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 Spellblade Spellblade
Animal Speech Caller Caller
Arcane Study Spell Devotion Spellblade, Caller, Paladin, Mage
Armor Efficiency Armor Proficiency All
Armor Proficiency All
Aspect Mastery Caller
Athletics*
Beast Master 8thCharacter Level, Caller
Blindsense Deep Elf
Born Grappler* Half-Troll, Lengthen Claws
Born Marksman* Ranger
Born to Serve* Oathbound
Born Trader Felis
Broaden Specialization Specialization
Bulwark Strong Arm
Call the Beast* Rok’Shen
Call the Wild* Guardian
Called Shot Ranger
Combat Archery Precision +4
Combat Medic Diagnose
Companion
Conduit* Spellblade
Critical Strike Blitz
Defender Champion
Deep Pockets Craftsman BG
Devotion Must be part of an Order or Attunement
Element Exclusion Mage, Spellblade
Elven Accuracy* High-Elf
Elven Martial Training High-Elf
Enchant Elemental Spellblade, Aura Blade
Enchant Spirit Paladin, Aura Blade
Endless Fury* Guardian
Energy Resistance* 8thCharacter Level
Entmoot One with the Land
Extended Martial Training Monk
Eye for Quality
Family Weapon Oathbound
Fast Learner
Favored Enemy Knowledge (Area)Rank 3
Fearless Fury Guardian
Fey Blooded Fey Lineage
Fey Lineage Gnome
Fight to the Death Adrenaline Rush x 2
Florentine
Follower 8th Character Level
Gift of Light Hand of Light
Gnomish Talent Gnome
Gun Slinger Gun and Precision +2
Hand of Light Paladin
Harden Skin Ent
Improved Concentration
Improved Familiar Mage
Improved Phylactery Mage
Improved Racial, Resist Magic Deep Elf
Inner Light Mage
Iron Will*
Kintsugi Barrier Spellblade
Lancet Spellblade
Lengthen Claws Short Claws
Ley Study Spell Casting as part of Class Description, 4thCharacter Level
Light’s Reach* Paladin
Lightning Reflexes
Limber Form Rok’Shen
Living Armor Mage
Local 1stCharacter Level, creation only
Magic Staff One-Hand Block
Magical Training Non-Magic Class
Main Gauche Florentine
Make it Work* Gnomish Talent
Martial Style Monk, 4thCharacter Level
Master Craftsman An Advanced Production Skill
Master of the Wilds Caller
Master Smithing Dwarf &Advanced Smithing
Mentor 1stCharacter Level, creation only
Merciful Strike Brawl, Monk
Might of the Tiger Deep Elf
Mighty Fury Guardian
Muscle Memory Artisan
Natural Hunter Felis
Next Best Thing Knowledge (Warfare)Rank 5
Oathbound Dwarf
One with the Land Ent
Overwhelming Power Warrior, Overpower
Pack Mentality* Rok’Shen
Photosynthesis Ent
Point Blank Combat Archery
Potent Blood Dwarf
Pounce* Felis
Power Chord Bard
Preparation Ambush
Princess Candidate Deep Elf, Female, 10th Character Level
Purifying Touch Paladin
Researcher At least one Knowledge (Area) at Rank 4
Resilient* Gnome
Retain Magic A 8th level Spell Slot
Roll with It Acrobatics
Scent Rok’Shen
Self-Stabilize Half-Troll
Shadow Strike Conceal, Move Silent
Shield Proficiency, Large Shield Proficiency, Medium
Shield Proficiency, Medium Shield Proficiency, Small
Shield Proficiency, Small
Shred* Felis, Lengthen Claws
Shrug it Off Survival x 2
Single Minded Fury Ambidexterity
Sling Arrow Bard
Specialization Champion, Trooper or Warrior, 4thCharacter Level
Spell Devotion High-Elf
Spell Focus I Signature Spell II
Spell Focus II Signature Spell III and Spell Focus I
Stalwart Guard Born to Serve
Strong Arm Champion
Subtlety Trickster or Ranger, 4thCharacter Level
Swamp Thing Half- Troll
Talented Assistant
Taproot Ent
Terrain Adaptation Knowledge (Planes)Rank 3
The Trees are Angry One with the Land
Touch of the Wind* High-Elf
Touched by the Shadow* Deep Elf
Toughen*
Trapper Hunter’s Call, Snare
Trollsblood Half-Troll, Regeneration x 5
Tumble Athletics
Tunnel Fighter Deep Elf
Undying Fury Guardian
Warning Signs Track x 10, Knowledge (Nature)Rank 2
Weapon Proficiency
Wild Magic Caller, Mage
Wild Shape Boost Shifting - Utility
Wrath of Nature Guardian

