Powers

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Powers are things your character can have outside the usual bounds. Every Class and Species has Powers unavailable to other Classes and Species. 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
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
Clean Getaway Rogue
Combat Archery Precision +4
Combat Medic Diagnose
Companion
Conduit* Spellblade
Create Wondrous Item Knowledge (Magic) 3 and Character level 4
Critical Strike Blitz or Overpower
Decompose Myconid
Defender Champion
Defense is Good Offense Champion
Deep Pockets Craftsman Background
Desperate Rush Paladin
Devotion Must be part of an Attunement
Element Exclusion Mage, Spellblade
Elemental Modality Elemental Duplication, Mage
Elven Accuracy* High Elf
Elven Martial Training High Elf
Enhanced Shifting Caller
Enhanced Reclamation* Mage
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 Gnome, Satyr, Sidhe, Sluagh, or Fae-Troll
Fight to the Death Adrenaline Rush x 2
Florentine
Follower 8th Character Level
Gnomish Talent Gnome
Harden Skin Ent
Improved Concentration
Improved Familiar Mage
Improved Phylactery Mage
Improved Species, Resist Magic Deep Elf, Deep Dwarf
Inner Light Mage
Iron Will*
Kintsugi Barrier Spellblade
Lancet Spellblade
Lead Rain Gunslinger
Lengthen Claws Short Claws
Lightning Reflexes
Limb Breaker Warrior
Limber Form Rok'Shen
Living Armor Mage
Lock Expert Rogue
Longshot Gunslinger
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
Noxious Spores Myconid
Oathbound Dwarf
One with the Land Ent
Only when called Paladin
Overwhelming Power Warrior Overpower
Pack Mentality* Rok'Shen
Photosynthesis Ent
Point Blank Combat Archery
Potent Blood Dwarf
Pounce* Felis
Power Chord Bard
Preparation Ambush
Royal Candidate Deep Elf, 10th Character Level
Refracted Light Shared Light, Mage
Researcher Knowledge (Area) Rank 4
Resilient* Gnome
Retain Magic 30 Mana
Right Between the Eyes Gunslinger
Righteous Chorus Paladin
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
Single Shot
Sir Sneaks-a-lot Sneaky Sneaky, Rogue
Sling Arrow Bard
Specialization Champion, Trooper or Warrior, 4th Character Level
Spell Devotion High Elf
Spell Focus I Spell Pool 2
Spell Focus II Spell Pool 3 and Spell Focus I
Sprouts Myconid
Stalwart Guard Born To Serve
Strong Arm Champion, Trooper
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 species 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.


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 Rogue 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 means the Felis is counted as having one level higher Rank of Merchant than purchased, max 6


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, Champion 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 or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.


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.


Clean Getaway: You're great at covering your tracks. In an urban setting (any area with multiple constructed buildings) you add a number of failures to a Tracking attempt against you equal to your Rogue level if you are alone or 1/2 your level rounded up if you are with other people.

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 Novices.


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


Create Wondrous Item Prerequisite: Character level 8 This power allows the character to use a Create Wondrous Item recipe to craft items that are more interesting and useful than your average equipment but do not reach the level of a ritually empowered magic item.


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


Decompose - As fungus is usually formed through a form of decomposition Myconids have similar abilities. This allows them to quickly decompose a body to heal themselves. This requires you to be in contact with a corpse that can naturally decay. If you remain in contact with the body for a minute you regain up to 4 body points, up to their Maximum, though in some cases larger creatures may temporarily increase the Max body for 1 hour. (this is up to plot discretion) or regenerate one body part. this process completely destroys the body.

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.


Defense is Good Offense Prerequisite: Champion This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the Blitz + Critical Strike skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)


Desperate Rush Prerequisite: Paladin This power removes the sixty-second cast time from a Paladin's Life spell, twice per reset. This can be learned multiple times, handy for slow learners and the defensively challenged.


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.


Elemental Modality - prerequisite - Elemental Duplication, Mage - once per encounter you can throw a spell or a spell pool attack with the Elemental vector.

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.

Enhanced Reclamation*: This power allows a mage to use their Reclamation ability two more times per reset.

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, when harvesting from a wild node you may re-roll one of your results (drop another plinko token/pick a different rock/shoot one more shot at the rings). You must give up the old result keep the new result.


