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Adept Abilities

Defense Journeyman | Defense Master | Melee Journeyman | Melee Master | Movement Journeyman | Movement Master | Ranged Journeyman | Ranged Master | Social Journeyman | Social Master | Stealth Journeyman | Stealth Master | Utility Journeyman | Utility Master | Zen Journeyman | Zen Master | Armor: Novice | Armor: Journeyman | Armor: Master | Dodge: Novice | Dodge: Journeyman | Dodge: Master | Double Lung: Novice | Double Lung: Journeyman | Double Lung: Master | Endure Elements: Novice | Endure Elements: Journeyman | Endure Elements: Master | Flowing Wave: Novice | Flowing Wave: Journeyman | Flowing Wave: Master | Iron Will: Novice | Iron Will: Journeyman | Iron Will: Master | Kwan Dhu: Novice | Kwan Dhu: Journeyman | Kwan Dhu: Master | Metabolic Stability: Novice | Metabolic Stability: Journeyman | Metabolic Stability: Master | Missile Parry: Novice | Missile Parry: Journeyman | Missile Parry: Master | Negamage: Novice | Negamage: Journeyman | Negamage: Master | Pain Resistance: Novice | Pain Resistance: Journeyman | Pain Resistance: Master | Redirect: Novice | Redirect: Journeyman | Redirect: Master | Resist Poison: Novice | Resist Poison: Journeyman | Resist Poison: Master | Stamina: Novice | Stamina: Journeyman | Stamina: Master | Bloody Palm: Novice | Bloody Palm: Journeyman | Bloody Palm: Master | Cobra Bite: Novice | Cobra Bite: Journeyman | Cobra Bite: Master | Delayed Damage: Novice | Delayed Damage: Journeyman | Delayed Damage: Master | Disarm: Novice | Disarm: Journeyman | Disarm: Master | Focus: Novice | Focus: Journeyman | Focus: Master | Killing Hands: Novice | Killing Hands: Journeyman | Killing Hands: Master | Master of the Nine Chakras: Novice | Master of the Nine Chakras: Journeyman | Master of the Nine Chakras: Master | Neck Breaker: Novice | Neck Breaker: Journeyman | Neck Breaker: Master | Nerve Pinch: Novice | Nerve Pinch: Journeyman | Nerve Pinch: Master | Ram Touch: Novice | Ram Touch: Journeyman | Ram Touch: Master | Stun Blow: Novice | Stun Blow: Journeyman | Stun Blow: Master | Swift Strike: Novice | Swift Strike: Journeyman | Swift Strike: Master | Tae Kwon Do: Novice | Tae Kwon Do: Journeyman | Tae Kwon Do: Master | Way of the Sword: Novice | Way of the Sword: Journeyman | Way of the Sword: Master | Acrobatics: Novice | Acrobatics: Journeyman | Acrobatics: Master | Airwalk: Novice | Airwalk: Journeyman | Airwalk: Master | Area Mastery: Novice | Area Mastery: Journeyman | Area Mastery: Master | Bounce Up: Novice | Bounce Up: Journeyman | Bounce Up: Master | Climbing: Novice | Climbing: Journeyman | Climbing: Master | Distance Attack: Novice | Distance Attack: Journeyman | Distance Attack: Master | Fall: Novice | Fall: Journeyman | Fall: Master | Free Move: Novice | Free Move: Journeyman | Free Move: Master | Great Leap: Novice | Great Leap: Journeyman | Great Leap: Master | Great Move: Novice | Great Move: Journeyman | Great Move: Master | Great Throw: Novice | Great Throw: Journeyman | Great Throw: Master | Raging Bull: Novice | Raging Bull: Journeyman | Raging Bull: Master | Rooting: Novice | Rooting: Journeyman | Rooting: Master | Side Step: Novice | Side Step: Journeyman | Side Step: Master | Wall Running: Novice | Wall Running: Journeyman | Wall Running: Master | Bank Shot: Novice | Bank Shot: Journeyman | Bank Shot: Master | Bull's Eye: Novice | Bull's Eye: Journeyman | Bull's Eye: Master | Combat Sense: Novice | Combat Sense: Journeyman | Combat Sense: Master | Enhanced Reaction: Novice | Enhanced Reaction: Journeyman | Enhanced Reaction: Master | Eyes of the Eagle: Novice | Eyes of the Eagle: Journeyman | Eyes of the Eagle: Master | Fate Twist: Novice | Fate Twist: Journeyman | Fate Twist: Master | Hamstring: Novice | Hamstring: Journeyman | Hamstring: Master | Long Throw: Novice | Long Throw: Journeyman | Long Throw: Master | Quick Fire: Novice | Quick Fire: Journeyman | Quick Fire: Master | Sniper: Novice | Sniper: Journeyman | Sniper: Master | Trick Shooter: Novice | Trick Shooter: Journeyman | Trick Shooter: Master | Aid: Novice | Aid: Journeyman | Aid: Master | Animal Empathy: Novice | Animal Empathy: Journeyman | Animal Empathy: Master | Command: Novice | Command: Journeyman | Command: Master | Contact: Novice | Contact: Journeyman | Contact: Master | Distract: Novice | Distract: Journeyman | Distract: Master | Emote: Novice | Emote: Journeyman | Emote: Master | Empathic Healing: Novice | Empathic Healing: Journeyman | Empathic Healing: Master | Magnetic: Novice | Magnetic: Journeyman | Magnetic: Master | Persuade: Novice | Persuade: Journeyman | Persuade: Master | Sooth Sayer: Novice | Sooth Sayer: Journeyman | Sooth Sayer: Master | Succubus: Novice | Succubus: Journeyman | Succubus: Master | Wipe Memory: Novice | Wipe Memory: Journeyman | Wipe Memory: Master | Cloak: Novice | Cloak: Journeyman | Cloak: Master | Conceal: Novice | Conceal: Journeyman | Conceal: Master | Digital Celerity: Novice | Digital Celerity: Journeyman | Digital Celerity: Master | Ghost: Novice | Ghost: Journeyman | Ghost: Master | Olfactory Chamelion: Novice | Olfactory Chamelion: Journeyman | Olfactory Chamelion: Master | Personal Silence: Novice | Personal Silence: Journeyman | Personal Silence: Master | Phase: Novice | Phase: Journeyman | Phase: Master | Shadow Meld: Novice | Shadow Meld: Journeyman | Shadow Meld: Master | Shadow Touch: Novice | Shadow Touch: Journeyman | Shadow Touch: Master | Spell Shroud: Novice | Spell Shroud: Journeyman | Spell Shroud: Master | Spirit Walk: Novice | Spirit Walk: Journeyman | Spirit Walk: Master | Temperature Control: Novice | Temperature Control: Journeyman | Temperature Control: Master | Traceless Walk: Novice | Traceless Walk: Journeyman | Traceless Walk: Master | Acupain: Novice | Acupain: Journeyman | Acupain: Master | Astral Invisibility: Novice | Astral Invisibility: Journeyman | Astral Invisibility: Master | Berserk: Novice | Berserk: Journeyman | Berserk: Master | Blind Fighting: Novice | Blind Fighting: Journeyman | Blind Fighting: Master | Dark Sight: Novice | Dark Sight: Journeyman | Dark Sight: Master | Direction Sense: Novice | Direction Sense: Journeyman | Direction Sense: Master | Discipline: Novice | Discipline: Journeyman | Discipline: Master | Enhanced Attribute: Novice | Enhanced Attribute: Journeyman | Enhanced Attribute: Master | Fake Death: Novice | Fake Death: Journeyman | Fake Death: Master | Mage Sight: Novice | Mage Sight: Journeyman | Mage Sight: Master | Paraquilibrium: Novice | Paraquilibrium: Journeyman | Paraquilibrium: Master | Rope Mastery: Novice | Rope Mastery: Journeyman | Rope Mastery: Master | Spell Focus: Novice | Spell Focus: Journeyman | Spell Focus: Master | Strength Surge: Novice | Strength Surge: Journeyman | Strength Surge: Master | True Sight: Novice | True Sight: Journeyman | True Sight: Master | Zen Healing: Novice | Zen Healing: Journeyman | Zen Healing: Master |

Ability Category Reuse RollDescription
DefenseJourneyman Metamagic Global The Adept's Defense powers may be upgraded to Journeyman level.
DefenseMaster Metamagic Global The Adept's Defense powers may be upgraded to Master level.
MeleeJourneyman Metamagic Global The Adept's Melee powers may be upgraded to Journeyman level.
MeleeMaster Metamagic Global The Adept's Melee powers may be upgraded to Master level.
MovementJourneyman Metamagic Global The Adept's Movement powers may be upgraded to Journeyman level.
MovementMaster Metamagic Global The Adept's Movement powers may be upgraded to Master level.