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

Powers do not function like skills they are always considered to be in effect. Powers either give characters’ access to a new ability or change the function of a skill they already have. At 1st level, all characters start with 1 power, and they gain an additional power at 4th level and every 4 levels after, i.e., 1st, 4th, 8th, 12th, Etc… In addition to the normal powers, every 10 levels players will gain an extra power that can only be used for a power that is race specific, Humans are the exception to this they can pick any power they have the prerequisites for. If a power has prerequisites, then all must be met before the power can be purchased. All powers can only be purchased one time unless noted otherwise. Unless indicated otherwise powers that have a daily use cannot be used simultaneously.    

Acrobatics  Prerequisite: Dodge  This power allows the character to get the most out of every opportunity. Whenever they  use a skill from their Defensive tree they gain a  Barrier effect, these points do not stack with  themselves and are the first to be lost.  

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

Ambidexterity  Prerequisite: None  This power reflects a character natural  skill with both hands, this grants them the  following abilities: they can move their Focus and  Precision bonus damage to either hand, though  this takes a 5 counted action and while wield a  weapon in each hand their flurry limit increases  by 1, to 4 swings.  

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

Amplify Barrier  Prerequisite: Spellblade  This power increases the effect of the  characters Barrier skill. The skill will now absorb  40 points of damage instead of the normal 20  points.  

Animal Speech  Prerequisite: Caller  This power allows the character to talk  normally while shape changed, as well as will let  them communicate with animals of similar breed.  This does not allow spell casting or using magic  items that require speech to activate.  

Arcane Study  Prerequisites: Spell Devotion  Elves have always been known for their  link and skill when it comes to magic, and as such,  the power improves upon their magical ability.  This power increases the characters Spell Pool by  10 points.  

Armor Efficiency  Prerequisites: Armor Proficiency  This power allows the character to get the  most out of the armor they wear. This will  increase the armor gained from a phys-rep by 1  tier of armor, Example a suit that qualifies as a  Medium Armor would be valued as Heavy Armor  while worn. The character is still limited to their  maximum armor value.  

Armor Proficiency  Prerequisite: None  This power increases the maximum  amount of armor a character can wear by 1 Tier.  Example: A Trickster with this power could wear  up to Medium Armor, instead of being limited to  Light Armor.  

Aspect Mastery  Prerequisite: Caller  This power causes Aspects that the player  casts to have the duration doubled. It is up to the  caster to inform the recipient of the effect.  

Athletics*  Prerequisite: None  You have spent time working out and  training your body to go further than the average  person. This Power increases the characters Base  Strength by +2 for performing Feats of Strength.  The Strength gained from this Power will stack  with itself; for example, if a character has taken  Athletics 3 times, they will have an additional +6  Strength for performing Feats of Strength.  

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

Blindsense  Prerequisites: Deep Elf  While darkness is a hindrance to the sighted, you have spent years training your other  senses to counteract the effects. You take no  negative from the Blind effect; additionally, do  not suffer penalties on Contested Rolls for  darkness or lack of vision.  

Born Grappler*  Prerequisites: Half-Troll, Lengthen Claws  This power allows the character to use  their claws to grab their opponents and squeeze  them into submission. Twice each reset, the  character can use Binding Strike with a 6 counted  action, and the resulting effect reduces the target  to -1 Body Points. This can only be performed  with claws and is considered to be a Base Strength of +4 for the purposes of foes’ ability to  Break Free.” 

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

Born to Serve*  Prerequisites: Oathbound  This power comes from the dwarf’s  lineage to guard the great Dwarven houses. This power allows the character to Resist effects that  push them or force their movement, examples  Repel, Sweep, ect. This power can be used twice  each reset.  