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 track of which creatures they get the added damage on. This can be purchased multiple times for different categories each time. When this power is purchased one of the following types is chosen:

Nature: Animal or Plants

Cycle: Undead or Abominations

Magic: Shapechangers, Dragons, or Golems

Planes: Outsiders or Elementals

Species: Must have Rank 3 Knowledge of the Species targeted.

Paladin Only for purposes of defining their Bane-able foes: Type of Evil do-er: Slavers, Murderers, Wanted Criminals (The authority in question must be recognized, this is not an excuse to Bane someone because your buddy says they're Wanted for Wheezing the Juice or some other made up crime. The Authority behind declaring someone a 'Wanted Criminal' must be as least somewhat widely recognized, please remember Rule #1) [Please keep in mind we're still working through this and it will likely continue to be tweaked]


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: Any Fey Species 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.



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. This will allow a character refitting their Dexterity or Natural armor to maintain their concentration instead of being interrupted by incoming damage.


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. Flavor must be chosen at check in and noted on Player Character card.

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. Glyph must be chosen at check in and noted on Player Character card.

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 Species, Resist Magic Prerequisite: Deep Elf This power allows the Resist Magic species 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.


Lead Rain Prerequisite: Gunslinger Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled. This changes the call from "Voice <target> <damage>" to "All Enemies, <damage>". Lead Rain is usable once per reset.


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.


Limb Breaker - This power unlocks the purchase of the Maim Limb skill for the Warrior at the cost of 6 SP. Each use of the skill will cost 3 Energy.


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 Spell Pool (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. This is useable on Dexterity Armor.


Longshot Prerequisite: Gunslinger Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther. Longshot takes effect on hit, not on intent; if you're aiming for a healer 25' away but instead hit his fighter 15' away, Longshot doesn't trigger and the shot costs full price. 20' is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart. (Also, laser tape measures are out there that'll nail this to within a couple millimeters and I'm working out the tech to make those practical modifications to Nerf rifles.)


Lock Expert: Through your constant exposure to locking mechanisms and the linear nature of those mechanisms you have become adept at picking most mundane locks. Twice per reset open any lock for which you have at least a 20% chance once modifiers are tabulated, you may choose to automatically succeed on a disable device attempt.

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. You must still pay the Component price for both items.


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 species description of a target when they ask the question “What do I see”.


Noxious Spores - Some Myconids have developed a better defense against those who startle them. Once per reset you may upgrade your Blinding Spores to Poison Nausea Aura.

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.


Only when called Prerequisite: Paladin This power renders a Paladin immune to the Curse of Death effect, regardless of how it's generated or applied. For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.


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 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.


Royal 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.


Refracted Light - prerequisites - Shared Light, Mage - you gain 2 extra targets when using chain spell.

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.


Right Between the Eyes Prerequisite: Gunslinger Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense. This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.

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.


Righteous Chorus Prerequisite: Paladin Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet. It can deliver Life, and if this is not also Desperate Rushed, starts the timer where the Paladin is - you can call "Voice <target> Life" and wait wherever you are; you don't have to run over to your target. Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five. Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you'll have to inquire of Biomancers and this is not as easy as it sounds.


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 species 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. This cannot be taken if you have the Power: Shield proficiency, Small. You must have gained the small shield proficiency from your class or other source that isn't a Power to be able to take this.


Shield Proficiency, Large Prerequisite: Proficiency with Medium Shield This power allows a character to use a Large Shield. This cannot be taken if you have the Power: Shield proficiency, Medium. You must have gained the medium shield proficiency from your class or other source that isn't a Power to be able to take this.


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 Shot You can safely employ very simple firearms, granting you Weapon Proficiency in single shot pistols. Single Shot here refers to any pistol that must be reloaded after every shot - CarnyRex's excellent flintlock, or Nerf's surprisingly powerful Jolt, for example.


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.


Sir Sneaks-a-lot: Prerequisite: Sneak sneaky This power allows the character to add the silent prefix for free anytime they would be able to use the Surprise modifier. Both may be used on an attack if applicable.

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: Spell Pool 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: Spell Pool 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.


Sprouts - Fungus never stops growing, a Myconid is similar. You produce a number of herbs equal to 75 Component Points form the Harvesting page. Eye for Quality does not apply.

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: Rogue 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 1n 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.