RangedJourneyman Metamagic Global The Adept's Ranged powers may be upgraded to Journeyman level.
RangedMaster Metamagic Global The Adept's Ranged powers may be upgraded to Master level.
SocialJourneyman Metamagic Global The Adept's Social powers may be upgraded to Journeyman level.
SocialMaster Metamagic Global The Adept's Social powers may be upgraded to Master level.
StealthJourneyman Metamagic Global The Adept's Stealth powers may be upgraded to Journeyman level.
StealthMaster Metamagic Global The Adept's Stealth powers may be upgraded to Master level.
UtilityJourneyman Metamagic Global The Adept's Utility powers may be upgraded to Journeyman level.
UtilityMaster Metamagic Global The Adept's Utility powers may be upgraded to Master level.
ZenJourneyman Metamagic 0.33 The adepth may subtract 1 from a reuse roll.
ZenMaster Metamagic 0.66 The adepth may subtract 1 from a reuse roll.
Armor:Novice Defense 0.66 Add 1d4 to your Death Save result. You may do this after you roll. Once per Death Save.
Armor:Journeyman Defense 0.66 Add 1d6 to your Death Save result. You may do this after you roll. Once per Death Save.
Armor:Master Defense 0.66 Add 1d8 to your Death Save result. You may do this after you roll. Once per Death Save.
Dodge:Novice Defense 0.17 The adept dodges a dodgeable attack.
Dodge:Journeyman Defense 0.33 The adept dodges a dodgeable attack.
Dodge:Master Defense 0.5 The adept dodges a dodgeable attack.
DoubleLung:Novice Defense Global The Adept has trained his body to operate in condition of low oxygen. Under these conditions the Adept can operate without restrictions. The Adept can hold his breath for 10 minutes. Exertion reduces this time by 1/2.
DoubleLung:Journeyman Defense Global The Adept has trained his body to operate in condition of low oxygen. Under these conditions the Adept can operate without restrictions. The Adept can hold his breath for 10 minutes. Exertion reduces this time by 1/2.
DoubleLung:Master Defense Global The Adept has trained his body to operate in condition of low oxygen. Under these conditions the Adept can operate without restrictions. The Adept can hold his breath for 10 minutes. Exertion reduces this time by 1/2.
EndureElements:Novice Defense Global Using mind-over-body the Adept can shut out the sensations of heat & cold. The adept can ignore temperatures between 10° (50° F) and 43° (110°F ) celsius. Reduce heat and cold damage by 1 category.
EndureElements:Journeyman Defense Global Using mind-over-body the Adept can shut out the sensations of heat & cold. The adept can ignore temperatures between 0° (32° F) and 100° (212°F - water boils) celsius. Reduce heat and cold damage by 2 categories
EndureElements:Master Defense Global Using mind-over-body the Adept can shut out the sensations of heat & cold. The adept can ignore temperatures between -20° (-5° F) and 260° (500°F - A candle flame) celsius. Reduce heat and cold damage by 3 categories.
FlowingWave:Novice Defense 0.5 For the next 5 AP, the adept adds -2 to all attempts to hit him. It must be declared before the attack is rolled.
FlowingWave:Journeyman Defense 0.5 For the next 5 AP, the adept adds -3 to all attempts to hit him. It must be declared before the attack is rolled.
FlowingWave:Master Defense 0.5 For the next 5 AP, the adept adds -4 to all attempts to hit him. It must be declared before the attack is rolled.
IronWill:Novice Defense Global The adept's strength of character is so great he receives a +1 bonus on all his Intelligence, Resolve, and Charm saves.
IronWill:Journeyman Defense Global The adept's strength of character is so great he receives a +2 bonus on all his Intelligence, Resolve, and Charm saves.
IronWill:Master Defense Global The adept's strength of character is so great he receives a +3 bonus on all his Intelligence, Resolve, and Charm saves.
KwanDhu:Novice Defense 0.66 Until your next action add 5 to all Death Save results.
KwanDhu:Journeyman Defense 0.66 Until your next action add 10 to all Death Save results.
KwanDhu:Master Defense 0.66 Until your next action add 15 to all Death Save results.
MetabolicStability:Novice Defense Global The adept has achieved a level of self-control that allows him to prevent himself from entering shock due to trauma. He can even affect muscle control over his capillaries. If the adept fails a death save due to a wound modifier, he adds 2d4% to his save result. NOTE this ability does not apply to saves against true death.
MetabolicStability:Journeyman Defense Global The adept has achieved a level of self-control that allows him to prevent himself from entering shock due to trauma. He can even affect muscle control over his capillaries. If the adept fails a death save due to a wound modifier, he adds 2d6% to his save result. NOTE this ability does not apply to saves against true death.
MetabolicStability:Master Defense Global The adept has achieved a level of self-control that allows him to prevent himself from entering shock due to trauma. He can even affect muscle control over his capillaries. If the adept fails a death save due to a wound modifier, he adds 2d8% to his save result. NOTE this ability does not apply to saves against true death.
MissileParry:Novice Defense 0.17 The adept may parry small thrown projectiles. The adept bats the projectile 1d6 meters + 1d6 meters per extra success in the direction of his choice. This ability can only be used on projectiles that pass within 1.5 meters of the adept. It requires 1 AP per projectile as an opposed action. To redirect a projectile into a target the adept must succeed at an Intelligence save and then roll a Projectiles: Throwing attack.
MissileParry:Journeyman Defense 0.5 The adept may parry small thrown or mechanically fired projectiles. The adept bats the projectile 1d6 meters + 1d6 meters per extra success in the direction of his choice. This ability can only be used on projectiles that pass within 1.5 meters of the adept. It requires 1 AP per projectile as an opposed action. To redirect a projectile into a target the adept must succeed at an Intelligence save and then roll a Projectiles: Throwing attack.
MissileParry:Master Defense 0.66 The adept may parry small thrown or mechanically fired projectiles or bullets. The adept bats the projectile 1d6 meters + 1d6 meters per extra success in the direction of his choice. This ability can only be used on projectiles that pass within 1.5 meters of the adept. It requires 1 AP per projectile as an opposed action. To redirect a projectile into a target the adept must succeed at an Intelligence save and then roll a Projectiles: Throwing attack.
Negamage:Novice Defense 0.17 A spell fails to harm the adept. The spell functions normally otherwise.
Negamage:Journeyman Defense 0.33 A spell fails to harm the adept. The spell functions normally otherwise.
Negamage:Master Defense 0.5 A spell fails to harm the adept. The spell functions normally otherwise. If the adept passes his reuse roll he may choose the dispel the entire spell but loses further use of this ability for the day.
PainResistance:Novice Defense Global This ability gives the Adept the power to control his body’s reaction to pain. If the adept fails a Death Save he may roll 1d4 and add the result to his death save roll. This may only be used on the roll to determine consciousness, not the roll for true death.
PainResistance:Journeyman Defense Global This ability gives the Adept the power to control his body’s reaction to pain. If the adept fails a Death Save he may roll 1d8 and add the result to his death save roll. This may only be used on the roll to determine consciousness, not the roll for true death.
PainResistance:Master Defense Global This ability gives the Adept the power to control his body’s reaction to pain. If the adept fails a Death Save he may roll 1d12 and add the result to his death save roll. This may only be used on the roll to determine consciousness, not the roll for true death.
Redirect:Novice Defense 0.5 An attack that target's an ally within 5 meters of the adept instead targets the adept.
Redirect:Journeyman Defense 0.5 An attack that target's an ally within 5 meters of the adept instead targets the adept. Alternately, an attack that target's the adept instead targets the nearest of the shooter's non-allies (excluding the adept) that is visible and within range of the attacker and within 5 meters of the adept. If there is no valid target, this power fails to work.
Redirect:Master Defense 0.5 An attack that target's an ally within 5 meters of the adept instead targets the adept. In addition, an attack that target's the adept (even if this power made it target him) instead targets the shooter's non-ally of the adept's choice that is visible and within range of the attacker and within 5 meters of the adept. Finally, if he passes his reuse roll, the adept can choose to redirect the attack to an eligible ally of the shooter but the adept loses the use of this ability for the day. If there is no valid target, this power fails to work.
ResistPoison:Novice Defense Global Adds +2 to the adept's saves vs. toxins and drugs.
ResistPoison:Journeyman Defense Global Adds +4 to the adept's saves vs. toxins and drugs.
ResistPoison:Master Defense Global Adds +6 to the adept's saves vs. toxins and drugs. A successful save completely negates the effect at the player's discretion.
Stamina:Novice Defense Global The Adept can remain awake for +24 hours without effect.
Stamina:Journeyman Defense Global The Adept can remain awake for +36 hours without effect.