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

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

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

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

Call the Beast*  Prerequisites: Rok’Shen  This power allows the character to  unleash their ancestral nature for a brief time.  When used, the effect is determined by what type  of animal they are; Large powerful animal types  gain +4 Base Strength for 10 minutes, Smaller  more agile animal types take Reduced: Half  damage for the duration. This power can be used  once each reset.  

Call the Wild*  Prerequisite: Guardian  This power allows the character to share  their tie to nature. Once each reset this power can  be used to grant up to 5 targets a totem.  

Combat Archery  Prerequisite: Precision +4  This power allows the character to block  with a bow, even with a single hand. Once a bow  has been hit with a weapon it must be restrung  on a 3 counted action before it can be used to fire  arrows again.  

Combat Medic  Prerequisite: Diagnose  This power allows the character to  perform the First Aid skill on two targets as the  same time, so long as both are within arm’s reach.  

Companion  Prerequisite: None  This power allows the character to have a  Tamed pet, so long as the pet is with the  character they gain the benefit chosen from the  pets list. A character can only have 1 pet at a time  and must release their current pet to gain  another. For more info on the pets see Appendix  8: Novice Rules.  

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

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

Deep Pockets  Prerequisite: Artisan  This power allows the character to more  carefully stack and stow crafted goods allowing  them to carry double the number of Ghost Tags as  normally allowed, including doubling the value  gained from items like Bags of Holding.  

Defender  Prerequisite: Champion  This power allows the character to use  the Defend skill 1 additional times each  Encounter. Additionally, it allows the character to  use Weapon Ward to protect others so long as  they are within weapons reach.  

Devotion  Prerequisite: Must be a member of an Order or  Attunement  This power reflects the character’s faith  or investment into an Order or Attunement and  grants them 6 Favor with the selected group.  Once chosen the power can NEVER be removed  by effects like Obliterate Mind.  

Element Exclusion  Prerequisite: Mage, Spellblade  This power increases the characters Spell  Pool by 15 Points; however, they can no longer  cast one of the Elements. They must choose  which of the flavors they give up: Fire, Water,  Stone, or Wind. This will additionally increase the  characters Spell Cap by 5 points.  

Elven Accuracy*  Prerequisite: High Elf  This power hones the elf’s senses. When a  skill or spell that has a Combat or Spell Slot cost  misses its target or is defended against, such as  with Parry, Dodge, etc., the High Elf may call  “Elven Accuracy” and repeat the attack  immediately at no additional cost. This power  can be used twice each reset.  

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

Enchant Element  Prerequisite: Spellblade, Aura Blade  This power allows the character to  enchant their weapon with one of the elemental  flavors (Fire, Stone, Water, Wind), instead of  Magic, when they use the Aura Blade skill.  

Enchant Spirit  Prerequisite: Paladin, Aura Blade  This power allows the character to  enchant their weapon with the Flavor Carrier:  Spirit, instead of Magic, when they use the Aura  Blade skill.  

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

Energy Resistance*  Prerequisite: 8thCharacter Level.  By now the character has been exposed to  the elementals both natural and planar in origin  and has developed a minor resistance to them.  The character negates the first 5 points of any  non-weapon delivered attack with their chosen  flavor. The player must choose one of the  following: Fire, Water, Wind, or Stone as the  flavor that is affected. While this can be taken  multiple time the effects to not stack, so a  different flavor must be picked each time  

Entmoot  Prerequisites: One with the Land  To use the power there must be at least 3  Ents with this power involved. Using this power  takes 15 minutes of concentration and the Ents  must be in a circle gently swaying. The Ents use  this time to discuss and pool their knowledge; at  the end of this they may ask a question of the  world. This communion draws information from  the world itself and because of this it may take  some amount of time to receive the answer. Plot  should be informed this power is going to be used  and what the question or topic is as soon as  possible so that the answer can be provided.  

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

Eye for Quality  Prerequisite: None  This power reflects the characters’  experience in the world and ability to notice even  the most useful of scrap. When harvesting Nodes,  the character receives 20% more harvesting  points. Additionally, on Modules there is a chance  they can scrounge up random items, and they can  use the Survival skill to guarantee a scrounged  item. If successful, the player will receive a  Scrounge Tag which can be turned in at NPC  camp at a later time.  