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
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 - Specialization
Cast Iron Background - Nomad
Bathe in Poison Rogue
Cat Like Reflexes Felis
Cataclysm Mage, Warlock
Chakra Focus Monk
Combat Challenge Champion
Combo Move Rogue
Dedication Scholar
Dexterity Armor*
Diamond Skin* Monk
Dual Spirit Guardian
Enhanced Shifting, Greater Caller, Enhanced Shifting
Enhanced Totems Guardian
Elemental Emulation Aura Emulation
Enhanced Kintsugi Barrier Kintsugi Barrier
Escape Plan Rogue
Exotic Ammo* Ranger
Feedback Loop Spell Pool 4
Focus Zen* Monk
Full-Blooded Half-Troll
Greater Specialization Specialization
Hardened Training Soldier Background
Heroic Toughness*
Holy Nova* Path of Spirit
Hype Man Bard
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 Merchant rank 10
Master Merchant Merchant Background
Master of Creation Create Wondrous Item, KA Magic Rank 5
Mobile Creation Artisan
Momentum Warrior
Nature's Embrace Caller
Next Best Thing KA Warfare Rank 5
One Voice Entmoot
Paralytic Spores Myconid
Posse Outlaw
Practiced Crafter Craftsman
Purge the Shadows School of spirit, KA Cycle Rank 5
Rapid Shot* Ranger
Regrowth Myconid
Renown Aristocrat
Reverberate Bard
Ritual Adept Ritualism
Scout Woodsman Background
Strengthen Bloodline 5 Species Resists
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 Species, Resist Magic
War Cry Trooper
Whirlwind Power - Overwhelming Power
Wisp Form, Greater Power - Wisp Form
Wyld Soul Guardian
Years of Mastery High-Elf
Zealous Dedication Single Attunement & 100+ Favor

Advanced Magical Training Prerequisites: Magical Training

This power further extended the characters understanding on magic and allows them to use Scrolls from a second School of magic.


Arcane Strike

This Power allows the character to deliver an attack with a more powerful version of their Channel skill. They may use theArcaneDelivery Type instead of the Magic Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of Channels.


Armored to the Teeth Prerequisite: Armor Proficiency

This Power increases the character’s armor value. The character gains an additional 10 points of armor that go over their class maximum and are readjusted with their normal armor. Temporary Armor effects do not stack with this Power.

Bathe in Poison: Prerequisite: Rogue

Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.


Backlash Prerequisite: Spellblade, Aura Emulation

By manipulating your power, you can cause your Barrier to lash out instead of providing protection. To use this, you must activate your Barrier skill and on the first hit that strikes you can use the effect “Magic Aura<Flavor>”.This functions as per the Aura Emulation skill. This removes the Barrier from you and does not protect from any damage.


Blood Oath Prerequisite: Family Weapon

When wielding their family weapon, they can invoke ancient powers. Once activated the character gains the Flavor Carrier Ward. This Power can be used once each reset, and lasts for 5 minutes or one Encounter.


Bodyguard Prerequisite: Champion

This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base Body Points less than half of the user’s base Body Points. While the Power is active, the recipient will gain Reduced: Half from all physical attacks; additionally the user can use the Deflect, Parry, and Weapon Ward Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module.


Cast Iron Prerequisite: Nomad

Years of surviving in the wilds have hardened the character’s fortitude, making them Immune to the effect of Rot, though this does not make the character Immune to any damage or other effects that may be part of the attack. Additionally, their Resist Rot can be used to Resist the following effects: Plague, Vampiric, and Wounding.


Cataclysm Prerequisite: Evoker

This power allows the character to unleash the true power of the elements on their foes. Twice each reset the character can inflict Vulnerability on their foes in combat. To use this Power, the character must announce, “All enemies Voice Vulnerability <Flavor>”, where <Flavor> is one of those from their Spell Pool.


Cat-Like Reflexes Prerequisite: Felis

This Power allows the character to automatically succeed on physical challenges, which are based on dexterity or grace; meaning this does not help lifting a heavy object.


Combat Challenge Prerequisite: Champion

Once per Encounter the character can challenge a foe causing the target to use any and all means to attack the challenger to the best of their ability, forsaking other individual targets along the way. This effect will only work on sentient targets, and will last for 5 minutes or one Encounter, otherwise ending when either challenger or the challenged are rendered Helpless.


Combo Move Prerequisite: Rogue

In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free.


