Abilities

Various ordinary and extra-ordinary abilities a character can have, although different abilities are recommended for different archetypes. Abilities are categorized into Tricks, bits of flavour that cost from 1-6 points, and Feats, chunks of flavour that have, generally, a more significant cost.

Ability Description
Combat
Tricks
Dodge Pool Gain a pool of BODY and STUN which reduces incoming harm; costs END
Endure +3 CON, Only To Resist Being STUNned
Far Aim +2 to offset negative OCV range modifiers with all attacks
Killing Presence Presence attack at +5 PRE every time character kills an enemy.
Strike, Expert +1 OCV, -1 DCV
Strike, Powerful +5 STR, -1 OCV
Strike, Precise +1 OCV, -1 DC
Strike Training +1 CSL with one martial or combat manuever.
Strike Training, Offense +1 OCV with one martial or combat manuever.
Strike Training, Damage +1 DC with one martial or combat manuever.
Strike Training, Defense +1 DCV with one martial or combat manuever.
Unarmed, Improved STR Damage is Killing instead of Normal
Raging Power While enraged or berzerk, you gain +5 STR, +5 CON, +2 PD and +2 ED. You also take a -2 penalty to DCV.
Feats
Bountiful Resurgence Healing STUN +2d6, 1/Day
Cunning Strike Armor Piercing (+1/4) for 40 Active Points of Weapon-based HKA
Chandeliers Are Shiney “Leap” up to 8m towards a target; make a HKA at the end of the “leap”
Reflexes Reduce the bodily harm from an attack on a DEX Roll.
Will Forged In Blood Certain death or not, it still needs to be done.
Whirlwind Strike You strike at up to eight surrounding targets.
Exploration
Tricks
Far-Walker You can walk long distances without tiring.
Feats
Survivalist Feed yourself and up to eight additional targets on almost any terrain.
Miscellaneous
Tricks
Affinity, Summoning x2 number of summons
Affinity, Webs Spell cast at target within range gains +1d6, 0 rPD/0 rED Entangle
Feats
Social
Tricks
Feats
Discern Social Customs Discern and analyze social customs in a social setting.

Combat

Tricks

Dodge Pool
Effect: +1d6 Boost (BODY, STUN); Costs Endurance (To Maintain), Self Only
Archetypes: Fighter
Target: Self
Duration: Instant
Range: Self
END Cost: 1
Skill Roll: N/A
Cost: 6 AP/2 RP

Description: You have some skill in parrying, dodging and rolling with blows.

Game Information: Boost BODY, STUN 1d6 (6 Active Points); Only to Aid Self (-1), Costs Endurance (to maintain; -1/2) (Real Cost: 2)

Endure
Effect: +3 CON, Only To Resist Being STUNned
Archetypes: Fighter
Target: Self
Duration: Persistent
Range: Self
END Cost: N/A
Skill Roll: N/A
Cost: 3 AP/2 RP

Description: The character can withstand pain and shock better than most.

Game Information: +3 CON (3 Active Points); Only To Resist Being STUNned (-1/2)

Far Aim
Effect: +2 to offset negative OCV range modifiers with all attacks
Archetypes: Fighter, Wizard
Target: Self
Duration: Persistent
Range: Self
END Cost: N/A
Skill Roll: N/A
Cost: 6 AP/6 RP

Description: The character is so practiced with ranged attacks that they can shoot at range more accurately than most.

Game Information: +2 to offset negative OCV range modifiers with all attacks

Killing Presence
Effect: Presence attack at +5 PRE every time character kills an enemy.
Archetypes: Fighter, Wizard
Target: Self
Duration: Persistent/When desired
Range: Self
END Cost: N/A
Skill Roll: N/A
Cost: 10 AP/6 RP

Description: The character knows how to leverage a killing blow.

Game Information: +5 PRE, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Character kills an enemy; +1) (10 Active Points); Instant (-1/2), Nonpersistent (-1/4)

Strike, Expert
Effect: +1 OCV, -1 DCV
Archetypes: Fighter
Target: Self
Duration: Persistent/When desired
Range: Self
END Cost: N/A
Skill Roll: N/A
Cost: 5 AP/2 RP

Description: The character focuses their efforts on offense, weakening their defense.