Family Weapon  Prerequisites: Oathbound  This power grants the character a  masterfully crafted weapon that has been passed  down through the ages. When the weapon is  passed, their oath protects it. The weapon is  chosen when this power is taken and will be  tagged as such. The weapon is Immune to effects  that would apply the Broken status to the item.  Furthermore, when the character is wielding the  weapon that weapon cannot be Disarmed. While  the weapon will never expire, any effects added  to it will carry their own expirations. The weapon  must be an Axe, Hammer or Spear.  

Fast Learner  Prerequisite: None  While you might not always be a master  at all things you have a knack for learning just  about anything. In addition to your Basic Class  skills you can also learn Basic Everyman skills  without need of an instructor.  

Favored Enemy  Prerequisite: Knowledge (Area) Rank 3  This power increases the characters’  damage when fighting a chosen type of creature.  When fighting creatures of the chosen type the  character gains the Bane effect, giving them +5  Temporary Weapon Damage against those  targets. Or this power can affect Spell Pool. This  will increase the damage of each Spell Pool attack  by 5 points; however, this will only apply to  castings of 10 points or more Spell Pool. When the  character using this power announces it, they will  be made aware of which creatures the bane effect  should work on, and it is up to the player to keep  take of which creatures they get the added  damage on. When this power is purchased one of  the following types is chosen:  

Nature: Animal or Shapechanger

Cycle: Undead or Abominations  

Magic: Draken or Golem  

Planes: Outsiders or Elementals  

Fearless Fury  Prerequisite: Guardian  This power increases the potency of the  characters Primal Fury power. While active, they  additionally gain Immunity to Command, Fear,  Feeblemind, and Slumber.  

Fey Blooded  Prerequisites: Fey Lineage  You are more than just a child of the fey,  the home world still courses in your veins. This  power allows the character to cancel all magical  effects currently on their person and for 1 minute  they will be Immune to all magical effects  (positive and negative) that affect them. While  this power is active the character becomes  Vulnerable: Iron. This can be used once each  reset.  

Fey Lineage  Prerequisites: Gnome  You are among the Gnomes whose link to  the Fey is still strong. As such the character can  tap into that power. The character can sometimes  see bits of the Fey world through this world. This  allows them to be able to see weak points in the  barrier between the 2 worlds, as well as identify  fey portals. Additionally, the character can spend  a few moments studying a target and discern if  they are Fey.  

Fight to the Death  Prerequisite: Adrenaline Rush x 2  This power allows the character to fight  off dying. When reduced to -1 Body Points the  character may choose to be instantly healed for  16 Body Points. For the hour following the use of  this power the characters bleed out count is  reduced from 120 seconds to 60 seconds. This  power can be used twice each reset.  

Florentine  Prerequisite: None  This power allows a character to wield  any 1-handed weapon in their main hand and up  to a medium weapon in their off hand, with which  they are skilled. (Characters may wield a small in there offhand without this power)

Follower  Prerequisite: Must be at least 8th character level  A local from the area has shown some real  talent, and you have taken them under your wing.  Your character gains a follower with the  following skills: 4 Ranks of Craftsman, Knowledge  (Geography)Rank 2, Knowledge (History) Rank 1;  the Talented Assistant Power, and the Local  Power.  

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

Gnomish Talent  Prerequisite: Gnome  This power allows the character to be  able to attempt to Disable Device even if they do  not have ranks and will always have a minimum  of +2 Bonus. If they have at least 5 ranks of the  Disable Device skill, they are always treated as  having 5 more ranks for the purpose of Contested  Rolls.  

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

Harden Skin  Prerequisite: Ent  This power gives the character 10 points  of natural armor, these points stack with other  forms of armor and will allow the character to  exceed their class maximum armor value by the  10 points gained.  

Improved Concentration  Prerequisite: None  This power improves the characters’  ability to stay focused on a task even with outside  disturbance. This makes the character Immune to  Cheap Shot, and while using a skill or ability that  requires Concentration to maintain, taking  damage will not interrupt them.  

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

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

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

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

Stone- Increase the character base Body  Points by 5.  