Stamina:Master Defense Global The Adept can remain awake for +48 hours without effect.
BloodyPalm:Novice Melee 0.05 Each time his initiative arrives (or every 5 AP), the victim of a damaging strike must roll a 2% cumulative Death Save. This lasts until the the victim goes unconscious or until he is healed at least 1 success. Once the victim falls unconscious, the death save remains the same but must continue to be made until he dies. This ability makes a VERY bloody mess. It is unaffected by and does not affect normal Death Saves. Fake Death negates the entire effect (if used for at least 5 AP). Effects that reduce blood loss (ex: Vasocon or Metabolic Arrester) reduce the death save by the AP value they add between checks for every 10% death save (round up with a minimum of 1% death save). The victim must be touched where he has no armor to use this ability. In combat, ** must be scored on a penetrating attack to activate this. NOTE the ability is not damage so does not trigger or be affected by wound thresholds.
BloodyPalm:Journeyman Melee 0.33 Each time his initiative arrives (or every 5 AP), the victim of a damaging strike must roll a 5% cumulative Death Save. This lasts until the the victim goes unconscious or until he is healed at least 1 success. Once the victim falls unconscious, the death save remains the same but must continue to be made until he dies. This ability makes a VERY bloody mess. It is unaffected by and does not affect normal Death Saves. Fake Death negates the entire effect (if used for at least 5 AP). Effects that reduce blood loss (ex: Vasocon or Metabolic Arrester) reduce the death save by the AP value they add between checks for every 10% death save (round up with a minimum of 1% death save). The victim must be touched where he has no armor to use this ability. In combat, ** must be scored on a penetrating attack to activate this. NOTE the ability is not damage so does not trigger or be affected by wound thresholds.
BloodyPalm:Master Melee 0.66 Each time his initiative arrives (or every 5 AP), the victim of a damaging strike must roll a 10% cumulative Death Save. This lasts until the the victim goes unconscious or until he is healed at least 1 success. Once the victim falls unconscious, the death save remains the same but must continue to be made until he dies. This ability makes a VERY bloody mess. It is unaffected by and does not affect normal Death Saves. Fake Death negates the entire effect (if used for at least 5 AP). Effects that reduce blood loss (ex: Vasocon or Metabolic Arrester) reduce the death save by the AP value they add between checks for every 10% death save (round up with a minimum of 1% death save). The victim must be touched where he has no armor to use this ability. In combat, ** must be scored on a penetrating attack to activate this. NOTE the ability is not damage so does not trigger or be affected by wound thresholds.
CobraBite:Novice Melee 0.17 The adept's bite attack that penetrates administers normal damage plus a magical poison causing Light mortal damage per combat round for 10 combat rounds. Note the bite must do damage for this to be eligible for activation. The Melee Combat: Unarmed check gains (% Increase the penetration die type by one). A Resolve save reduces the damage to Trivial for that pass. Armor does not affect this damage. Target’s affected by the poison suffer -1S to all checks due to the pain.
CobraBite:Journeyman Melee 0.5 The adept's bite attack that penetrates administers normal damage plus a magical poison causing 2d8 mortal damage per combat round for 10 combat rounds. Note the bite must do damage for this to be eligible for activation. The Melee Combat: Unarmed check gains (% Increase the penetration die type by one). A Resolve save halves the damage for that pass. Armor does not affect this damage. Note a failed attack does not require Mana to be spent. Target’s affected by the poison suffer -1S to all checks due to the pain.
CobraBite:Master Melee 0.83 The adept's bite attack that penetrates administers normal damage plus a magical poison causing 3d8 mortal damage per combat round for 10 combat rounds. Note the bite must do damage for this to be eligible for activation. The Melee Combat: Unarmed check gains (% Increase the penetration die type by one). A Resolve save halves the damage for that pass. Armor does not affect this damage. Note a failed attack does not require Mana to be spent. Target’s affected by the poison suffer -1S to all checks due to the pain.
DelayedDamage:Novice Melee 0.05 This ability allows the adept to simply touch or bump into a target and roll a normal melee attack. The attack causes no immediate damage. Later, when the adept wishes, the target suffers the full effects of the attack. No other abilities may be stacked with this one to increase the effect. Note, this ability must be sustained (the mana cannot be recovered) until the target suffers the damage or the effect is lost. Schooling: Magical Theory checks made by astral viewers gain (S: Notice unidentified effect; * Notice and identify this effect; *** Notice, identify, and be able to track this effect). If the adept sleeps, this ability ends.
DelayedDamage:Journeyman Melee 0.33 This ability allows the adept to simply touch or bump into a target and roll a normal melee attack. The attack causes no immediate damage. Later, when the adept wishes, the target suffers the full effects of the attack. Other abilities may be stacked with this one to increase the effect. Note, this ability must be sustained (the mana cannot be recovered) until the target suffers the damage or the effect is lost. Schooling: Magical Theory (-2S) checks made by astral viewers gain (S: Notice unidentified effect; * Notice and identify this effect; *** Notice, identify, and be able to track this effect). If the adept sleeps, this ability ends.
DelayedDamage:Master Melee 0.66 This ability allows the adept to simply touch or bump into a target and roll a normal melee attack. The attack causes no immediate damage. Later, when the adept wishes, the target suffers the full effects of the attack. Other abilities may be stacked with this one to increase the effect. Note, this ability need not be sustained (the mana can be recovered) until the target suffers the damage or the effect is lost. Schooling: Magical Theory (-4S) checks made by astral viewers gain (S: Notice unidentified effect; * Notice and identify this effect; *** Notice, identify, and be able to track this effect). Sleeping does not end this ability. The adept may not sustain this ability on more than one victim at a time.
Disarm:Novice Melee 0.17 When activated after a successful melee attack, the Adept disarms his opponent unless the victim passes a Strength save.
Disarm:Journeyman Melee 0.33 When activated after a successful melee attack, the Adept disarms his opponent unless the victim passes a Strength save.
Disarm:Master Melee 0.5 When activated after a successful melee attack, the Adept disarms his opponent unless the victim passes a Strength (-2) save.
Focus:Novice Melee 0.5 For one attack, this ability adds +1 die to the adept’s damage in melee combat.
Focus:Journeyman Melee 0.66 For one attack, this ability adds +1 die to the adept’s damage in melee combat.
Focus:Master Melee 0.83 For one attack, this ability adds +1 die to the adept’s damage in melee combat.
KillingHands:Novice Melee 0.66 Subtract 1d4 from a target’s death save roll. This ability may only be used once per attack. Note this ability may be activated after the death save roll has been made. Melee only. The adept's attack counts as being performed by a magical weapon and converts the damage to Lethal.
KillingHands:Journeyman Melee 0.66 Subtract 1d8 from a target’s death save roll. This ability may only be used once per attack. Note this ability may be activated after the death save roll has been made. Melee only. The adept's attack counts as being performed by a magical weapon and converts the damage to Lethal.
KillingHands:Master Melee 0.66 Subtract 1d12 from a target’s death save roll. This ability may only be used once per attack. Note this ability may be activated after the death save roll has been made. Melee only. The adept's attack counts as being performed by a magical weapon and converts the damage to Lethal.
MasteroftheNineChakras:Novice Melee 0.33 The adept can strike the target's chakra points to temporarily reduce his ability to use magic. The struck target increases all drain by 10 until healed.
MasteroftheNineChakras:Journeyman Melee 0.33 The adept can strike the target's chakra points to temporarily reduce his ability to use magic. The struck target increases all drain by 10 until healed. In addition, there is a 2/6 chance any spell the victim casts does not work (drain still happens though).
MasteroftheNineChakras:Master Melee 0.5 The adept can strike the target's chakra points to temporarily reduce his ability to use magic. The struck target increases all drain by 15 until healed. In addition, there is a 3/6 chance any spell the victim casts does not work (drain still happens though).
NeckBreaker:Novice Melee Global With surprise, the Adept can break his target’s neck. To be successful, the Adept must hit with his Melee: Unarmed roll and score *. The target suffers 60 Mortal damage. The victim may make a Strength Save for 1/2 damage. This ability is only effective if the target has no more than 3 points more Strength than the Adept.
NeckBreaker:Journeyman Melee Global With surprise, the Adept can break his target’s neck. No to hit roll is required. The target suffers 80 Mortal damage. The victim may make a Strength Save for 1/2 damage. This ability is only effective if the target has no more than 3 points more Strength than the Adept.
NeckBreaker:Master Melee Global With surprise, the Adept can break his target’s neck. No to hit roll is required. The target suffers 90 Mortal damage. The victim may make a Strength Save for 1/2 damage. This ability is only effective if the target has no more than 3 points more Strength than the Adept. This ability may be used while grappling with an opponent for 3 AP. In this case the Adept must hit with his Melee: Unarmed roll and score *.
