Powers
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* | ||
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 Background | |
Devotion | Must be part of an Attunement | |
Element Exclusion | Mage, Spellblade | |
Elven Accuracy* | High Elf | |
Elven Martial Training | High Elf | |
Enhanced Shifting | Caller | |
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 | |
Hand of Light | ||
Gnomish Talent | Gnome | |
Harden Skin | Ent | |
Improved Concentration | ||
Improved Familiar | Mage | |
Improved Phylactery | Mage | |
Improved Racial, Resist Magic | Deep Elf, Deep Dwarf | |
Inner Light | Mage | |
Iron Will* | ||
Kintsugi Barrier | Spellblade | |
Lancet | Spellblade | |
Lengthen Claws | Short Claws | |
Lightning Reflexes | ||
Limber Form | Rok'Shen | |
Living Armor | Mage | |
Local | 1st Character 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 | 1st Character 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 | |
Researcher | Knowledge (Area) Rank 4 | |
Resilient* | Gnome | |
Retain Magic | 30 Mana | |
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, 4th Character 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 | Roguer 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, | |
Wrath of Nature | Guardian | |
Wisp Form | Caller |
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 lasts until the end of combat. Additionally, while wield a weapon in each hand their flurry limit increases by 1, to 4 swings.
Amp Prerequisite: 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 Prerequisite: 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 Prerequisite: 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.
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 and 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* Prerequisite: 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 Prerequisite: Felis Born into a family of traders, the art was pushed upon you from an early age. This power gives 1 rank of the merchant skill for free, the max rank is still 10. This power also gives a 5% discount when using the "Purchase" Trade action.
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 Prerequisite: 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* Prerequisite: 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 or Overpower special attacks, they may add the Critical Modifier to the damage call.
Deep Pockets Prerequisite: None 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 Mana or Energy 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 Prerequisite: High-Elf This power gives the character Weapon Proficiency: Long Bow& Long Sword.
Enhanced Shifting - Prerequisite: Caller This power allows Callers to select a specific animal when shifting and gain parts of that animals natural locomotive capabilities. When using their Shift, the Caller may now Fly, Swim (along with breath Underwater), or Burrow.
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* Prerequisite: 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 Prerequisite: 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 Prerequisite: 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 Prerequisite: 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 Prerequisite: Fey Lineage You are more than just a child of the fey, the home world still courses in your veins. This power allows the character to cancel all magical effects currently on their person and for 1 minute they will be Immune to all magical effects (positive and negative) that affect them. While this power is active the character becomes Vulnerable: Iron. This can be used once each reset.
Fey Lineage Prerequisites: Gnome You are among the Gnomes whose link to the Fey is still strong. As such the character can tap into that power. The character can sometimes see bits of the Fey world through this world. This allows them to be able to see weak points in the barrier between the 2 worlds, as well as identify fey portals. Additionally, the character can spend a few moments studying a target and discern if they are Fey.
Fight to the Death Prerequisite: Adrenaline Rush x 2 This power allows the character to fight off dying. When reduced to -1 Body Points the character may choose to be instantly healed for 16 Body Points. For the hour following the use of this power the characters bleed out count is reduced from 120 seconds to 60 seconds. This power can be used twice each reset.
Florentine Prerequisite: None This power allows a character to wield any 1-handed weapon in their main hand and up to a medium weapon in their off hand, with which they are skilled.
Follower Prerequisite: Must be at least 8th character level A local from the area has shown some real talent, and you have taken them under your wing. Your character gains a follower with the following skills: 4 Ranks of Craftsman, Knowledge (Geography)Rank 2, Knowledge (History) Rank 1; the Talented Assistant Power, and the Local Power.
Gift of Light Prerequisite: Hand of Light This power improves the characters Lay Hands Class Feature. Whenever Lay Hands is used to heal a friendly target the caster is healed for the same amount.
Gnomish Talent Prerequisite: Gnome This power allows the character to be able to attempt to Disable Device even if they do not have ranks and will always have a minimum of +2 Bonus. If they have at least 5 ranks of the Disable Device skill, they are always treated as having 5 more ranks for the purpose of Contested Rolls.
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 Prerequisite: 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 Prerequisite: 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 7 mana less, minimum 1 mana.
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 Vector for all Spirit 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* This power allows the character to shrug off a mental attack. This can be used twice each reset.
Kintsugi Barrier Prerequisite: Spellblade 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.
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 Prerequisite: 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 Prerequisite: 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 Scrolls 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 Prerequisite: 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.
Natural Hunter Prerequisite: 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 Prerequisite: 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*Prerequisite: 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 Prerequisites: 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* Prerequisite: 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 Prerequisite: Dwarf When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect.
Pounce*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 Prerequisite: 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.
Researcher Prerequisite: 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* 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: 30 Mana 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 Prerequisite: 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 Prerequisite: 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 and 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 twice each reset.
Single Minded Fury Prerequisite: 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 Prerequisite: 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 1 Prerequisite: Signature Spell 2 This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.
Spell Focus 2 Prerequisites: Signature Spell 3 and Spell Focus 1 This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus 1 power. This also increases the characters Spell Cap by 5 points.
Stalwart Guard Prerequisite: 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 Prerequisite: 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 and 4th Character Level This power gives the character+2 additional Precision damage. This functions just as the Precision skill, but applies to both hands.
Swamp Thing Prerequisite: 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 Prerequisite: 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 effects on 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 Prerequisite: 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*Prerequisite: 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* Prerequisite: 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* Prerequisite: None This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.
'Trapper' Prerequisites: Hunter’s Call and 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 and 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 receiving a killing blow with the Fire flavor will prevent the character from using this power.
Tumble Prerequisite: 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 or Deep Dwarf 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 Prerequisite: 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 Only) this power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke 'Wild Magic' for a beneficial effect in accordance with your needs at the time. This can be something as lowly as a purify for a downed ally, a wolf pack flee for you and your friends, a Tree Walk to get you somewhere, or any other spontaneous effect. However, much like the Paladin spell Miracle, it is not entirely up to you what the effect is and you must discuss with the marshal on hand to come to an agreement on the final effect if it is anything beyond a standard spell levels 1-9 castable by any class. In the case of duplication of a standard spell the verbal for this effect it "Magic [spell name] wild magic"
Wrath of Nature Prerequisite: 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.
Wisp Form - Prerequisite: Caller he caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:
15 Body
Resist Toxin/Physical x 1
Flee x 2
½ Damage from physical attacks
Immune to Wind & Lightning damage
+50 Spell Pool
Gain one bonus spells costing up to 5 mana
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 | |
Arcane Strike* | |
Armored to the teeth | Power - Armor Proficiency |
Backlash | |
Blood Oath | Power - Family Weapon |
Body Guard | |
Broaden Specialization | Power - Specialization |
Cast Iron | |
Cat Like Reflexes | |
Cataclysm | |
Chakra Focus | Monk |
Combat Challenge | Champion |
Combo Move | Trickster |
Dedication | Scholar |
Dexterity Armor* | |
Diamond Skin* | Monk |
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 |
Greater Specialization | Specialization |
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 |
War Cry | Trooper |
Whirlwind | Power - Overwhelming Power |
Wisp Form, Greater | Power - Wisp Form |
Wyld Soul | Guardian |
Years of Mastery | High-Elf |