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

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

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

Mending- When the character reaches the  last 5 seconds of their Bleed Out count,  they are instantly healed for 5 points.  Once triggered this cannot happen again  for 4 hours.  

Glory- After casting a Life spell, the next  Dispel, Protective, or Healing spell they  cast consumes a Spell Slot of up to 7 levels  lower, minimum 1st level.  

Improved Racial, Resist Magic  Prerequisite: Deep Elf  This power allows the Resist Magic racial  abilities that are earned from levels, not  purchased with Skill Points, to also be used to  resist attacks with the Arcane Delivery Type.  

Inner Light  Prerequisite: School of Spirit  This power temporarily boosts a Mage’s  abilities in 2 ways. First, while active, it grants  Magic Delivery Type for all Restoration spells;  second, it doubles the characters Spell Pool, this  can go beyond the cap outlined in Spell and  Magic. When activated the characters Spell Pool  becomes Touch Cast only. This power will last for  one combat or up to 5 minutes. This can be used  twice each reset.  

Iron Will*  Prerequisite: None  This power allows the character to shrug  off the following mental attacks: Berserk, Charm,  Command, Fear, Shun, and Terror. This can be  used twice each reset.  

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

Lancet  Prerequisite: Spellblade  This power allows the Spellblade to refocus  their Spell Pool. They can now throw their Spell  Pool with packets, instead of only delivering it  with their weapon. Doing so follows the standard  rules for using Spell Pool.  

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

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

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

Lightning Reflexes  Prerequisite: None  With this power the character has an  amazing reaction time, to the point of seeming to  have a precognitive awareness about their  surroundings. Whenever they are caught in the  area of a trap or limited AOE, if they are within 1  step of the radius they can step out of the area  and avoid the attack.  

Limber Form  Prerequisites: Rok’ Shen  This power allows the character to twist  and contort their form granting them a few  advantages. First, with a 60 counted action the  character can break free of Pin, Bind, and Web  effects in addition to non-magical bindings,  Secondly, the character can squeeze through  narrow openings.  

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

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

Main Gauche  Prerequisite: Florentine  This power gives a character, while  fighting with two weapons, an off handed strike  whenever they use a skill from a Defensive  Technique. When they use one of these skills, they  gain a +5 Temporary Weapon Damage as a Blade  effect on their next off hand attack to be used in  the same encounter. This ability can only be used  while fighting with two weapons.  

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

Magical Training  Prerequisite: A class that does not have access to magic.  This power allows the character to be trained in the very basics of magic. When taken the player must choose a School of magic Elemental, Spirit, or Nature; Paladin and Spellblade spells are not in 'schools' and thus cannot be chosen. Once a School is chosen it cannot be changed. The character can now use Runes from that School up to 6th level following the normal rules for using runes.    

Master Craftsman  Prerequisite: An Advanced Production skill  This power allows the character to  produce two identical items at the same time,  when creating goods in-game. This reflects their  proven skill in their art.  

Make it Work*  Prerequisites: Gnomish Talent  All Gnomes were born with the mindset  that everything can function with a little kick.  With this power once each reset the character  can use any Engineering item even if they don't  have the normal skill to do so. This includes  setting traps, throwing bombs, disarming traps,  and even solving physical puzzles  . 

Martial Style  Prerequisite: Monk, 4th Character Level  With extensive training the character has  mastered a favored style in which they fight. By  specializing on this style, they are granted a static  bonus.  

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

Crane Style- Grants 10 points of Dexterity  Armor.  

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

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

Master Smithing  Prerequisite: Dwarf and Advanced Smithing  This power allows the dwarf to hone his  skills; all weapons made by the character  automatically receive 1Temper for free.  Additionally, they can melt down weapons for  half the crafting components (Common and  Uncommon) it takes to make the item so long as  the item has at least 3 months remaining on the  duration. Also some Rare components may be  gained if they were used to make the item (the  number is a percentage of the remaining  duration).  