NervePinch:Novice Melee 0.05 This ability adds (** Attempt to knock out your opponent) to the adept's Melee: Unarmed attacks. If the target fails his Resolve Save, he will be unconscious for 1d6 minutes.
NervePinch:Journeyman Melee 0.33 This ability adds (** Attempt to knock out your opponent) to the adept's Melee: Unarmed attacks. If the target fails his Resolve Save, he will be unconscious for 1d6 minutes.
NervePinch:Master Melee 0.66 This ability adds (** Attempt to knock out your opponent) to the adept's Melee: Unarmed attacks. If the target fails his Resolve Save, he will be unconscious for 1d6 minutes.
RamTouch:Novice Melee 0.66 This ability allows the adept to punch through street armor (5 points) or up to 4” of wood, 3” of brick (one brick), 1” of concrete, or 1 cm of steel. It takes the adept 4AP to focus his energies and conduct this attack. Note the adept cannot penetrate stronger armor or items and will take Moderate mortal damage if he tries.
RamTouch:Journeyman Melee 0.66 This ability allows the adept to punch through any personal armor (8 points) or up to 8” of wood, 6” of brick (2 bricks), 2” of concrete, or 2 cm of steel. It takes the adept 4AP to focus his energies and conduct this attack. Note the adept cannot penetrate stronger armor or items and will take Moderate mortal damage if he tries.
RamTouch:Master Melee 0.66 This ability allows the adept to punch through strong armor (12 points) or up to 16” of wood, 12” of brick (4 bricks), 4” of concrete (tilt wall), or 4 cm of steel. It takes the adept 4AP to focus his energies and conduct this attack. Note the adept cannot penetrate stronger armor or items and will take Moderate mortal damage if he tries.
StunBlow:Novice Melee 0.5 With a successful melee attack, the adept stuns the target for 2 AP / *. The target may make a Strength save for 1/2 effect. No damage is dealt. This can be declared after the attack is rolled. Each target may only be stunned by this effect once per encounter.
StunBlow:Journeyman Melee 0.5 With a successful melee attack, the adept stuns the target for 3 AP / *. The target may make a Strength save for 1/2 effect (round up). No damage is dealt. This can be declared after the attack is rolled. Each target may only be stunned by this effect once per encounter.
StunBlow:Master Melee 0.5 With a successful melee attack, the adept stuns the target for 4 AP / *. The target may make a Strength save for 1/2 effect. No damage is dealt. This can be declared after the attack is rolled. Each target may only be stunned by this effect once per encounter.
SwiftStrike:Novice Melee 0.33 The adept may make a melee attack for 0AP. This ability may only be used when the adept conducts a melee attack. It may only be used once per action.
SwiftStrike:Journeyman Melee 0.5 The adept may make a melee attack for 0AP. This ability may only be used when the adept conducts a melee attack. It may only be used once per action.
SwiftStrike:Master Melee 0.66 The adept may make a melee attack for 0AP. This ability may only be used when the adept conducts a melee attack. It may only be used once per action.
TaeKwonDo:Novice Melee Global This ability adds +1 to the adept’s Unarmed Combat: Melee and Unarmed Combat: Parry skills
TaeKwonDo:Journeyman Melee Global This ability adds +1 to the adept’s Unarmed Combat: Melee and its crit chance and +2 to his Unarmed Combat: Parry skill.
TaeKwonDo:Master Melee Global This ability adds +1 to the adept’s Unarmed Combat: Melee and +2 to its crit chance and +3 to his Unarmed Combat: Parry skill.
WayoftheSword:Novice Melee Global Other than Parry, +1 to Blades and Clubs.
WayoftheSword:Journeyman Melee Global Other than Parry, +1 to Blades and Clubs. +1 to their crit chances.
WayoftheSword:Master Melee Global Other than Parry, +2 to Blades and Clubs. +1 to their crit chances.
Acrobatics:Novice Movement Global This ability adds +1 to the adept’s Athletics broad skill.
Acrobatics:Journeyman Movement Global This ability adds +1 to the adept’s Athletics broad skill. +1 to the crit chances.
Acrobatics:Master Movement Global This ability adds +1 to the adept’s Athletics broad skill. +2 to the crit chances.
Airwalk:Novice Movement 0.66 Using this power the Adept can move over water without falling in. If the Adept moves slower than a run, this power fails. The effect lasts 1d8 AP and can be renewed. Any action begun during the duration may be completed before the effect fails.
Airwalk:Journeyman Movement 0.66 Using this power the Adept can move over anything, even open air, without falling. If the Adept moves slower than a run, this power fails. The effect lasts 1d12 AP and can be renewed. Any action begun during the duration may be completed before the effect fails.
Airwalk:Master Movement 0.66 The adept can move over air as if it were solid ground. He can move as if the "ground" sloped up to 30 degrees. The effect lasts 1d20 AP and can be renewed. Any action begun during the duration may be completed before the effect fails.
AreaMastery:Novice Movement 0.5 As a free action any small object can be kicked to the character's hand.
AreaMastery:Journeyman Movement 0.5 As a free action any small object can be kicked to the character's hand. For 2 AP an object within easy reach may be "thrown" as if the character held the object.
AreaMastery:Master Movement 0.5 As a free action any small object can be kicked to the character's hand. For 2 AP an object within easy reach may be "thrown" as if the character held the object. For 5 AP the adept explodes in a flurry of motion launching items in all directions. If there is a sufficient density of small items, each enemy within 5 meters suffers 1d6 attacks dealing 1d6 each. In addition, if this attack begins the combat, each enemy loses 3 AP to suprise. Each enemy may make a Dexterity save to dodge 1/2 the attacks and reduce the AP loss to 1 AP.
BounceUp:Novice Movement 0.33 For 1 AP the adept gains his feet. It cannot be used in a situation where the adept could not normally gain his feet.
BounceUp:Journeyman Movement 0.66 For 1 AP the adept gains his feet. It cannot be used in a situation where the adept could not normally gain his feet.
BounceUp:Master Movement 0.66 As a free action the adept gains his feet. It cannot be used in a situation where the adept could not normally gain his feet.
Climbing:Novice Movement Global Adds +1 to Athletics: Climbing checks. Climbing movement costs 8 AP rather than 10 AP.
Climbing:Journeyman Movement Global Adds +1 to Athletics: Climbing checks. Climbing movement costs 6 AP rather than 10 AP.
Climbing:Master Movement Global The Adept has become so practiced climbing he can “stick” to the wall. With this ability, he can stay in place on a sheer wall without using his hands. He can move using only two limbs. He can cross roofs, but he needs 3 limbs to do this. He gains +2 bonus to Athletics: Climbing. Climbing movement actions cost 4 AP rather than 10 AP.
DistanceAttack:Novice Movement 0.66 The adept may make a melee attack against a visible (cover applies normally) target that is out of reach. Add 1 to the Reuse roll for every meter the target is out of reach.
DistanceAttack:Journeyman Movement 0.83 The adept may make a melee attack against a visible (cover applies normally) target that is out of reach. Add 1 to the Reuse roll for every 2 meters the target is out of reach.
DistanceAttack:Master Movement 0.83 The adept may make a melee attack against a visible (cover applies normally) target that is out of reach. Add 1 to the Reuse roll for every 3 meters the target is out of reach.
Fall:Novice Movement 0.66 This ability cancels additional inertia during a fall. It reduces the effective height of a fall by 1 story. Note this ability does not slow the fall.
Fall:Journeyman Movement 0.66 This ability cancels additional inertia during a fall. It reduces the effective height of a fall by 2 stories. Note this ability does not slow the fall.
Fall:Master Movement 0.66 This ability cancels additional inertia during a fall. It reduces the effective height of a fall by 3 stories. Note this ability does not slow the fall. If the reuse roll succeeds the adept may reduce the effective height of his fall to 1 story regardless of actual height but he loses the use of this power for the day.
FreeMove:Novice Movement Global This ability adds +2 to the Adept’s Saving Throws vs. being Knocked Out, Held, etc. The adept receives a save even when it is not normally possible. It does not affect being knocked unconscious through loss of Hit Points.
FreeMove:Journeyman Movement Global This ability adds +4 to the Adept’s Saving Throws vs. being Knocked Out, Held, etc. The adept receives a save even when it is not normally possible. It does not affect being knocked unconscious through loss of Hit Points.
FreeMove:Master Movement Global This ability adds +6 to the Adept’s Saving Throws vs. being Knocked Out, Held, etc. The adept receives a save even when it is not normally possible. It does not affect being knocked unconscious through loss of Hit Points.
GreatLeap:Novice Movement 0.66 This ability adds 1 meter to the height the Adept can jump.
