon and is one swing, hit or miss.

Healed by the Light

At this stage the character’s connection with the purity of the silver moon light has become so strong that by standing in the moonlight they can gain the effects of Slow Regeneration, allowing them to spend 1-minute concentrating while not in combat, at the end of which they will be healed to their maximum Body Points. This bond does come with a drawback they cannot regenerate hit points lost due to attacks that had a Disease Effect Carrier or by attacks and Spell Pool damage with the Shadow Flavor Carrier.

Hear the Voice

Once per Event (and in BGAs), the character can use this ability to speak to their Ancestors in a one hour Ritual that requires meditation, which will give insight into future events. The character gets to ask one question for every odd rank they have in the Shugenja Attunement. At a baseline, the answers given by the Ancestors will be equal to rank 5 in the correct Knowledge (Area) necessary, although plot may grant further information.

Heavy Blow

This ability allows the character to add the Critical Modifier to the specified number of attacks each reset.

Hold the Line

Holding the line means just that, and once you have decided to hold a point you will die there before you retreat. Once activated the character gains Immunity to the effects of Binding Strike, Charm, Command, Fear, Knockdown, Repel, Shun, and Terror. However, they cannot and will not leave the fight of their own free will. This can be used once each reset and will last for an Encounter or up to 5 minutes.

Honor Bound

The Kensai must live their life by a strict code of law and honor to maintain their chi and bond.

Disgrace before Dishonor

Lies are the weapons of the weak and feeble

Forsake the shadow, for it is corruption

Obey the law of an honorable man’s house

Eschew unfairness and deceit

Persevere to the end in any enterprise begun

Never to refuse a challenge from an equal

Never to turn the back upon a foe

Imbue Carrier

This ability allows the character to imbue another character's weapon with their chosen element (Fire/Stone/Water/Wind), allowing them to add that Flavor Carrier to their damage call for 5 minutes or one Encounter. Additionally when you have this ability and are the target of this effect your Base Weapon damage is increased by 1 point.

Immune to Disease

               This ability makes the character Immune to all Diseases. In the case of carrier attacks, the character is only Immune to the effect but still takes the damage from such an attack.

Improved Resurrection

               This ability increases the character’s mastery of the arts of Resurrection far beyond what can simply be learned. The character gains a +2 Bonus to their Contested Roll; additionally once they reach rank 10 the time to perform a Resurrection is reduced by up to 5 minutes.

Improved Resistance

This ability functions the same as the Improved Racial, Resist Magic Power. If the character has already purchased the Improved Racial, Resist Magic Power, then all of their Resist Magic racial abilities, both purchased with Skill Points and earned from levels, become Resist Arcane/Magic.

Improved Taproot

               As the character's link to nature becomes more firm, they are better able to call upon its healing ability. In addition to the effect of Taproot, the character can also gain other effects: 5 minutes of concentration will regenerate all lost or damaged limbs as per the Regenerate spell, 10 minutes of concentration will heal the character to maximum Body Points, and 15 minutes of concentration will cure ANY Disease affecting the character. These times are inclusive, so all benefits up to the time bracket spent concentrating are gained.

Inconspicuous

               One of the first gifts to take hold isthe ability for the character to alter their body’s appearance. This ability allows the character to alter their base appearance in minor ways: eye color, hair color, height, and even weight can be altered a small amount. While this may not seem like a big deal, it makes it virtually impossible to identify the character based on just a description. Those who have interacted with the character for an extended period of time would still recognize them, but for a stranger there is no chance.

Infected Understanding

               A Plaguebearer can tell at a glance what’s wrong with someone - they've probably had the same thing wrong with them before, more than once.This acts as the Diagnose skill, except that it has no prerequisites and can be used at any distance where you do not have to yell for your target to know it’s happening.

Inflict

               This ability allows the character to gain one of two effects when it is used: add the Rot Effect Carrier to attacks made with the character's Claws, or may change the Flavor of the character's current Spell Pool Charges to Rot. This ability can be used twice each reset, and lasts for 5 minutes or one Encounter.

Into the Night

After the job is done, escape is the best action. This grants the character the Flee ability that can be used twice each reset.

Journeyman attunement

As the union between the Warder and egg becomes stronger, the unborn dragon begins to view the warder as a master or mentor; this regard makes the soon to be hatchling very loyal and protective. Due to the hatchling’s nature, it will know 3 Read and Write skills and have 2 levels in 2 differentKnowledge (Areas)that it is willing to share with the Warder, and allows the Warder to purchase Knowledge (Dragons)rank 3.

Know the Lingo

As a reflection of their need to deal in all lands, the character receives an additional Read and Write skill at no cost. In addition, they are well versed in contracts and deals, and will be very aware if they are being short-changed.