Mentor  Prerequisite: 1st Character Level, can only be  taken at character creation  While you have a standard education like  many adventurers there was someone along the  way who took a shining to you. It could have been  a relative, a teacher, a blacksmith, or even a local  knight; no matter who it is, they have some kind  of specialized training. You may begin play with  one Advanced skill, and once each event, you can  seek out your mentor to help you along in your  career and they can perform one of the following  tasks: Give you a single instruction session in one  skill, Research a single question for you, or craft 4  basic items for you.  

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

Mighty Fury  Prerequisite: Guardian  This power increases the potency of the  characters Primal Fury power. While active they  additionally gain 4 Blade Effects that are +5  Temporary Weapon Damage and Critical.  

Might of the Tiger  Prerequisites: Deep Elf  Much as when the Tiger carried the Sage  until he died, you are a symbol of his feat. When  moving a downed/Helpless ally you are  considered to have +2 Base Strength. This  strength can also be called to overcome  challenges (physical) that endanger the Deep Elf  in addition to his allies. You are recognized as a  champion of your people. Reactions from Deep  Elf NPCs will be affected as such. This means your  actions will be more noticed, both good and bad.  

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

Natural Hunter  Prerequisites: Felis  This power improves the character’s  scent and vision to an extreme level, allowing  them a few advantages; first the character can  spend a 10 counted action sniffing an item and  can determine if the item contains any toxins,  second, they receive a +1 Bonus on tracking  Contested Rolls, and lastly at night or in dark  lighting conditions the player will always get a  race description of a target when they ask the  question “What do I see”.  

Oathbound  Prerequisites: Dwarf  This power binds the character to his  word making it unbreakable. A character with  this power who takes an oath will not break that  oath even if it means death. Due to this frame of  mind the character gains immunity to Command  effects.  

One with the Land*  Prerequisites: Ent  This power allows the character to  generate any effect from the Knowledge Nature  chart in Appendix 2, twice each reset. They do not  need the Knowledge Nature skill to use the power.  

Overwhelming Power  Prerequisite: Warrior and Overpower  This power grants the character an  additional +1 Base Strength when wielding a  Great Weapon. Additionally, their Blitz skill  grants the Massive Modifier when used. This is  not limited only to Great Weapons; however, a  Great Weapon must still be in hand to gain this  effect on Blitz.  

Pack Mentality*  Prerequisites: Rok’Shen  This power awakens in the character  their nature to hunt with a pack. Once each reset  the character can use a Natural version of  the Wolf Pack spell, allowing the character and up  to 10 allies to Flee. This is announced as "Natural  Wolf Pack!" and follows the normal rules for  the Wolf Pack spell.  

Photosynthesis  Prerequisites: Ent  This power allows Ents to regenerate  their Body Points. To use this power, the  character must stand in a 'tree position' with  arms outstretched towards the sky for the  duration and maintain concentration. For each  minute they will regain up to 4 Body Points, up to  their maximum. This power can only be used  outdoors, in daylight (clouds will not stop you,  but rain will).  

Point Blank  Prerequisite: Combat Archery  This power allows the character to  continue to fire a bow while blocking with it, once  the bow has been struck 5times, it will become  unstrung and needs to be restrung as normal.  

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

Pounce*  Prerequisites: Felis  This power allows the character to make  an attack that duplicates the Knockdown skill.  This can be used once each reset, and the call is  the same as the skill.  

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

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

Royalty Candidate Prerequisites: Deep Elf, 10th Character Level  You gain a weapon skill of your choice,  Knowledge (Nobility) x1, Survival x 1, and  Adrenaline Rush x1 at no Skill point cost. You are  a strong candidate for Tson’chi royalty. This is  something you and your rivals are aware of…. Good luck.  

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

Researcher  Prerequisites: At least one Knowledge (Area) at  Rank 4  Bookworm does not quite cover your  commitment to knowledge. When doing BGA’s  (Between Game Action) you can research 2  questions with a single action. Additionally,  characters with an Advanced Production skill  may also research up to two Advanced Recipes at  the same time, instead of only one, though each  takes a BGA action each month.  

Resilient*  Prerequisites: Gnome  Living on Steelcrank, you have had more  near-death experiences than a blind bull fighter;  you have been blown up, burned, taken shrapnel,  and fate knows what else. Once each reset when  an attack would reduce your Body Points to 0 or  lower you can call “Resilient” as a defense and be  left at 1 Body Point and ignore any other effect the  attack may have had. This is a Passive skill and  can be used once each reset.  