GreatLeap:Journeyman Movement 0.66 This ability adds 2 meters to the height the Adept can jump.
GreatLeap:Master Movement 0.66 This ability adds 4 meters to the height the Adept can jump.
GreatMove:Novice Movement Global The adept adds +1 to his Athletics: Running skill and its crit chance.
GreatMove:Journeyman Movement Global The adept adds +1 to his Athletics: Running skill and its crit chance. Add +1 meter to the adept's Running rate (now 3AP for 6m movement).
GreatMove:Master Movement Global The adept adds +1 to his Athletics: Running skill and its crit chance. Add +2 meters to the adept's Running rate (now 3AP for 7m movement).
GreatThrow:Novice Movement 0.5 By expending a Fate point the adept can slam an opponent he is making a Wrestling check against into the ground adding the Adept's Strength the the damage. The target may mak a Body save to resist.
GreatThrow:Journeyman Movement 0.5 By expending a Fate point the adept can throw an opponent he is making a Wrestling check against 1d4 meters into the ground adding the range + the Adept's Strength the the damage. The target may mak a Body save to resist.
GreatThrow:Master Movement 0.66 By expending a Fate point the adept can throw an opponent he is making a Wrestling check against 1d4 meters into the ground adding the range + the Adept's Strength the the damage. The target may mak a Body save to resist.
RagingBull:Novice Movement 0.17 If the adept runs into a target the target is knocked back Body + Movement Rate feet. Stun damage is one category per difference in the modified Body attributes (be careful of hitting those bigger than you). The victim also suffers +1d6 damage per foot he would have moved if a surface stops him.
RagingBull:Journeyman Movement 0.33 If the adept runs into a target the target is knocked back Body + Movement Rate feet. Stun damage is one category per difference in the modified Body attributes (be careful of hitting those bigger than you). The victim also suffers +1d6 damage per foot he would have moved if a surface stops him.
RagingBull:Master Movement 0.5 If the adept runs into a target the target is knocked back Body + Movement Rate feet. Stun damage is one category per difference in the modified Body attributes (be careful of hitting those bigger than you). The victim also suffers +1d6 damage per foot he would have moved if a surface stops him.
Rooting:Novice Movement 0.5 For 1 AP the adept sticks to the ground and cannot be broken free for the next 5 AP. If affected by an unstoppable force, the adept and object take double damage.
Rooting:Journeyman Movement 0.5 For 1 AP the adept sticks to the ground and cannot be broken free for the next 5 AP. If affected by an unstoppable force, the adept takes normal damage and the object takes double damage. The adept can end the effect at will.
Rooting:Master Movement 0.5 For 1 AP the adept sticks to the ground and cannot be broken free for the next 5 AP. If affected by an unstoppable force, the adept takes 1/2 damage and the object takes double damage. The adept can end the effect at will.
SideStep:Novice Movement 0.33 The adept may disengage from melee without suffering attacks of opportunity.
SideStep:Journeyman Movement 0.5 The adept may disengage from melee without suffering attacks of opportunity. He cannot be intercepted.
SideStep:Master Movement 0.66 The adept may disengage from melee without suffering attacks of opportunity. He cannot be intercepted. As a free action attached to a melee attack he can exchange places with the target of his attack.
WallRunning:Novice Movement 0.17 While running full speed, the adept can run normally on vertical surfaces. The activation lasts until the adept stops.
WallRunning:Journeyman Movement 0.33 While running full speed, the adept can run normally on vertical surfaces or even upside down. The activation lasts until the adept stops.
WallRunning:Master Movement 0.5 While moving (even at a walk), the adept can run normally on vertical surfaces or even upside down. The activation lasts until the adept stops.
BankShot:Novice Ranged 1 The character can attempt to shoot around cover to hit a target. Note, this power cannot function If there is no reasonable path around the cover. The entire modifier must be negated or this power cannot be used. Add +20 to the Reuse Roll for each point of cover modifier canceled.
BankShot:Journeyman Ranged 1 The character can attempt to shoot around cover to hit a target. Note, this power cannot function If there is no reasonable path around the cover. The entire modifier must be negated or this power cannot be used. Add +10 to the Reuse Roll for each point of cover modifier canceled.
BankShot:Master Ranged 1 The character can attempt to shoot around cover to hit a target. Note, this power cannot function If there is no reasonable path around the cover. The entire modifier must be negated or this power cannot be used. Add +5 to the Reuse Roll for each point of cover modifier canceled.
Bull'sEye:Novice Ranged 0.17 Increase by 1 the damage category of your throwing or projectile (including bullet) attack.
Bull'sEye:Journeyman Ranged 0.33 Increase by 1 the damage category of your throwing or projectile (including bullet) attack.
Bull'sEye:Master Ranged 0.5 Increase by 1 the damage category of your throwing or projectile (including bullet) attack.
CombatSense:Novice Ranged Global The effect of surprise is halved for the adept.
CombatSense:Journeyman Ranged Global The effect of surprise is halved for the adept. This ability adds +1 to the adept’s Awareness: Intuition and its crit chance.
CombatSense:Master Ranged Global The effect of surprise is halved for the adept. This ability adds +1 to the adept’s Awareness: Intuition and its crit chance. Any time the adept's action is tied, resolve the adept's action first.
EnhancedReaction:Novice Ranged 0.83 The adept may roll 1d2 in addition to his normal reaction roll and choose the higher result as his number of successes. In addition, he may add 1d2 to his roll to save AP after each action.
EnhancedReaction:Journeyman Ranged 0.83 The adept may roll 1d3 in addition to his normal reaction roll and choose the higher result as his number of successes. In addition, he may add 1d3 to his roll to save AP after each action.
EnhancedReaction:Master Ranged 0.83 The adept may roll 1d4 in addition to his normal reaction roll and choose the higher result as his number of successes. In addition, he may add 1d4 to his roll to save AP after each action.
EyesoftheEagle:Novice Ranged Global The adept can resolve objects at range. Vision is not magnified, but details can be made out due to the image clarity. It eliminates range penalties for Awareness checks and allows details to be resolved at any range. By observing minute changes, 30% of the time, the adept can detect whether or not the target believes he is telling the truth.
EyesoftheEagle:Journeyman Ranged Global The adept can resolve objects at range. Vision is not magnified, but details can be made out due to the image clarity. It eliminates range penalties for Awareness checks and allows details to be resolved at any range. By observing minute changes, 50% of the time, the adept can detect whether or not the target believes he is telling the truth. Adds +1 to Awareness: Visual checks and its crit chance.
EyesoftheEagle:Master Ranged Global The adept can resolve objects at range. Vision is not magnified, but details can be made out due to the image clarity. It eliminates range penalties for Awareness checks and allows details to be resolved at any range. By observing minute changes, 80% of the time, the adept can detect whether or not the target believes he is telling the truth. Adds +2 to Awareness: Visual checks and +1 to its crit chance.
FateTwist:Novice Ranged 0.17 Pass a failed Fate recovery roll.
FateTwist:Journeyman Ranged 0.33 Pass a failed Fate recovery roll.
FateTwist:Master Ranged 0.5 Pass a failed Fate recovery roll.
Hamstring:Novice Ranged 0.33 The adept may declare a ranged attack that, if successful (at -4) incapacitates the target's chosen limb. The target must spend +1 AP on actions that use the limb. A Body save cancels the effect.
Hamstring:Journeyman Ranged 0.33 The adept may declare a ranged attack that, if successful (at -4) incapacitates the target's chosen limb. The target must spend +1 AP on actions that use the limb and suffers a Light stun wound each time. A Body save cancels the effect.
Hamstring:Master Ranged 0.33 The adept may declare a ranged attack that, if successful incapacitates the target's chosen limb. The target must spend +1 AP on actions that use the limb and suffers a Light stun wound each time. A Body save cancels the effect. For a point of Fate, the target's limb is unusable and the damage is taken if it is disturbed.
LongThrow:Novice Ranged 0.5 Add +2 to the adept's Strength to calculate throwing distance (+20m range)
LongThrow:Journeyman Ranged 0.5 Add +4 to the adept's Strength to calculate throwing distance (+40m range)
LongThrow:Master Ranged 0.5 Add +6 to the adept's Strength to calculate throwing distance (+60m range)
QuickFire:Novice Ranged 0.17 The adept may reduce the AP cost to fire a weapon by 1. This ability may only be used once per action. It cannot reduce the AP cost to zero. No matter the source, the AP cost of an action can never be reduced by more than one ability at a time.
QuickFire:Journeyman Ranged 0.33 The adept may reduce the AP cost to fire a weapon by 1. This ability may only be used once per action. It cannot reduce the AP cost to zero. No matter the source, the AP cost of an action can never be reduced by more than one ability at a time.