Dedication Prerequisite: Scholar

This Power allows the Scholar to expend fewer resources when generating effects with their Knowledge Points. This reduces the cost of the abilities for their favored Knowledge (Area) skills by 1 point, to a minimum of 1.


Dexterity Armor*

This Power grants the character Dexterity Armor. Each time this Power is taken, the character gains up to 20 points of Dexterity Armor, though they are still limited by their Class and Powers for maximum armor they can benefit from.


Diamond Skin Prerequisite: Monk

Through dedication to the arts you have pushed your body to the edges of control, able to shrug off small amounts of magic. This Power automatically Resists the next three spells or effects with the Magic Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset.


Dual Spirit Prerequisite: Guardian

This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.


Elemental Emulation Prerequisite: Aura Emulation

This Power allows the character to change the Delivery Type of the Aura Emulation skill from “Magic Aura” to “Elemental Aura”. This can be used three times each reset.


Escape Plan Prerequisite: Rogue

This Power augments the Conceal skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a Prison, or Petrified. This also makes use of the skill a Passive ability. In addition to the normal effect of Conceal, if the character stays concealed for the full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove Derangements. Note: 'stay concealed for the full ten seconds' means the character cannot transition into Hide via his Conceal skill if they want to use the negative status effect removal feature of this power.


Exotic Ammo Prerequisite: Ranger

Going in for the kill is not always about just a good shot but knowing your foes weaknesses. This Power allows the character to create an Exotic Quiver, this is a 10 counted action and lasts for the Encounter or until all 10 charges are used. The effect of the ammo is as follows: +3 Temporary Damage and a Flavor Carrier (Fire/Stone/Water/Wind/Iron/Magic), and each charge is one shot, hit or miss. This Power can be used three times each reset.


Feedback Loop Prerequisite: Spell Pool 4

Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their Spell Pool on a 10 counted action, instead of concentrating for the normal amount of time.


Focus Zen* Prerequisite: Monk

This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “Arcane Break Enchantments”, and can be used once each reset.


Full Blooded Prerequisites: Half-Troll

The character gains Slow Regeneration; allowing them to spend 30 minutes of resting and taking no combative actions, at the end of which they are healed to their maximum Body Points, cured of all Toxins, and Regenerate all missing limbs.


Greater Specialization Prerequisites: Specialization This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.


Hardened Training Prerequisite: Soldier Background

Years of service and training have honed your prowess to the point that you can push yourself beyond your own ability. This Power grants the character either 2 Energy, 4 Mana, or 10 Spell Pool. The character must already possess at least the same amount base of the source they choose.


Heroic Toughness*

This Power permanently increases the characters Body Points by 10.In addition, this increases the effects of Recovery by an additional 3 points. This power can be taken multiple times with stacking effect.


Holy Nova Prerequisite: Spirit school of magic

You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “All allies Voice 25 Healing Font”.


Hype Man Prerequisite: Bard

A good Bard can put on a stellar performance, but a great Bard can help put others over the top. This is exemplified by being their 'Hype Man'. To do so the Bard will call "Allies Voice Delivery" which will allow all allies to deliver their next Energy or Mana driven skill via voice delivery. This may be used once per reset. Even Lil' John can get repetitive, the magic is in the moderation.


I’m on a Boat Prerequisite: Sailor Background

Years on the Sea has given you the skill, knowhow, and contacts. You possess a small vessel. This ship is large enough to carry 10 people but can be sailed with as few as 2. Additionally, the character gains Underwater Combat.


Improved Parry Prerequisite: Parry, Knowledge(Warfare)Rank 2

Through extensive training and study, the character has learned to defend themselves from a larger array of attacks. This Power allows the character to use Deflect, Parry, and Riposte against weapon delivered attacks regardless of Vector, however, they can only do this for attacks that target only themselves.


Jam Device Prerequisite: Gnomish Talent

This Power allows the character to overload a mechanical device causing it to fail and become dormant for 5 minutes. In the case of a trap it will not trigger, in the case of a lock it becomes undone. If used against a construct it will bring the creation to a halt for up to 1 minute. This Power can be used twice each reset, and is delivered as “<Target> Voice Jam Device.”


Linguist Prerequisites: 5 different Read and Write skills

By studying a wide range of languages, you have learned to pick out nuances in the written text, with time of course. The character can study written text for a language they do not have and figure out what is written; Common languages take 15 minutes, and Rare languages take 60 minutes. At the end of the time, the character can read the text, as well after studying a text the character could write in the same language.