Lay of the Land

               By the time the character has reached this level of training, they have done more than a small amount of traveling. The character can never truly become lost and is always able to backtrack their journeys to the starting point.

Lay Hands

               This ability functions exactly as the Paladin class feature, with the exception that the Order power is only usable a limited number of times each reset based on the character's rank in the Seven Shields.

Leader’s Wisdom

           Both on and off the battlefield it is a leader's duty to offer guidance and to boost morale. By working with another character who is performing a counted action, the Pack Master can reduce the time by 50%.

Link Body

This ability combines the caster and a target’s base Body Point totals together, and then divides them equally for the duration. (Example: Caster has 30 Body Points and the target has 14 Body Points. While this effect is active, their Body Point totals would change to 22 for each of them.) This ability requires 5 minutes of concentration to forge the link, which once created, will last for one hour or Module.

Linked Resurrection

This ability allows the character and others to join their skill of Resurrection together for a more powerful effect. This can be used with any number of Riverwalkers, and can include up to 1 Non-Riverwalker. The total number of ranks of Resurrection is added together, however only one character who is leading the resurrection can gain the benefits of Improved Resurrection, all others only add their purchased skill ranks.

Locate Item

               This ability allows the character to spend 10 minutes focusing on a very specific item that they either have seen or have a very good description of. At the end of the time, this ability will generate the Locate Item Ritual effect.

Longevity

This ability causes Basic items created by the character to last double the normal amount of time before expiring.

Lore

               Grants the Loremaster the listed benefit, can only be chosen once.  The Loremaster must have purchased 5 ranks in the associated knowledge skill in order to choose lore.

Knowledge Lore
Astronomy Can cast 10 levels of Spell Slots each reset, follows all standard casting rules.
Cycle Resist Spirit/Shadow once each reset
Geography Resist Impairment once each reset
History Reduces the effect of Forget by 75%
Magic Gain a free Ritual into Memory
Nature Resist Toxin once each reset
Nautical Gains Underwater Combat
Nobility Guild discount up to 20% of Market
Planes Resist Elemental once each reset
Warfare Gain a Tier 2 Combat Slot
Race Racial Affinity

Magic Allergy

As one of the first Fae lines, the Wildlings were truly creatures of the Arcane and the power of magic was something they not only could not grasp, but in fact, were inept. This ability limits the character from being able to cast spells above 6th level; at Rank 5, this limit further drop to 3rd level spells; and at Rank 10, the character cannot use magic at all; this has no effect on Ritualism. Additionally, the ability limits the character to only be able to carry one Forged Item on their person. Carrying a second Forged Item reduces their maximum Body Pointsby half and attempting to carry more renders them Unconscious.

Magic Awaken

               This ability allows the character to deliver with a packet a “Magic Awaken”, this functions as the spell.

Magic Freedom

This ability allows the character to deliver with a packet a “Magic Freedom”, this functions as the spell.

Magic Cure Disease

               This ability functions as the spell, but may only be touch cast and is called as “Magic Cure Disease”.

Mana Flare

               Years of work and effort have been spent to learn to control the ether of the world, and it is shown in this ability. When activated, the character visibly ignites with blue fire as the ether they are channeling becomes so strong and volatile it takes on an appearance; causing all spells cast to be delivered as Arcane, however, each spell cast as such consumes 1 maximum Body Point from the character. This loss of Body Points cannot be healed, as it is reducing their maximum Body Points, and if the character's maximum Body Points are reduced to 0, they instantly dissipate. The Body Points burned away by this ability will return after 8 hours of sleep. This ability can be used once each reset, and lasts for 5 minutes or one Encounter.

Magic Life

This ability allows the character to deliver with a packet a “Magic Life”, this functions as the spell.

Mana Sink

               This ability allows the character to amplify the effects of tapping a Ley Line with Knowledge (Astronomy). When tapping a Ley Line with Knowledge (Astronomy), the time is reduced from 15 minutes to 2 minutes, and the cost is reduced to 2 Knowledge Points.

Mass Resurrection

This ability allows the character to attempt to resurrect a number of targets at one time, equal to the character's purchased ranks of Resurrection. This ability can be used in conjunction with other Resurrection powers and abilities

Message

This ability allows the character to send a short message to a target which must be a Midnight Thorn, with a preset number of words. To do so the player must either have a marshal deliver the message to the target or the player can go out of game to deliver the message.

Meta Augmentation

This ability augments the character's Ley Study power by granting them one additional Ley Point each time this ability is earned.

Mind Blast

               This ability allows the character to inflict 10 points of Body damage to a target, with the call “Arcane Psionic 10 Body”. This ability costs 2 Psionic Points.