QuickFire:Master Ranged 0.5 The adept may reduce the AP cost to fire a weapon by 1. This ability may only be used once per action. It cannot reduce the AP cost to zero. No matter the source, the AP cost of an action can never be reduced by more than one ability at a time.
Sniper:Novice Ranged Global +1 to the adept's Rifles: Aimed crit chance.
Sniper:Journeyman Ranged Global +2 to the adept's Rifles: Aimed crit chance.
Sniper:Master Ranged Global +3 to the adept's Rifles: Aimed crit chance.
TrickShooter:Novice Ranged 0.83 This power can be used to move a small item 1d6 feet per shot but the item is likely to be damaged. The object may be moved multiple times with one use of this power so long as the movements are contiguous.
TrickShooter:Journeyman Ranged 0.83 This power can be used to move a small item 1d6 feet per shot but the item is likely to be damaged. The object may be moved multiple times with one use of this power so long as the movements are contiguous. As an alternative, the adept may add +3 to his Reuse Roll to declare a ranged attack that, if successful (at -4) causes the target to drop the chosen item. A Strength save cancels the effect.
TrickShooter:Master Ranged 0.83 This power can be used to move a small item 1d6 feet per shot but the item is likely to be damaged. The object may be moved multiple times with one use of this power so long as the movements are contiguous. As an alternative, the adept may add +3 to his Reuse Roll to declare a ranged attack that, if successful (at -4) causes the target to drop the chosen item. This attack can target anything worn or carried. A Strength save cancels the effect.
Aid:Novice Social 0.5 This power allows the adept to infuse a target with such confidence he receives +1 to his checks. The effect lasts for the encounter or until the target fails a task. This ability cannot affect the Adept himself. It takes 3AP to activate this ability and the target must be able to hear you. Other, non-verbal actions may be taken while activating this ability.
Aid:Journeyman Social 0.5 This power allows the adept to infuse a target with such confidence he receives +2 to his checks. The effect lasts for the encounter or until the target fails a task. This ability cannot affect the Adept himself. It takes 3AP to activate this ability and the target must be able to hear you. Other, non-verbal actions may be taken while activating this ability.
Aid:Master Social 0.5 This power allows the adept to infuse a target with such confidence he receives +3 to his checks. The effect lasts for the encounter or until the target fails a task. This ability cannot affect the Adept himself. It takes 3AP to activate this ability and the target must be able to hear you. Other, non-verbal actions may be taken while activating this ability.
AnimalEmpathy:Novice Social 0.5 The adept has a preternatural affinity with animals. The adept can subdue an animal for as long as he holds eye contact with it. Attacking the animal cancels this effect.
AnimalEmpathy:Journeyman Social 0.5 The adept has a preternatural affinity with animals. The adept can subdue an animal for as long as he holds eye contact with it. After 1d6 AP, he can make an opposed Resolve check for the animal to remain subdued for the duration of the encounter. Attacking the animal cancels this effect. In addition, the adept has an animal companion with a body of 3 or less. The animal is independent of the adept but is so "in tune" that it can be controlled as if it were rigged (with no AP cost). The controlled animal can be exchanged each adventure as desired. Note that City officials may object to large animals roaming freely. If the companion dies, it can still be replaced next adventure.
AnimalEmpathy:Master Social 0.5 The adept has a preternatural affinity with animals. The adept can subdue an animal for as long as he holds eye contact with it. After 1d6 AP, he can make an opposed Resolve check for the animal to remain subdued for the duration of the encounter. Attacking the animal cancels this effect. In addition, the adept has an animal companion with a body of 3 or less. The animal is independent of the adept but is so "in tune" that it can be controlled as if it were rigged (with no AP cost). The controlled animal can be exchanged each adventure as desired. Note that City officials may object to large animals roaming freely. If the companion dies, it can still be replaced next adventure. Finally, the adept's affinity is so great that random animals will heed his call for help. Available animals with a total Body equal to the adept's Charisma + Resolve will respond as quickly as they can arrive. The animals will "hear" his call from up to 1 mile away. Alternately, the adept's animal companion can be imbued with one of the adept's powers. This must be declared in advance and the adept pays any associated costs.
Command:Novice Social 0.17 For 1 AP the adept can issue a short (1-3 word) command that the target obeys. The effect lasts for only a few seconds. If the target wins an opposed Resolve check then he is unaffected. The target may receive up to a +8 bonus for commands that are detrimental to him. This ability may be used again but the target receives a +2 bonus for each additional attempt.
Command:Journeyman Social 0.33 For 1 AP the adept can issue a short (1-3 word) command that the target obeys. The effect lasts for only a few seconds. If the target wins an opposed Resolve check then he is unaffected. The target may receive up to a +8 bonus for commands that are detrimental to him. This ability may be used again but the target receives a +2 bonus for each additional attempt.
Command:Master Social 0.66 For 1 AP the adept can issue a short (1-3 word) command that the target obeys. The effect lasts for only a few seconds. If the target wins an opposed Resolve check then he is unaffected. The target may receive up to a +8 bonus for commands that are detrimental to him. This ability may be used again but the target receives a +2 bonus for each additional attempt.
Contact:Novice Social Global The adept can gain a sense of what the people he closely associates with know. He receives a +1 bonus to his Knowledge skills that coorespond to his Etiquette skills for every 30 points in the Etiquette skill (round up).
Contact:Journeyman Social Global The adept can gain a sense of what the people he closely associates with know. He receives a +1 bonus to his Knowledge skills that coorespond to his Etiquette skills for every 20 points in the Etiquette skill (round up).
Contact:Master Social Global The adept can gain a sense of what the people he closely associates with know. He receives a +1 bonus to his Knowledge skills that coorespond to his Etiquette skills for every 10 points in the Etiquette skill (round up).
Distract:Novice Social 0.33 This ability allows the adept to generate a distraction when he needs it. The visible target thinks he hears or ses something that causes him to look away for 1d6 seconds. Only one target can be affected per use. Using the ability multiple times may cause the target to investigate further depending on his professional rating and stats. The target receives an Intelligence save. Passing the save makes him immune to this ability for the rest of the encounter.
Distract:Journeyman Social 0.33 This ability allows the adept to generate a distraction when he needs it. The visible target thinks he hears or ses something that causes him to look away for 1d6 seconds. Only one target can be affected per use. Using the ability multiple times may cause the target to investigate further depending on his professional rating and stats. The target receives an Intelligence save but this ability may be tried again if he passes.
Distract:Master Social 0.66 This ability allows the adept to generate a distraction when he needs it. The visible target thinks he hears or ses something that causes him to look away for 1d6 seconds. Only one target can be affected per use. Using the ability multiple times may cause the target to investigate further depending on his professional rating and stats. The target receives an Intelligence save but this ability may be tried again if he passes.
Emote:Novice Social 0.5 The adept can intesify or weaken the target's emotional state. The victim can be moved one category on the following chart: Despair/Anger > Sadness > Neutral > Happy > Euphoric. A Resolve save may be made to ignore this effect. After the effect ends, targets are immune for the remainder of the adventure. Despairing or euphoric targets suffer -4 to their actions. Neutral targets have a 2/6 chance to lose an AP each action (no adrenaline). Only one victim can be affected at a time. The effect lasts until something happens to change the target's emotional state normally.
Emote:Journeyman Social 0.5 The adept can intesify or weaken the target's emotional state. The victim can be moved up to two categories on the following chart: Despair/Anger > Sadness > Neutral > Happy > Euphoric. A Resolve save may be made versus each change. After the effect ends, targets are immune for one day. Despairing or euphoric targets suffer -4 to their actions. Neutral targets have a 2/6 chance to lose an AP each action (no adrenaline). A number of victims equal to your Charm can be affected at one time by paying for each. Each saves separately. The effect lasts until something happens to change the target's emotional state normally.
Emote:Master Social 0.66 The adept can intesify or weaken the target's emotional state. The victim can be moved up to two categories on the following chart: Despair/Anger > Sadness > Neutral > Happy > Euphoric. A Resolve save may be made versus each change. After the effect ends, targets are immune for one day. Despairing or euphoric targets suffer 2 Banes to their actions. Neutral targets have a 2/6 chance to lose an AP each action (no adrenaline). A number of victims equal to your Charm can be affected at one time by paying for each. Each saves separately. The effect lasts until something happens to change the target's emotional state normally. If you pass the Reuse Roll, you can roll 2d20 and effect everyone in the radius but lose the use of this ability for the day. Each target still saves normally.
EmpathicHealing:Novice Social 0.5 For 1d6 AP, the adept can take the target's wounds onto himself, removing a wound feat from the target and adding it to himself. The adept need not make a death save. This will not awaken targets who have failed their death save. If the adept already has the wound feat, he suffers no additional effects.