Mana Tap Prerequisite: Evoker

This Power allows the character to fully utilize power stored into Mana Gems. While normally such items store Mana, a character with this Power can refresh their Spell Pool by expending 7 of that mana from the gem. Additionally, this power reduces the Knowledge Point cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.


Markup Prerequisite: Merchant Rank 5

When selling, you may increase the value of one Merchant action by 10% each Reset. (Note: This might change to once an event but we don't know until we see it in action)


Master Merchant Prerequisite: Merchant Background

In their non-adventuring time, the character spends an inordinate amount of time working the market, and as such, they receive 4 silver for each level of the Merchant skill they possess at Check-In each game.


Master of Creation Prerequisite: Create Wondrous Item, Knowledge (Magic)Rank 5

Years of forging items has honed your skill, leaving you almost unmatched. You have found short cuts and ways to get the most out of every effort, and this comes with several benefits. First, the character can use a Wondrous Item recipe twice before it is destroyed, after the first use it will be noted on the scroll that it can only be used by that person (for everyone else it is just a blank sheet of paper). Second, when researching, they can make two rolls and choose which recipe they receive.


Enhanced Shifting, Greater - Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.

This power doubles the stats of the shifter including the Enhanced Shifting strength bonus. Additionally, the Caller may use a single two-handed claw or a long and medium claw instead of paired medium claws.

Enhanced Totems Prerequisite: Guardian Your totems gain the following effect options:

  • Aerial Totem: You may Fly for 1 hour or module and have one use of 'Soar'
  • Aquatic Totem: You may plant your foot and cast 'natural 5 healing' by touch only for 5 minutes/one encounter
  • Earthen Totem: +10 Body and Recovery 5
  • Fire Totem: Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character


Magical Shifting - Prerequisite Enhanced Shifting, Caller may not have Greater Enhanced Shifting

This power allows the caller to use a single Caller spell delivered as 'Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of 'Natural 30 lightning' delivered via packet.


Momentum Prerequisite: Warrior

An object in motion stays in motion and you are no different, making every bit of force count. You reduce the Permanent Strength required to Break Free from Binding by 2 points, though this does not lower the damage taken for doing so.


Nature’s Embrace Prerequisite: Caller

This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains Fast Healing 5, and additionally can Auto-Stabilize themselves twice each reset, setting them to 0 Body Points.


One Voice Prerequisite: Ent

This Power allows the character to use Entmoot on their own, needing no other Ents.


Posse Prerequisite: Outlaw

You have friends in all kinds of places, and among those you have a few that would have your back in fight. These allies can be called in to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your posse create a distraction allowing you to skip an Encounter or two of a Module.


Practiced Crafter Prerequisite: Craftsman Background

This Power reduces the character’s creation time by an additional minute, to a minimum on 1 minute per item level for basic items, and 5 minutes for advanced items.


Rapid Shot Prerequisite: Ranger

This Power may be used when the character has successfully made a ranged weapon attack upon a target, and the target defended against it in ANY fashion. The character may then call "Double Attack", forcing the target to defend again or suffer the effect of the attack. This can be used twice each reset.


Renown Prerequisite: Aristocrat

You have spent years as an adventurer making a name for yourself through your exploits; and because of the circles you come from, your deeds have not been overlooked. When this Power is taken, a noble of the kingdom will extend their gratitude. Your character is considered to be a minor noble, Tier 1 granting you the title of Esquire, additionally you gain 2 Favor with an Order if you are a member, if not an Order will accept you on the spot and boost you to 4 Favor.


Reverberate Prerequisite: Bard

This Power allows the Bard to unleash a mighty chord that lingers in the air long after they have finished their song. Twice each reset, they can gain the benefits of Encore without needing to continue the performance. Once activated, the performance will last for 5 minutes or one Encounter, allowing the Bard to take other actions and still announce the effect every 30 seconds.


Ritual Adept Prerequisite: Ritualism

This Power lowers the cost of rituals that the character has memorized, lowering the Fuel cost by up to 5 and the Named Component costby 1, minimum 1.


Scout Prerequisite: Woodsman

While in a natural setting your skill at getting around are almost unmatched. Even if the character does not have any ranks of Track they are still allowed to make a tracking Contested Roll as though they had 1 level, if they have at least 1 level of Tracking they receive +3 Bonus when Tracking or +5 Negative when counter tracking. Additionally, the character can ask questions about the tracks without having to make the normal Contested Roll, and will always have a chance to roll.