Moon Beast

               Once each reset the Moon-blooded can force themselves to shapechange and take on the form of a moon beast. This follows the normal rules for shape change, with the following differences: the character can stay shape changed this way for up to 1 hour and their form is humanoid so they can still use skills, speak, even use weapons and cast spells, and gain the following stats.

               +20 Body Points

               +2 Permanent Strength

               Medium Claws

               Silver to Hit

               Resist Magic x 2

               Flee x 5

               Can use each of their other attunement abilities 1 additional time in this form.

Mushroom Ring

While many of the Fae know of the power of the fairy rings, Wildlings were some of the first to create and master them. The character can spend an hour growing a mushroom ring and create Fae portal that can be used to create a Gate between the Prime and Essence.

Mystery

               Grants the Loremaster the listed benefit, can only be chosen once.  The Loremaster must have Lore in the associated Knowledge (Area) in order to choose a Mystery.

Knowledge Mystery
Astronomy Once each month the character can use the High Horoscope ritual at no cost
Cycle On a failed resurrection pick the player draws twice from the 2nd bag taking the better result
Geography Beast Stride
History Delve History as the ritual once each reset at no cost
Magic Reduces the NamedComponent cost of ritual they cast by up to 2
Nature Once each reset can rapidly regenerate, healing the character to full Body Points and removing Toxins from their system. This effect takes 1 minute to have effect once activated; this can be activated while at -1.
Nautical Can hold their breath underwater for up to 30 minutes unaffected by combat
Nobility Always be treated as a Guild member for prices
Planes Cross the Barrier (Twice each reset, takes 10 minutes to perform)
Warfare Can use Zeal once each day
Race Once each reset can use a races special ability for 1 hour or module

Natural Shapechanger

Being a natural shapechanger means their bodies are almost free flowing in their ability to change form. This ability changes the character’s base classification a small amount, granting them the following changes: Reduced Effect Stun: Daze and they can Regenerate damaged limbs on a 30 count as their body gets back to its natural form.

Nature’s Fury

               This ability gives the character a well of damage that can be thrown in any increment of 5 they choose. The ability is called as “Elemental <Damage> Lightning”. This set poolis per reset, and cannot be reset like Spell Pool.

No Escape

Escaping the character is a task that is not easy.This ability allows the character to prevent a target from escaping twice each reset, by countering the target's Flee. The call for this ability is "Flee", but it cannot be used to Flee.

No Mans Fool

               The character's focus on pursuing their target has been well honed. This ability causes the character to not be subject to illusions or disguises that their target is using to hide their true person.

Novice attunement

By naming the unhatched egg, the union becomes whole; this grants the Warder the ability to communicate with the unborn egg. The egg can learn from the warder and can see the world through the Warders’ eyes. This may come in the form of Read and Write skills, as well as some Knowledge (Area) skills, and allows the Warder to purchase Knowledge (Dragons) rank 1.

One of Them

               As your true nature takes over you are returned to a more natural state, as the world would see it. Natural animals will see you as one of the natural world and if not provoked or threatened, they will not harm you. There are even times that creatures of the wild may come to your aid. Almost as though the will of nature is for all its creatures to be at peace and survive.

Pack Commands

               As the leader, your orders are heeded and followed. Each time this ability is gained, choose one option from the list below. These can be used interchangeably with your daily uses.

  • Stalkers Command- This ability can only be used when none of the intended targets are in combat. This ability mimics Conceal, but will be granted to up to 8 targets. Any Felis that are the target of this effect will have the duration doubled from 10 seconds to 20 seconds.
  • Strikers Command- This ability grants up to 5 allies the following: 3 Blade effects of +5 Temporary Critical Weapon Damage.Felis characters who are the target of this effect gain 6 Blade effects, instead of 3.
  • Prowlers Command- This ability will affect up to 8 allies when used. Each ally that is affected will become Immune to Blind, Slow, and Fog effects, as their other senses are heightened. Additionally Felis can block the Flee skill, if used by an enemy.Making it almost impossible for a foe to get away. This ability lasts for 5 minutes or one Encounter.
  • Hunters Command- Once you have the scent you can almost lead others to the prey. This ability will effect up to 5 targets. So long as you have found the targets scent, and the trail is no more than 24 hours old, each target gets Contested Roll with no modifiers. If a Felis is the target of this ability then the Contested Roll has a +3 modifier.

Passlock

               The ability allows the character to pass through a non-magically locked or sealed door, without harming the door or whatever is holding it shut.

Phase

               This ability allows the character to momentarily shift partially to another Plane, allowing them to negate a single attack of any type.

Plague Carrier

               This ability may be used in one of two ways: the character either can make a Plague Strike attack with their Claws, or can throw Natural Plague with a packet. This ability can be used three times each reset and is one attack, hit or miss.