Game Information: +1 OCV (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1 DCV; -2)

Strike, Powerful
Effect: +5 STR, -1 OCV
Archetypes: Fighter
Target: Self
Duration: Persistent/When desired
Range: Self
END Cost: N/A
Skill Roll: N/A
Cost: 5 AP/2 RP

Description: The character sacrifices power for precision.

Game Information: +5 STR (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1 OCV; -2)

Strike, Precise
Effect: +1 OCV, -1 DC
Archetypes: Fighter, Wizard
Target: Self
Duration: Persistent/When desired
Range: Self
END Cost: N/A
Skill Roll: N/A
Cost: 5 AP/2 RP

Description: The character sacrifices power for precision.

Game Information: +1 OCV (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1 DC; -2)

Strike Training
Effect: +1 CSL with [maneuver]
Archetypes: Fighter
Target: Self
Duration: Constant
Range: Self
END Cost: N/A
Skill Roll: N/A
Cost: 3 AP/3 RP

Description: You’ve trained extensively in a maneuver.

Game Information: +1 CSL with [maneuver] (3 Active Points; 3 Real Point)

Strike Training, Offense
Effect: +1 OCV with [maneuver]
Archetypes: Fighter
Target: Self
Duration: Constant
Range: Self
END Cost: N/A
Skill Roll: N/A
Cost: 3 AP/1 RP

Description: You’ve trained extensively in a maneuver and can hit consistently with it.

Game Information: +1 CSL with [maneuver] (3 Active Points; 1 Real Point); [maneuver] Only (-1), OCV Only (-1/2)

Strike Training, Damage
Effect: +1 DCs with [maneuver]
Archetypes: Fighter
Target: Self
Duration: Constant
Range: Self
END Cost: N/A
Skill Roll: N/A
Cost: 6 AP/2 RP

Description: You’ve trained extensively in a maneuver and are able to stay in a balanced and ready state while executing it.

Game Information: +2 CSL with [maneuver] (6 Active Points; 2 Real Point); [maneuver] Only (-1), DCV Only (-1/2)

Strike Training, Defense
Effect: +1 DCV with [maneuver]
Archetypes: Fighter
Target: Self
Duration: Constant
Range: Self
END Cost: N/A
Skill Roll: N/A
Cost: 3 AP/1 RP

Description: You’ve trained extensively in a maneuver and are able to stay in a balanced and ready state while executing it.

Game Information: +1 CSL with [maneuver] (3 Active Points; 1 Real Point); [maneuver] Only (-1), OCV Only (-1/2)

Unarmed, Improved
Effect: STR Damage is Killing instead of Normal
Archetypes:
Target: Self
Duration: Instant
Range: Self
END Cost: END cost from STR
Skill Roll: N/A
Cost: 10 AP/4 RP

Description: The character is so deadly they can kill with ordinary blows.

Game Information: Killing Attack – Hand-To-Hand 1/2d6 (10 Active Points); STR Minimum 10 (Represents damage from base 10 STR; -1/2), Cannot Use With Weapons (-1/2), Reduced Penetration (-1/4)

Raging Power
Effect: While enraged or berzerk, you gain +5 STR, +5 CON, +2 PD and +2 ED. You also take a -2 penalty to DCV.
Archetypes: Fighter
Target: Self
Duration: Constant
Range: Self
END Cost: 1
Skill Roll: N/A
Cost: 10 AP/4 RP

Description: Your rage makes you strong and tough, but easy to hit.