Strengthen Bloodline Prerequisite: 5 Species Resists

By strengthening one’s inner resolve, one can learn to channel away harmful effects. With this Power, when a character uses a Species Resist to negate an effect, they become Immune to further effects of the same type generated by the same attacker. While the effect is negated, any damage that might be attached to the attack is not.


Subsonic Prerequisites: Bard

The character’s mastery over sound has reached a point where they can manipulate it around them, allowing the character to play a subsonic chord. This is used by announcing “Everyone in the sound of my Voice Suppress Verbal”, this prevents all those effected from speaking or using any skill or ability that requires them to be able to speak. This effect lasts for 5 minutes or one Encounter, or until the character stops maintaining concentration on the performance.


Tolerance Prerequisite: Terrain Adaptation or Survival x 5This Power increases the character’s resolve when it comes to being overwhelmed by the elements. This both lowers the Fatigue severity by a tier in all situations, and allows the character to hold their breath for up to 10 minutes(5 minutes in combat).


Triage Prerequisite: Medic Background

This Power gives the character two benefits: First, when using the First-Aid skill,it can be performed in a 10 counted action instead of its usual time; second, the range of the Diagnose skill is changed to Line of Sight.


Triple Joined Prerequisite: Rok’Shen, Limber Form

This Power increases the character’s flexibility, making them hard to hold down in one place. The character becomes Immune to all Pin effects, and additionally, the duration of Bind and Web effects is reduced to 30 seconds.


Unarmed Combat Prerequisite: Brawl

This Power allows a character trained in the Brawl skill to use medium length reps, as well they can use Special Attacks with Brawl weapons.


Unleash Elements Prerequisite: Knowledge (Magic)/(Warfare) Rank 3, Knowledge (Planes)Rank 3

This Power allows the character to unleash and mold the power locked inside of some Named Components. To use the power, the target must spend one-minute concentrating and touching the weapons for that time. At the end the character destroys the component and up to 5 weapons gain the assigned Flavor Carrier for 5minutes or one Encounter.

Named Component Flavor Carrier
Essence of Fire Fire
Essence of Water Water
Essence of Wind Wind
Essence of Stone Stone
Essence of Shadow Shadow
Phoenix Talon Silver
Shattered Star Iron


Unyielding Prerequisite: Must have successfully resurrected 3 times

This Power reflects the character resolve to live, having already returned from the brink on more than one occasion. When a character pulls a fails on a resurrection Contested Roll, they can instantly make a second draw if they choose. This Power can only be used once each reset.


War Cry Prerequisite: Trooper

This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used.


Warp Magic

Prerequisite: Deep-Elf or Deep-Dwarf, Improved Species, Resist Magic

When the character uses their Resist Magic, they absorb some of the power; gaining 2 Energy or 20 Spell Pool. These must be used in the next 5 minutes or Encounter, or they are considered expended and lost.


Whirlwind Prerequisite: Overwhelming Might

The character’s overwhelming strength and skill with Great Weapons allows them to attack all their nearby foes at once. This Power allows the character to use the Burst Modifier twice each reset.


Wisp Form, Greater Prerequisite: Wisp Form

Changes the Wisp form statistics to the following:

25 Body

Resist Toxin/Physical x 2

Flee x 3

½ Damage from all attacks

Non-corporeal

Can Flee into a combat they have left in the last 5 mins.

+75 Spell Pool

Can change Spell Pool flavor to Venom

Gain 2 bonus spells costing up to 7 mana


Wyld Heart Prerequisite: Guardian

This Power binds the character’s body with the might of nature. When the character uses Primal Fury, they gain Damage Cap 5 for the duration of the ability.


Years of Mastery Prerequisite: High-Elf

This power allows the character to pick a Knowledge (Area) skill that they have no ranks in, and gain 3 ranks instantly; in the case of Rare Knowledge (Area) skills, the character must still meet the normal prerequisites.


Zealous Dedication Prereq: Must have a single attunement and 100 favor. Your strict dedication to your beliefs has suffused you with additional power drawn rom your core tenants. All of your Per Day abilities granted form your attunement may now be used 1 additional time per day. Any Spell Pool' made available to you is now increased by an extra 50%. Other Roleplay or specific attunements may have further effects related to this power.