EmpathicHealing:Journeyman Social 0.66 For 1d6 AP, the adept can take the target's wounds onto himself, removing two wound feats from the target and adding the worst to himself. The adept need not make a death save. This will not awaken targets who have failed their death save. If the adept already has the wound feat, he suffers no additional effects.
EmpathicHealing:Master Social 0.66 For 1d6 AP, the adept can take the target's wounds onto himself, removing up to three wound feats from the target and adding one of them (his choice) to himself. The adept need not make a death save. This will awaken targets who have failed their death save. If the adept already has the wound feat, he suffers no additional effects.
Magnetic:Novice Social Global The adept is very hard not to like and trust. When checking to see how a contact's Reputation changes, it goes up if the d10 rolls a 1-2 (it also still rises if the d10 is above the current Rep). The maximum result is still 10.
Magnetic:Journeyman Social Global The adept is very hard not to like and trust. When checking to see how a contact's Reputation changes, it goes up if the d10 rolls a 1-3 (it also still rises if the d10 is above the current Rep). The maximum result is still 10.
Magnetic:Master Social Global The adept is very hard not to like and trust. When checking to see how a contact's Reputation changes, it goes up if the d10 rolls a 1-4 (it also still rises if the d10 is above the current Rep). The maximum result is still 10. In addition, the Adept gains +1 to his starting Reputations.
Persuade:Novice Social 0.66 The adept can persuade the victim to do something. The victim finds himself automatically starting to do what was asked, even if he saves (with a Resolve save, he can stop himself). This ability only works on friendly or neutral parties, if the target is suspicious, it automatically fails. It cannot be used to cause the target to harm himself or others. Note that regardless of the save, the victim will become suspicious of the character based on the context of the request.
Persuade:Journeyman Social 0.66 The adept can persuade the victim to do something. The victim finds himself automatically starting to do what was asked, even if he saves (with a Resolve save, he can stop himself). This ability only works on friendly or neutral parties, if the target is suspicious, it automatically fails. For +1 to the Reuse Roll it can be used to cause the target to harm himself or others, but only if the target is unaware his actions will hurt. Note that regardless of the save, the victim will become suspicious of the character based on the context of the request.
Persuade:Master Social 0.66 The adept can persuade the victim to do something. The victim finds himself automatically starting to do what was asked, even if he saves (with a Resolve save, he can stop himself). This ability will work on friendly or neutral parties, but automatically fails on suspicious or hostile targets. For +1 to the Reuse Roll it can be used on suspicious parties and/or to cause the target to harm himself, but only if the target is unaware his actions will hurt. Others have no protection. Note that regardless of the save, the victim will become suspicious of the character based on the context of the request.
SoothSayer:Novice Social 0.66 The adept can use this ability to tell whether or not the target believes he is lying. This ability must be used on each, specific statement.
SoothSayer:Journeyman Social 0.83 The adept can use this ability to tell whether or not the target believes he is lying. This ability must be used on each, specific statement.
SoothSayer:Master Social Global The adept can use this ability to tell whether or not the target believes he is lying. This ability must be used on each, specific statement.
Succubus:Novice Social 0.66 The adept can emit a highly attractive, sexual aura. Members of the same race and opposite sex (or gay) become sexually agitated and desirous of the character. This does not change how they feel about the character otherwise but they are likely to act to attempt to seduce the character. NOTE this ability affects victims who interact with or "notice" the character. Passers-by are unaffected. It has no effect in combat.
Succubus:Journeyman Social 0.66 The adept can emit a highly attractive, sexual aura. Members of any race and the opposite sex (or gay) become sexually agitated and desirous of the character. This does not change how they feel about the character otherwise but they are likely to act to attempt to seduce the character. NOTE this ability affects victims who interact with or "notice" the character. Passers-by are unaffected. It has no effect in combat.
Succubus:Master Social 0.66 The adept can emit a highly attractive, sexual aura. Members of the same race and opposite sex (or gay) become sexually agitated and desirous of the character. This does not change how they feel about the character otherwise but they are likely to act to attempt to seduce the character. NOTE this ability affects targeted victims who interact with or "notice" the character. Passers-by are unaffected.
WipeMemory:Novice Social 0.33 The adept can cause the target to forget everything that happened over the last 1d6 minutes. The target just has a blank there. It is likely he will be aware something is wrong but will have no clue what it is unless something that he sees or can remember tips him off. To use this ability, the target must be touched. A Resolve save negates the effect.
WipeMemory:Journeyman Social 0.33 The adept can cause the target to forget everything that happened over the last 1d6 minutes. The target just has a blank there. It is likely he will be aware something is wrong but will have no clue what it is unless something that he sees or can remember tips him off. If the target is touched when using this ability, there is no save but, if not, he may make a Resolvee save versus the effects.
WipeMemory:Master Social 0.5 The adept can cause the target to forget something specific that happened over the last 1d6 minutes. The target forgets what was commanded and anything reasonably related to it. Unless something is obviously wrong, he may not even be aware of a problem. If the target is touched when using this ability, there is no save but, if not, he may make a Resolve save versus the effects.
Cloak:Novice Stealth Global This adds +1 to the adept's Stealth: Sneak skill.
Cloak:Journeyman Stealth Global This adds +2 to the adept's Stealth: Sneak skill.
Cloak:Master Stealth Global This adds +3 to the adept's Stealth: Sneak skill.
Conceal:Novice Stealth Global Opponents suffer -1 to notice 1 weapon or item.
Conceal:Journeyman Stealth Global Opponents suffer -2 to notice 1 weapon or item.
Conceal:Master Stealth Global Opponents suffer -3 to notice 1 weapon or item.
DigitalCelerity:Novice Stealth Global The adept is exceptional at pickpocketing or palming an object without anyone noticing. He receives +2 levels to his Knowledge: Sleight of Hand skill.
DigitalCelerity:Journeyman Stealth Global The adept is exceptional at pickpocketing or palming an object without anyone noticing. He receives +2 levels to his Knowledge: Sleight of Hand skill and +1 to its crit chance.
DigitalCelerity:Master Stealth Global The adept is exceptional at pickpocketing or palming an object without anyone noticing. He receives +2 levels to his Knowledge: Sleight of Hand skill and +2 to its crit chance.
Ghost:Novice Stealth Global When in a crowd of 7 or more people (including him) the adept remains unnoticed if he passes a Stealth: Sneak (% +1 AP when noticed) check. If the adept does something threatening he will be noticed but still gains 1d6AP. In this case, viewers may make an Awareness check (% -1 to the Adept's AP advantage).
Ghost:Journeyman Stealth Global When in a crowd of 5 or more people (including him) the adept remains unnoticed if he passes a Stealth: Sneak (% +1 AP when noticed) check. If the adept does something threatening he will be noticed but still gains 1d6AP. In this case, viewers may make an Awareness check (% -1 to the Adept's AP advantage).
Ghost:Master Stealth Global When in a crowd of 3 or more people (including him) the adept remains unnoticed if he passes a Stealth: Sneak (% +1 AP when noticed) check. If the adept does something threatening he will be noticed but still gains 1d6AP. In this case, viewers may make an Awareness check (% -1 to the Adept's AP advantage).
OlfactoryChamelion:Novice Stealth Global The adept's scent fades into the background making him difficult to detect this way. He receives a 2/6 save versus this form of detection.
OlfactoryChamelion:Journeyman Stealth Global The adept's scent fades into the background making him difficult to detect this way. He receives a 4/6 save versus this form of detection.
OlfactoryChamelion:Master Stealth Global The adept's scent fades into the background making him impossible to detect this way.
PersonalSilence:Novice Stealth Global This ability allows the Adept to make no noise whatsoever. When using this power, the Adept can do any reasonably quiet action and gets a 30% save versus being heard. This save also guarantees the Adept can slit a throat without the victim screaming.
PersonalSilence:Journeyman Stealth Global This ability allows the Adept to make no noise whatsoever. When using this power, the Adept can do any reasonably quiet action and gets a 60% save versus being heard. This save also guarantees the Adept can slit a throat without the victim screaming.
PersonalSilence:Master Stealth Global This ability allows the Adept to make no noise whatsoever. When using this power, the Adept can do any reasonably quiet action and gets a 90% save versus being heard. This save also guarantees the Adept can slit a throat without the victim screaming.
Phase:Novice Stealth 0.17 The adept instantly moves up to 5m. He must be able to see his target location and have an unobstructed path to it. He can only phase to an area he could reach normally.
Phase:Journeyman Stealth 0.33 The adept instantly moves up to 10m. He must be able to see his target location and have an unobstructed path to it. He can only phase to an area he could reach normally.
Phase:Master Stealth 0.5 The adept instantly moves up to 15m. He must be able to see his target location and have an unobstructed path to it. He can only phase to an area he could reach normally.