Game Information: (Total: 14 Active Cost, 4 Real Cost) +5 STR (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1 DCV; -2), Only While Enraged/Berzerk (-1/2), Nonpersistent (-1/4) (Real Cost: 1) plus +5 CON (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1 DCV; -2), Only While Enraged/Berzerk (-1/2), Nonpersistent (-1/4) (Real Cost: 1) plus +2 PD (2 Active Points); Only While Enraged/Berzerk (-1/2), Nonpersistent (-1/4) (Real Cost: 1) plus +2 ED (2 Active Points); Only While Enraged/Berzerk (-1/2), Nonpersistent (-1/4) (Real Cost: 1)

Feats

Bountiful Resurgence
Effect: Healing STUN +2d6, 1/Day
Archetypes:
Target: Self
Duration: Instant
Range: Self
END Cost: 6
Skill Roll: N/A
Cost: 10 AP/4 RP

Description: You spend your chi like water; pain and shock fades away.

Game Information: Healing STUN 2d6 (20 Active Points); Increased Endurance Cost (x3 END; -1)

Cunning Strike
Effect: Armor Piercing (+1/4) for 40 Active Points of Weapon-based HKA
Archetypes: Fighter
Target: Self
Duration: Instant
Range: Self
END Cost: 1
Skill Roll: PER Roll at -1
Cost: 10 AP/5 RP

Description: Seeing a weakness in your target’s armour, you strike!

Game Information: Armor Piercing (+1/4) for up to 40 Active Points of HKA (10 Active Points); Requires A Roll (PER roll; -1/2), OIF (Weapons of Opportunity; -1/2)

Chandeliers Are Shiney
Effect: “Leap” up to 8m towards a target; make a HKA at the end of the “leap”
Archetypes: Fighter
Target: Self/One Character
Duration: Instant/Instant
Range: Self/Touch
END Cost: 1
Skill Roll: PER Roll at -1
Cost: 20 AP/12 RP

Description: You simply cannot resist the allure of a properly-positioned enemy on the other side of a chandelier.

Game Information: (Total: 20 Active Cost, 12 Real Cost) Leaping 8m, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Full Phase to reset; There’s something to swing from between you and an enemy; +1/4) (5 Active Points); Only Towards Enemy On Other End Of “Chandelier” (-1/2) (Real Cost: 2) plus Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Full Phase to reset; There’s something to swing from between you and an enemy; +1/4) for up to 60 Active Points of HKA (15 Active Points); Only Versus Enemy On Other End Of “Chandelier” (-1/2) (Real Cost: 10)

Reflexes
Effect:
Beginner: Reduce most damage by 25% on a DEX Roll
Trained: Reduce most damage by 50% on a DEX Roll
Mastered: Reduce most damage by 75% on a DEX Roll
Archetypes: Fighter
Target: Self
Duration: Instant
Range: Self
END Cost: 4/8/18
Skill Roll: -2/-4/-9
Cost: 44/90/180 AP, 20/40/80 RP

Description: Your honed reflexes can help you blunt the force of almost any bodily attack.

Game Information: (Total: 44/90/180 Active Cost, 20/40/80 Real Cost) Energy Damage Reduction, Resistant, 25%, Hardened (+1/4), Impenetrable (+1/4) (22 Active Points); Requires A Roll (DEX Characteristic roll, -1 per 20 Active Points modifier; Must be made each Phase/use; -3/4), Costs Endurance (-1/2) (Real Cost: 10/20/40) plus Physical Damage Reduction, Resistant, 25%, Hardened (+1/4), Impenetrable (+1/4) (22/45/90 Active Points); Requires A Roll (DEX Characteristic roll, -1 per 20 Active Points modifier; Must be made each Phase/use; -3/4), Costs Endurance (-1/2) (Real Cost: 10/20/40) (Real Cost: 20/40/80 )

Whirlwind Strike
Effect: Make one HKA against up to 8 targets within 1 meter
Archetypes: Fighter
Target: Selective Area
Duration: Instant
Range: No Range
END Cost: 1
Skill Roll: PER Roll at -1
Cost: 10 AP/5 RP

Description: For you, it really is a target-rich environment.