Plague Host

               The Plague Bearer's colony has adapted almost fully to them and now seeks to be the only thing crawling around inside them. This ability causes the character to become Immune to all parasitic creatures and Diseases, as their colony violently attacks them upon entry. Additionally, whenever the character reaches -1 Body Points and begins Bleeding Out, their body reeks of a rotten corpse. This causes Natural animals (other than carrion feeders) and even some humanoids to just avoid the character's body like the plague.

Planar Asylum

This ability will protect the character and up to 10 of their allies from the adverse effects of the Inner Plane for 1 hour or Module.

Planar Conduit

               This ability replicates the effect of the Contact Extra Planar Creature ritual.

Play Dead

This ability allows the character to fake their own death, fooling even the most advanced detections. When this ability is used, the character falls prone and for up to the next 6 minutes is considered Dead. This effect can be ended at any time before the end of the duration; however, if it is not ended they will Dissipate. While using this skill, they are not subject to effects that do not function on a Dead target; this includes Kill effects, Toxins, and most spell effects. Skills like Diagnose will also show the target as Dead. Additionally, since the character’s body smells dead, natural animals (with the exception of carrion breeds) will leave them alone.

Protector of the Realm

               While wielding an Elven crafted weapon that is also Delimited, the character gains an additional number of Combat or Spell Slotslevels equal to their Ranks in Knowledge (High-Elf), this stacks with the effect of Delimit.

Psionic Clear

               This ability works like Dispel but only removes the following effects: Charm, Command,Fear, Feeblemind, Paralysis, Shun, and Stun.This ability can be used to remove a listed effect from their person at double the normal cost. This ability costs 2 Psionic Points.

Psionic Shun

               'This ability functions exactly like the Shun spell. This ability costs 3 Psionic Points.

Psionic Charm

This ability functions exactly like the Charm spell.This ability costs 3 Psionic Points.

Psionic Sleep

               This ability functions exactly like the Sleep spell.This ability costs 4 Psionic Points.

Psionic Command

               This ability functions exactly like theCommand spell.This ability costs 4 Psionic Points.

Psionic Restore

               This ability can instantly remove almost the all that ails a target. When used this will heal the target for up to 40 Body Points and will remove all status effects that do not have a Permanent duration or require a specific cure. This costs 6 Psionic Points to use.

Psionic Slay

               This ability deals 100 points of Body damage to the target. This is a Slay effect.This ability costs 6 Psionic Points.

Psychic Bastion

This ability allows the character to harden their minds, making mental attacks against them futile. This ability must be used in advance and cannot be used reflectively. When used, the character will gain a Resist Mind; this can be used multiple times to stack up Resists. Use of this ability takes 1 minute of Concentration, and will last for 1 hour or until the Resist Mind is used. This ability costs 4 Psionic Points.

Pure Breed

           Only those of the strongest bloodlines are dominant enough to command the respect of the pack. This strength of bloodline grants the character 5 Permanent Body Points and Immunity to Fear and Terror effects.

Razor Talons

               This ability allows the character to shift their natural claws into vicious weapons. This increases their base damage with Claws by 1 point permanently.

Reflective

               Remembrance of the past is by far the virtue revered most by the Knights. When Knights rest their minds, they reflect on things that have come to pass, allowing them a second chance to scan the knowledge of their lives. At marshal discretion, the player may ask for information that they have learned but have forgotten.

Repulsion Rune

This ability creates a glyph that once placed, will cause enemies to avoid it; keeping them at least 10 feet away from the glyph. If an enemy is actively engaged in combat, they may ignore the glyph's effect versus their current single target, after which they must back away. The glyph must be Phys-Repped by a minimum 12"x12" glyph placed on the ground and announced to make NPC's aware of the presence of its effect. This ability's effect will last up to 1 hour, as long as the character stays within Line of Sight of the glyph.

Resist <Type>

           This ability allows the character to Resista single effect, the type of effect varies with the source of their power. Inner Plane can resist Implosion, and any effect that has Fire/Stone/Water/Wind Flavor in the call, Acheroncan resist anyMetabolic or Mental effect, and Abyss can resist anyeffect that would render them Helpless.

Resist Control

This ability allows the character to resist being controlled by the following effects: Binding, Charm, Command, Fear, and Shun.

Resist Shadow

               This ability allows the character to Resist Shadow effects and spells.

Resist Surprise

This ability allows the character to Resist attacks with the Surprise Flavor Carrier twice each reset.

Resist Elemental

This ability allows the character to Resist an attack with either theElemental Delivery Type or hadFire/Stone/Water/Wind Flavor in the call.

Resist Toxin

               This ability allows the character to resist an attack with the Poison Delivery Type, a Disease in the call, or has an Effect Carrier.

Reverie

               As a sentinel and watcher of sacred places, the believers must make their body and mind one and the same, and with this comes some advantages. Knights do not require sleep like many of the other races they only require rest, which is gained in a form of meditation. With this ability, the character does not need to sleep.