Retain Magic  Prerequisite: A 8th level Spell Slot  This power allows the caster to better  control the magic around them. This skill can be  used to 'keep' spell protectives up even if they  would normally be stripped. Most commonly, this  defense is used against a Dispel or Anti-Magic  effects but is also useful to not lose protectives  after needing a Life spell. It can also be used to  allow an effect that would strip a protective away,  to instead bypass the protective and take effect.  This power can be used once each encounter.  

Roll with It  Prerequisite: Acrobatics  This power changes the effect of the Roll  skill to now reduce the damage of an attack to 1  point instead of half damage.  

Scent  Prerequisites: Rok’Shen  This power allows the character to follow  targets with their nose. They gain +2 Bonus to  Track Contested Rolls. In addition, they can  determine race of a scent, and by spending a 10  counted action, they can tell if a Toxin is present.  

Self-Stabilize  Prerequisites: Half-Troll  This power allows the character to use  their Regeneration skill while they are Dying to  set their current Body Points to 0, thus Stabilizing  them, after 5 minutes they will wake up with 1  Body Point as normal.  

Shadow Strike  Prerequisite: Conceal, Move Silent  This power doubles the effects of the  Move Silent skill, allowing up to 30 steps or 2  attacks while remaining Hidden.  

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

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

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

Shred*  Prerequisites: Felis, Lengthen Claws  This power allows the character to rip  apart a target's armor. Twice each reset the  character can make an attack with their Claws  called as “Destroy Armor Strike” this attack is one  swing hit or miss.  

Shrug it Off  Prerequisite: Survival x 2  This power allows the character to ignore  a negative status effect until the end of combat, at  which time they will take the full effect with fresh  duration. The following effects cannot be ignored  with this power: Petrify, Prison, Kill, Killing Blow,  Implosion, Slay, and Binding effects. This cannot  be used to ignore damage, only effects. This  power can be used by twice each reset.  

Single Minded Fury  Prerequisites: Ambidexterity  This power will increase the characters’  Base Weapon Damage by 1 when fighting with 2  weapons of the same length and type; this does  not include Brawl weapons.  

Sling Arrow  Prerequisites: Bard  This power all the character to use a  stringed instrument weapon (Lute, Harp, Ect.) as  both a melee and a ranged weapon. The rep must  be appropriately constructed for the type of  combat it will be used for.  

Specialization  Prerequisite: Champion, Trooper or Warrior, 4th Character Level  This power increases the characters Base  Weapon Damage with a chosen weapon (Long  Sword, Medium Axe, Etc.) by 1 point.  

Specialist  Prerequisites: Advanced Production skill in the  specialization being chosen.  A character can only have one  specialization. Once a character is specialized  they gain the following bonuses with the related  skills. First they receive 10 additional Production  Points for the chosen skill at check-in, and then  each one has an additional bonus as follows.  

Brewmaster- When crafting Potions the  number of Common Components needed is  reduced by 1 (minimum 1) for the first 40  items each game.  

Apothecary- When crafting Chemistry items  you can use expired Chemistry tags as  Common Herbs.   Metalsmith- When crafting Smithing recipes,  those items get one free Temper.  

Arcane Sculptor- When crafting  Damage/Healing Runes, the value is increased  by 5 points at no added cost.   Inventor- When crafting Engineering recipes,  those items get one free Master’s Workings.  

Spell Devotion  Prerequisites: High-Elf  Once each reset the character can cast any  spell from the Spirit or Elemental Path of Magic  that is 5th level of lower, as “Natural <Effect>”.  

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

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

Stalwart Guard  Prerequisites: Born to Serve  This power focuses the Dwarven training  during battle; the key to winning is never giving  up the ground you have. This power allows the  character to enter a stance, where they must  plant their right foot, and the effect will last for 5  minutes or one Encounter, until the players’ foot  moves from the spot, or becomes Helpless. In this  stance the character becomes Immune to Fear  and gains Damage Cap 5. This can be used once  each reset.  