Game Information: Area of Effect (1m Selective; +1/2) for up to 20/40/60/80 active points of HKA (10/20/30/40 Active Points; 4/8/12/16 Real Points); Increased Endurance Cost (x2 END; -1/2), OIF (Weapons of Opportunity; -1/2), No More Than Eight Targets (-1/2)

will Forged In Blood
Effect:
Blood And Iron: +5 EGO, +5 Mental Defense
Blood And Steel: +10 EGO, +10 Mental Defense
Blood And Soul: +20 EGO, +20 Mental Defense
Archetypes: Fighter
Target: Self
Duration: Instant
Range: Self
END Cost: N/A
Skill Roll: N/A
Cost: 10/20/40 AP, 10/20/40 RP

Description: No eldritch arcane powers; you can’t make matter obey your mind; no tremendous internal energies; just you, your wits, your faith, your resolve and hammered steel.

Game Information: (Total: 10/20/40 Active Cost, 10/20/40 Real Cost) +5/10/20 EGO (Real Cost: 5/10/20) plus +5/10/20 Mental Defense (6 points total) (Real Cost: 5/10/20) (Real Cost: 10/20/40)

Exploration

Exploration Tricks

Far-Walker
Effect: You can walk long distances without strain
Archetypes: Physically active
Target: Self
Duration: Persistent
Range: Self
END Cost: N/A
Skill Roll: PER Roll
Cost: 3/6 AP, 3/6 RP

Description: Your stride tirelessly devours distance.

Game Information: Reduced Long-Term Endurance (1/2 END; +1/4) OR Reduced Long-Term Endurance (0 END; +1/2) for up to 12m of Running (3/6 Active Points, 3/6 Real Points)

Exploration Feats

Survivalist
Effect: As long as there is something around to eat, you can survive and even feed others.
Archetypes: Any
Target: Self
Duration: Persistent
Range: Self
END Cost: N/A
Skill Roll: PER Roll
Cost: 12 AP, 8 RP

Description: What do you mean, “no food”? There’s plenty of food, you just have to know where to find it!

Game Information: Life Support (Diminished Eating, No Need To Eat), Usable Simultaneously (Up to 8 targets; +1) (12 Active Points; 8 Real Points); IIF Arrangement (Food sources; -1/2)

Miscellaneous

Tricks

Affinity, Summoning
Effect: x2 number of summons
Archetypes: Wizard
Target: Self
Duration: Maintain
Range: Self
END Cost: 2
Skill Roll: N/A
Cost: 18 AP/6 RP

Description: The summoner summons double the given number of creatures. Extra creatures dissapear if the summoner is knocked out or otherwise stops paying END. The summoner must pay END to sustain the AID, as well as any maintainence dictated by the specific Summon power to maintain the extra creatures.

Game Information: Boost Number of Summons 2d6 (standard effect: 6 points), Variable Special Effects (Any SFX; +1/2) (18 Active Points); Only to Aid Self (-1), Costs Endurance (to maintain; -1/2), Nonpersistent (-1/4)

Affinity, Webs
Effect: Spell cast at target within range gains +1d6, 0 rPD/0 rED Entangle
Archetypes: Wizard
Target: One Character
Duration: Maintain
Range: 150m
END Cost: 1
Skill Roll: N/A
Cost: 15 AP/6 RP

Description: The caster has an affinity for webs and spiders, such that any spell they cast can also entangle the target.

Game Information: Entangle 1d6, 0 PD/0 ED, Ranged (+1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Three or more activation conditions apply simultaneously; Character attacks a target directly with a spell; +1 1/2) (15 Active Points); Vulnerable (Common; Fire; -1/2), Costs END To Maintain (Full END Cost; -1/2), Can Be Dispelled (-1/4), Vulnerable (Uncommon; Anything that would negate the “carrier” spell; -1/4)

Feats

Social

Social Tricks

Social Feats

Discern Social Customs
Effect: Detect, discriminate between and analyze social customs on an INT roll.
Archetypes: Any
Target: One social setting
Duration: Constant
Range: Self
END Cost: N/A
Skill Roll: INT roll
Cost: 10 AP/5 RP

Description: Your keen intelligence and eye for society allow you to fit into any social situation.

Game Information: Detect (Social Customs), Sight Group, Discriminatory, Analyze (11- roll) (20 Active Points, 20 Real Points)

Abilities

A Few Slight Delays Narf_the_Mouse