Roar of Courage

               This ability allows the character to inspire Courage in their allies on the battlefield; used with the call “All allies Voice Courage”.

Runic Blood

Unlocking the ancient warding magic of the dwarves you have harnessed the power to change even yourself. This ability allows the character's Resist Toxin racial abilities that are earned from levels, not purchased with Skill Points, to resist Magic or Toxins.

Sacred Strike

               An Ascetic with this ability has learned all the flavors of the spirit, and can bring any of them to bear when called. When this ability is activated, the character may change their weapon's Flavor Carrier to “Ward”; this Flavor Carrier has no special effect other than it will overcome any creature's “to hit” requirements. This ability lasts for 1 hour or Module.

Sacred Vigor

Ascetics through necessity are often exposed to harsh elements; however, such things cease to be a bother after a time. This ability negates all reasonable Prime environmental effects (no amount of physical conditioning lets them survive being tossed into a volcano, for example). At marshal discretion, it may ease effects of other Planes, but this cannot be relied upon. Additionally, they are Immune to the Fatigue effect. At Ascetic rank 9, the character can exist without breathing for up to 8 hours, and can survive for up to one week without food or water and suffer no ill effects.

Salvage

This ability allows the character to break down an item into base components, destroying the item but leaving behind up to 70% of the creation components based on the time remaining on the duration. This can only be done at check-in and costs a number of Production Points equal to the item being salvaged, in the case of advanced items, it takes 10 production points.

Scent

               This ability functions exactly the same as the Scent Power

Secret

               The Loremaster unlocks some hidden power from the past. This ability allows the character to emulate any Special Attack once each reset.

Self-Resurrection

This ability reflects the character's bond to and control of the spirit world, granting them a number of benefits: The character has the ability to use the Resurrection skill on themselves at a Life Well to return to life, though they must still perform a Contested Roll with a Marshal present, so their death is recorded; the character is aware of their surroundings while in their death count; and finally, the character can instantly resurrect themselves on the battlefield without need of a Contested Roll, restoring up to 50% of their expended resources, though doing so costs them a permanent loss of 5 Favor and they still take a death on their character card.

Sentinel in the Night

It is the Pack Master's duty to guard the pack, especially when the pack is the most vulnerable. This ability allows the character to generate the Night’s Watch effect once each reset.

Shape of the Wild

               This ability allows the character to shapechange into one of the animals on the shapechange list in Appendix 1. While shapechanged all normal rules apply, however they can only stay in this form for up to 1 hour or Module.


Shapechange: Beast

               This functions as the Caller classfeature Shifter, with the exceptions that the only form is a large silver <Animal>. The stats for the beast are as follows:

20 Hit Points

20 Natural Armor

+3 Strength

Single Medium Claw (Bite) “5 Silver”

Flee x 1/Day

Resist Magic x 1/Day

Resist Toxin x 1/Day

Shared Lineage

               When this ability is earned, the dragon begins to bond with its Warder. Due to this mystical connection, the character takes on some minor changes in appearance: developing scales of the eggs' color around the edges of their face and on the tops of their hands. This alteration comes with the benefits of +1 Permanent Strength, and 10 points of Natural Armor that go above class maximum.

Shared Minor Lineage

When this ability is earned, the egg's bond with the Warder strengthens. Due to this mystical connection, the character becomes able to Glide at will. Glide functions like Featherfall, however, the character may choose where to land, so long as the landing location is both lower than where they started and within 100 yards.

Shield Against the Impure

An Ascetic with this ability has forsworn greed and false treasure, and in doing so has gained a measure of power over the wondrous. This ability allows the character to turn aside special weaponry in two ways: first, it strips all Flavor Carriers and Effect Carriers from melee weapon attacks, except for Critical, Massive, and Surprise; second, the character gains Threshold 4. This confers no special defense against spells, Bombs, Vials, or other non-weapon attacks. This ability can be used once per reset and lasts for 5 minutes or one Encounter.

Silencing Strike

This ability allows the character to deliver a powerful weapon attack, announced as “Silence Strike”, which will Silence the target. The attack can be delivered with Melee or Ranged weapon and must land a legal weapon blow to affect the target; this is one attack, hit or miss.

Silver Haven

               The moon creates more than just light, it also creates all the shadows of the night, and as such it gives the moon-blooded the power to manipulate the light and shadows. When this ability is used the call is “Natural Conceal” and follows the normal hand gesture rules; however, the character can stay hidden in this manner for up to 1 minute. This ability can only be used at night, outdoors, where there is moonlight.