Strong Arm  Prerequisites: Champion or Trooper This power only functions while the  character is wielding a shield they are skilled  with. While wielding a shield they are skilled with  they are not affected by the Massive Modifier,  treating all such attacks that strike their shield as  normal weapon swings. Additionally, while  wielding a shield, they can use Deflect and Parry  with their shield, as well as on attacks with the  Massive Modifier.  

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

Swamp Thing  Prerequisites: Half-Troll  This power allows the character to breath  underwater as well as in the air. In addition, the  character gains the power Terrain Adaptation:  Water.  

Talented Assistant  Prerequisites: None  You have spent years working odd jobs in  and around craftsmen and while you might have  never taken the time to learn the trades, you have  a skill at helping others get work done. You can  aid a player who is crafting in a workshop and cut  down their creation time by 1 minute per rank of  the item being crafted.  

Taproot  Prerequisites: Ent  Ents can remove negative buffs affecting  themselves by rooting into the ground. Rooting  down takes 1 minute of concentration and  standing in a ‘tree position’, arms raised toward  the sky. Once rooted negative effects are  considered to be removed per the Dispel effect.  There are some effects this power may not work  on. This power can be used so long as the  character can freely move and is conscious.  

Terrain Adaptation  Prerequisite: Knowledge (Planes) Rank 3  This power allows a character to become  attuned with a certain Terrain Type that is  associated with one of the Inner Elements (Fire,  Stone, Water, or Wind). This allows the character  to ignore many of the normal penalties that the  Terrain would inflict on them.  

The Trees are Angry  Prerequisites: One with the Land  If a target desecrates a tree in the  presence of the Ent, the Ent may choose to take a  Berserk effect against the person doing the  damage to the forest and gain +4 Temporary  Strength or +50 Spell Pool in their attacks against  that person for 5 minutes or one Encounter.  

Touch of the Wind*  Prerequisites: High-Elf  High elves have always been known for  their exceptional grace. Mix that with dwelling in  the peaks of mountains that are said to be  touched by the planar power of Wind itself, and  you unlock a powerful gift. This power allows a  character to automatically succeed on a physical  challenge; this can be used once each reset.  Additionally, when falling, the character is  granted an effect similar to a Featherfall with the  exception that they suffer half their max Body  Points in damage but are never reduced below 1.  

Touched by the Shadow*  Prerequisites: Deep Elf  Being so adapted to the shadows, you  have learned how to use them to your advantage.  This power allows the character to wrap  themselves in shadows, and by spending 1  minute concentrating the character will be  Dispelled of all negative effects upon their  character. This can be used three times each  reset.  

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

Trapper  Prerequisite: Hunter’s Call, Snare  This Power improves the Hunter’s Call  and Snare skills. For Snare, the Phys-Rep color  will be changed to red; the trap becomes  undetectable by most means and will change the  effect to Natural Web. For Hunter’s Call, the uses  of the skill can be used at NPC Camp to gather  Foodstuffs (up to 10 Common Foodstuffs, or 2  Uncommon Foodstuffs).  

Trollsblood  Prerequisites: Half-Troll, Regeneration x 5  This power allows the character to return  from the grip of death. At any time during the  character’s normal 4-minuteDeath Count, they  can make a 3 counted action to Revive (the call is  “Revive 3, Revive 2, Revive 1”). This power can be  used by expending 3 Regenerations. Being burned  or being Killing Blowed with Fire will prevent the  character from using this power.  

Tumble  Prerequisites: Athletics  This power reflects the character’s  advanced training in how to take a fall. The  character takes half damage from falls less than  100 feet, and they can jump an additional 10 feet  during Feats of Strength.  

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

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

Undying Fury  Prerequisite: Guardian  This power allows the character to push  past the confines of their normal limits. When an  attack would normally render the character  Helpless they can Resist that attack. This can be  used once during each use of Primal Fury.  

Weapon Proficiency  Prerequisites: None  This power gives the character  proficiency and the ability to use a single weapon  of their choice, which their class does not already  grant them. (Weapon Proficiency does not provide for guns.)    

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

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

Wrath of Nature  Prerequisites: Guardian  This power allows the character to pull on  their ties to the strength of nature. While in a  natural setting, not in a city, the character has +2  Base Strength.


HEROIC POWERS

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

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