Silver Light

               The bond with the moon is a strong one, and it can control the characters will as it controls the ocean. While the character is outside at night and there is some amount of moonlight; the character is Immune to Berserk, Fear, and Shuneffects. The bond however comes with a setback causing the character to be Vulnerable: Shadow.

Size them Up

Years of training in the field and intense study has given the character the ability to truly understand their foes far better than those who have simply studied war. By spending a 10 counted action studying a monster, the character can get a very good feel for its prowess and ability. This ability may be hard to use on in town random monsters but can be used on Modules with little issue. While this will not get you a copy of the monster card, it will give you good information, which could greatly turn an upcoming battle: I.E. rough Body Point totals, their approx. damage and some offensive/defensive abilities. This ability can be used once each reset for each rank of Knowledge (Warfare) the character has purchased.

Smite

               This ability allows the character to deliver a heavy blow against their target. It is used by calling "Arcane Smite" and landing a legal weapon blow. This attack deal 100 points of Spirit flavored damage to the target. This attack is delivered with a weapon and is one swing, hit or miss.

Speak with Nature

               This ability allows the character to communicate on a very basic level with natural animals and plants. Realize that just because you can communicate with them does not infer and kind of special intelligence to the target and they be limited to their natural sensory abilities. As well it does not change a targets disposition to the character just because it can understand you.

Speak with Spirits

               This ability allows the character to contact a person that has been permanently dead for up to 50 years. For this ability to work, the character must know the target’s name. This requires a Marshal and 10 minutes of concentration.

Spell Jammer

               This ability allows the character to place the natural flow of magic into a knot. This ability is delivered using the call “<Target> Voice Inept Magic”, and will prevent to use of any magic by the target, per Inept. This ability will not function on Relics or Artifacts, which may still be used by the target. This effect last for 24 hours or until the target dies.

Spell Turning

This ability allows the character to empower their Ley to rebound magic that is used against them, back to the original caster. If the character does not have the Spell Turning skill, then this ability allows them to now use that skill as though they had purchased it, but do not gain the additional Ley Point. If the character already has Spell Turning, then this ability changes how it can be used: For 1 Ley Point, damage with the Magic Delivery Type can be turned; for 2 Ley Points, normally incanted spells or effects with the Magic Delivery Type that appear on the Spell Lists in the Magic and Spell Casting section can be turned; for 3 Ley Points, effects with the Magic Delivery Type that do not appear on the Spell Lists can be turned; and for 4 Ley Points, effects with the Arcane Delivery Type that appear on the Spell Lists can be turned.

Spirit Anchor

               This ability allows the character to keep a targets spirit from fleeing their body to seek the River. If the target is currently in their Bleed Out count, they will instantly be set to 0 Body Points and be stabilized. However, if the target is in their Death count, it will restart their count.

Spirit Energy

This ability can function in one of two ways, chosen when it is used: it either imbues the character's weapon with the Spirit Flavor Carrier, or changes the Flavor of their current Spell Pool to Spirit. This ability lasts for up to 5 minutes or one Encounter.

Spirit Made Steel

               Pure spirit is proof against weapons; an Ascetic who knows this secret may wrap their spirit around themselves as armor. Each time this ability is earned, the character gains 15 points of Natural Armor that stacks with itself cumulatively. This Natural Armor may be readjusted with 60 seconds of concentration or healed as normal. It may stack with manufactured armor, but the combination cannot exceed the maximum total allowed by class and other powers. At Ascetic rank 5, the character can no longer wear mansfactured armor, as they cast off the last of their physical ties. At this point, once an Ascetic has gained sufficient rank to equal or exceed their class armor maximum, they continue to gain Natural Armor from this ability, exceeding their class maximum. Additionally, this ability extends to the Ascetic’s weaponry, granting them a Weapon Ward once each reset each time this ability is earned.

Spirit Touch

               The Shugenja can begin to speak to lesser spirits that live in all objects. This allows them to ask one question per knowledge point of an object. Note – most objects will have very low intelligence so their information may be limited.

Strengthened Spirit

               This ability extends the character's death count by 10 minutes; making it 14 minutes total. This does not affect the 2 minute Bleed Out count; an Ascetic may die as quickly as anyone else, but their spirit holds fast to their body long past the point when others would leave to resurrect.

Strong Lineage

               High Elves, unlike some races, were gifted creations of a wind dragon. Through devotion of their ancestors and the race, the character unlocks hidden potential. This ability allows the character to cast the following spell like abilities twice per reset: "Magic 5 Healing", "Magic 10 Wind", "Magic Knock", and "Magic Shielding or Blade". At Knights of the Fallen Leaves rank 7, these can be used a number of times each reset equal to the number of ranks of Knowledge (High Elf) the character has purchased.

Sturdy

This ability causes weapons and shields wielded by the character to be Immune to Shatter, Destroy, or any other effect that harms items.

Sutra of Hastened Steps

               A Mistweaver with this degree of enlightenment can use the Mist as a highway leading anywhere.  This increases overland travel speed by up to 10 times, and a Mistweaver can accommodate a number of guests equal to their Mistweaver rank.

Sutra of Safe Travel

               Once per reset, (an additional use can be had by expending 2 Iron Will) a sufficiently enlightened Mistweaver can recite this Sutra, with the call ‘Natural Teleport” to immediately travel to any location that fits one of these requirements:

·        It must be a place the Mistweaver has physically visited prior to this invocation, upon invitation.

·        Must be a location that the weaver considers a safe sanctum for himself.

·        A location assigned or granted by a grandmaster.

Sutra of Weaving

               Twice eachreset, a Mistweaver may weave from the Mist any one piece of normal gear; a sword, a shield, a compass, a rope, or other simple item. This equipment is normal in every respect except that it may not be destroyed by any means. Mist weapons are good for one module or 1 hour. Other Mist items can be counted on for five minutes, but may extend longer at marshal discretion

Sutra of Wonders Realized

               Each day during the Mistweaver's morning meditation, they can perform this ability. This ability allows the character to weave an exotic item from the Mist that is an extension of themselves, though they may only maintain one such item at any given time. Once chosen the item will remain until the character sleeps, 24 hours has passed, or the character resurrects. Items from this ability are automatically considered Indestructible, will not function for anyone other than the character, and should the item be unattended, it is insubstantial and cannot be touched by anyone other than the character. Most commonly these are weapons, however other items can be created this way. The following list are examples of effects that can be generated with this power. This list is left intentionally vague; don’t get out of hand, and Plot won’t have to roll their eyes.

·        Weapons- Flavor Carrier: (Fire/Stone/Water/Wind/Silver/Magic/Iron)

·        Armor- Resistance x 3/day (Fire/Stone/Water/Wind)

·        Vestments- Self Stabilizing, Shadow Resistance 10

·        Crafting Tools- Lowers the creation time of items made with a production skill by up to 3 minutes (the character must have ranks in the chosen skill, and can still only produce items they already have access to), to a minimum of 1 minute per item. Surge of Might

Meditation and focus teaches the character to channel their chi in many directions at once, and shape it like a weapon. This ability grants the character +2 Permanent Strength for 5 minutes or one Encounter, and may be used a limited number of times per reset.

Symbiotic Aid

               Healing effects now rejuvenate your colonies, and they in turn work to repair your body.  This ability causes the character to receive double the amount of Body Points from healing effects, regardless of source.

Take them Alive

This ability allows the character to generate a "Natural Spinneret", which functions exactly like the Spinneret spell. This ability can be used once each reset

Tame the Ether

The character can cast an additional number of levels of Spell Slots each reset equal to their combined ranks in Knowledge (Astronomy) and Knowledge (Magic). These spells must come from the characters Spell List.

Tooth and Claw

The Pack Master prowess with natural weapons is paramount, and it shows. This ability improves the character’s skill with Claws, by granting the character the Lengthen Claws Power. If the character already has this Power, then it increases their base damage with Claws by 1 point.

Tough Enough

This ability allows the character to tap into the potency of their heritage for a brief time. When activated, this grants the character Damage Cap 5 for one hour or Module. This ability can be used once each reset.

Treewalk

               This ability allows the character to use the Treewalk Ritual once each reset at no cost, and can transport a number of allies equal to their rank in the Thickets attunement plus their ranks in Knowledge (Nature). Other Ents with the Thickets attunement are not counted towards that limit.

Unbroken Vow

               By now the Kensai has solidified thei chi and therefore has stayed true to a lawful and honorable path. The character's resolve has become almost unwavering and as such they become Immune to the following effects: Charm, Command, and Shun, though this does not make the character Immune to any damage or other effects that may be part of the attack. At Kensai rank 10, this ability also makes the character Immune to Enslavement and Thrall.

Unchained

               The minds of  Shattered Chains simply refuse to be held down by the will of others. This ability reduces the duration of the following effects on the character to a 3 count: Charm, Command, Enslavement, Shun, and Thrall.

Unleashed

This ability allows the character call upon the beast that runs through their veins. Once each reset, the character can use the Battlerage ability.

Untaintable

               This ability makes the character Immune to effects that trap a spirit as well as effects that create undead.

Venom Immunity

               This ability makes the characterImmune to effects with the Poison Delivery Type that are not from the Chemistry skill; meaning that they do not have "Vial" in the call. In addition, this ability makes the characterImmune to Venom, though this does not make the character Immune to any damage or other effects that may be part of the attack.

Vigilance Rune

This ability creates a glyph that once placed, will prevent enemies from going unseen; preventing use of skills or abilities like Conceal, Hide, and Invisibility. The glyph must be Phys-Repped by a minimum 12"x12" glyph placed on the ground, and announced to make NPC's aware of the presence of its effect. This ability's effect will last up to 1 hour, as long as the character stays within Line of Sight of the glyph. Voice Delivered Courage

               This ability is a voice deliver effect,called as “Everyone in the sound of my voice Courage” this effect will dispel all Fear effects from all targets who can hear the call.

Voice of the Wild

               This ability allows the character to deliver by Voice a Charm or Command effect at a Plant or Animal creature, and is used with the call "<Target> Voice Charm/Command Animal/Plant"; so long as the target is the correct type, they will be affected. This ability requires the character to be able to speak In Game.

Vow of Purity

The Ascetic has taken a sacred vow to avoid contact with dead flesh. To fufill the vow, the character may not touch fallen foes, may fight undead foes (but must purify themselves as soon as possible afterward), and may touch dead characters in order to restore them to life with spells or abilities that require one to touch the corpse, but for no other purpose. If the character does touch dead flesh or combat an undead creature, they must purify themselves in a special ritual that requires 1 hour and a flask of blessed water. This ability makes the character Immune to Disease, though this does not make the character Immune to any damage or other effects that may be part of the attack. At Ascetic rank 6, the character also becomes Immune to Nausea and Plague; and at Ascetic rank 9, the character becomes Immune to Venom and Wither. These additional Immunities follow the same rule that this does not make the character Immune to any damage or other effects that may be part of the attack.

Wanderlust

The passion to explore and learn makes them hard to control. The character becomes Immune to the effects listed under the Resist Enchantment skill. The character also becomes Vulnerable: Iron.

Warding Rune

               This ability allows the character to place a powerful protection on an ally. When used, the target'sweapons and armor becomeUnshatterable for 5 minutes or 1 Encounter.

Watcher of the Departed

               Preservation of life is as important as that of the past. This ability allows the character to bring an ally's Death Count to a halt so long as the character maintains concentration and contact with the ally's body.

Way of the Birch

               Slim, willowy, and seemingly weak, the Birch tree is truly unique in its beauty. However, it is also one of the most used trees for various woodworking projects by younger races. This ability allows the character to borrow from nature to assist in fueling themselves. The character can use Knowledge (Nature) to tap Nature for Combat Slots or Spell Slots as one with Knowledge (Astronomy) can tap a Ley Line. This must be done in a natural setting and can only be used a number of times per Event equal to the number of ranks in Knowledge (Nature) that the character has purchased.

Way of the Cedar

               The majestic Cedar tree is found far and wide across the plain. By studying its strength, the character is able to channel its power into their own body. When in a natural setting, the character is always treated as having their choice of either the Ash or Oak spell effect.

Way of the Cottonwood

               Cottonwood Thickets leave marks that are seen far and wide; sometimes even convincing others that it is snowing. The character always leaves a trail wherever they go, and while this makes them easier to Track (+3 successes), it also allows them to always find their way home. This effect ends at the close of each Event.

Way of the Cypress

               Usually growing out of fetid swamps yet infinitely beautiful in their own right, those that follow the way of the Cypress gain 1 Resist Toxin each reset.

Way of the Juniper

               Though the character's skin cracks easily, they are made of sterner stuff. A Thickets following the Way of the Juniper receives an additional +5 Natural Armor.

Way of the Maple

               The sap of a maple tree is used to by many races to the sweetest of treats. But you’ve learned to use it for a deadlier effect when necessary.  You may use either “Poison Life” or “Poison Venom” as an ability twice per reset.

Way of the Pine

               Pine needles have been the bane of many a critter, and with this ability, the character has learned to sharpen them to deadly accuracy. This ability grants the character an attack pool (much like a Spell Pool) with points equal to 5 times their Thickets rank. This ability uses the Spell Pool rules for its function, with the only difference being that the call to use the ability is the same as a ranged weapon attack; "X Normal". This pool is refreshed after 5 minutes of concentration.

Way of the Sycamore

               The Sycamore is one of the oldest species of tree on this planet. As such, a Thickets that devotes themselves to its study may ask 1 Nature related Delve History question between games (or at Plot’s acceptance if during an Event). If the character wishes to use this ability during an Event, it will require the use of Ent Moot.


Way of the Yew

Grants the character +1 Permanent Strength.

Weave Fate

               Once each reset, the Mistweaver may change the weave of fate for themselves. This ability allows the character to call a generic Resist to a single attack that strikes only them.

Way of the Walnut

               As a food source for all of nature, the Walnut stands near to the hearts of many. This ability allows the character to produce 1 random Rare Foodstuff/Herbal component each reset.

Work Ether

This ability duplicates the Unleash Elements Heroic Power; however, they do not need any of the prerequisites.