ShadowMeld:Novice Stealth 0.5 This power allows the Adept to “merge” with any patch of darkness becoming "invisible". To use this power, the Adept must succeed in a Stealth: Sneak check and not move. This ability is ineffective against Thermographics. An observer receives -8 on an Awareness check to see the adept. Low light confers a +4 target modifier to the check. This ability lasts until the adept moves.
ShadowMeld:Journeyman Stealth 0.5 This power allows the Adept to “merge” with any patch of darkness becoming "invisible". To use this power, the Adept must succeed in a Stealth: Sneak check. This ability is ineffective against Thermographics. An observer receives -8 on an Awareness check to see the adept. Low light confers a +4 target modifier to the check. This ability lasts until the adept moves faster than 3m / 6 AP, leaves the shadow, or attacks.
ShadowMeld:Master Stealth 0.66 This power allows the Adept to “merge” with any patch of darkness becoming "invisible". To use this power, the Adept must succeed in a Stealth: Sneak check. This ability is ineffective against Thermographics. An observer receives -8 on an Awareness check to see the adept. Low light confers a +4 target modifier to the check. This ability lasts until the adept leaves the shadow or attacks.
ShadowTouch:Novice Stealth Global The adept never leaves fingerprints.
ShadowTouch:Journeyman Stealth Global The adept never leaves fingerprints. The adept also receives a 4/6 save against triggering a contact effect. Touch spells, trip wires, contacts sensors, anything that has no effect until touched is affected. Note, this does not allow the adept to ignore the trap, it simply means the adept has the option to stop before triggering them.
ShadowTouch:Master Stealth Global The adept never leaves fingerprints. The adept also receives a 4/6 save against triggering a contact effect. Touch spells, trip wires, contacts sensors, anything that has no effect until touched is affected. If the adept saved then for 1 AP of concentration the adept can ignore the effect as if it was not there.
SpellShroud:Novice Stealth Global The adept cannot be detected by any detection magic.
SpellShroud:Journeyman Stealth Global The adept cannot be detected by any detection magic. He can extend this protection to one person within 10 meters.
SpellShroud:Master Stealth Global The adept cannot be detected by any detection magic. He can extend this protection to everyone within 10 meters.
SpiritWalk:Novice Stealth 0.33 This ability allows the Adept to wander in Astral Space for up to 2 minutes. At the end of this period, the wandering spirit is instantly returned to its physical body. If the physical body dies, the Adept’s spirit ceases to exist at the end of the duration. The wandering spirit is unaware of its physical body. It is completely invisible to the material world and cannot affect the material world in any way. Its senses function normally (sight, sound, etc.). Magical effects in the physical world will still affect the spirit though a spell must be AoE or be specifically aimed at the spirit. Spirit Walkers move normally and can pass through doors (which blink open/closed constantly based on the frequency they are open in the real world) but not walls or floors. They do not fly. Mage Sight or Detect Magic will reveal the spirit walker.
SpiritWalk:Journeyman Stealth 0.33 This ability allows the Adept to wander in Astral Space for up to 5 minutes. At the end of this period, the wandering spirit is instantly returned to its physical body. If the physical body dies, the Adept’s spirit ceases to exist at the end of the duration. The wandering spirit is unaware of its physical body. It is completely invisible to the material world and cannot affect the material world in any way. Its senses function normally (sight, sound, etc.). Magical effects in the physical world will still affect the spirit though a spell must be AoE or be specifically aimed at the spirit. Spirit Walkers move normally and can pass through doors (which blink open/closed constantly based on the frequency they are open in the real world) but not walls or floors. They do not fly. Mage Sight or Detect Magic will reveal the spirit walker.
SpiritWalk:Master Stealth 0.33 This ability allows the Adept to wander in Astral Space for up to 30 minutes. At the end of this period, the wandering spirit is instantly returned to its physical body. If the physical body dies, the Adept’s spirit ceases to exist at the end of the duration. The wandering spirit is unaware of its physical body. It is completely invisible to the material world and cannot affect the material world in any way. Its senses function normally (sight, sound, etc.). Magical effects in the physical world will still affect the spirit though a spell must be AoE or be specifically aimed at the spirit. Spirit Walkers move normally and can pass through doors (which blink open/closed constantly based on the frequency they are open in the real world) but not walls or floors. They do not fly. Mage Sight or Detect Magic will reveal the spirit walker.
TemperatureControl:Novice Stealth Global The Adept has developed such control he can change his body’s temperature. This allows him to be a “chameleon” in the infrared spectrum. The character receives a 2/6 save versus being detected by thermographic imaging.
TemperatureControl:Journeyman Stealth Global The Adept has developed such control he can change his body’s temperature. This allows him to be a “chameleon” in the infrared spectrum. The character receives a 4/6 save versus being detected by thermographic imaging.
TemperatureControl:Master Stealth Global The Adept has developed such control he can change his body’s temperature. This allows him to be a “chameleon” in the infrared spectrum. Thermographic imaging cannot detect the character.
TracelessWalk:Novice Stealth Global The adept receives a 2/6 save versus leaving being tracked when on foot.
TracelessWalk:Journeyman Stealth Global The adept receives a 4/6 save versus leaving being tracked when on foot.
TracelessWalk:Master Stealth Global The adept cannot be tracked on foot.
Acupain:Novice Utility Global By spending 4 AP applying pressure to various points the adept can bring temporary relief to the target's aches and pains. The target reduces his wound modifier to his death saves by 5%. This effect lasts 6 hours or until the target is healed wholly or partially. This ability can be used on himself. The target must be wounded to use this ability.
Acupain:Journeyman Utility Global By spending 4 AP applying pressure to various points the adept can bring temporary relief to the target's aches and pains. The target reduces his wound modifier to his death saves by 10%. This effect lasts 6 hours or until the target is healed wholly or partially. This ability can be used on himself. The target must be wounded to use this ability.
Acupain:Master Utility Global By spending 4 AP applying pressure to various points the adept can bring temporary relief to the target's aches and pains. The target reduces his wound modifier to his death saves by 15%. This effect lasts 6 hours or until the target is healed wholly or partially. This ability can be used on himself. The target must be wounded to use this ability.
AstralInvisibility:Novice Utility Global The adept (but not his equipment) are invisible to Astral beings. Note this ability has no effect on detection magic.
AstralInvisibility:Journeyman Utility Global The adept and his equipment are invisible to Astral beings. Note this ability has no effect on detection magic.
AstralInvisibility:Master Utility Global The adept and his equipment are invisible to Astral beings. In addition, he can extend this effect to any ally within 5 meters. Note this ability has no effect on detection magic.
Berserk:Novice Utility 0.17 The adept goes berserk. Every action must contain an attack (remember you can combine actions). Any melee attack made by the adept affects everyone in reach. This ability lasts until the adept ends it or the combat ends. When it ends, the adept suffers two fatigue points. Victims of the adept's melee attacks Death Saves subtract 5.
Berserk:Journeyman Utility 0.33 The adept goes berserk. Every action must contain an attack (remember you can combine actions). Any melee attack made by the adept affects everyone in reach. This ability lasts until the adept ends it or the combat ends. When it ends, the adept suffers two fatigue points. While berserk, the adept ignores wounds penalties to death saves. Victims of the adept's melee attacks Death Saves subtract 5.
Berserk:Master Utility 0.5 The adept goes berserk. Every action must contain an attack (remember you can combine actions). Any melee attack made by the adept affects everyone in reach. This ability lasts until the adept ends it or the combat ends. When it ends, the adept suffers two fatigue points. While berserk, the adept ignores wounds penalties to death saves and reduces damage categories suffered by 1 category. Victims of the adept's melee attacks Death Saves subtract 5.
BlindFighting:Novice Utility Global Blindness modifiers are reduced by 2.
BlindFighting:Journeyman Utility Global Blindness modifiers are reduced by 4. In addition, the chance to auto-fail due to blindness is reduced by 1/2.
BlindFighting:Master Utility Global Blindness modifiers are reduced to 1. The auto-fail chance is eliminated. With this ability the adept is almost unaffected by blindness but cannot read.
DarkSight:Novice Utility Global The adept has the Night Sight feat.
DarkSight:Journeyman Utility Global The adept has the Night Sight and the Thermographic Vision feats.
DarkSight:Master Utility 0.33 The adept has the Night Sight and the Thermographic Vision feats. By making a Reuse roll the adept can see in the complete absense of light until the end of the encounter.
DirectionSense:Novice Utility Global The Adept always knows where North is
DirectionSense:Journeyman Utility Global The Adept always knows where North is. The adept receives +4 to saves versus disorientation.
DirectionSense:Master Utility Global The Adept always knows where North is. The adept receives +4 to saves versus disorientation. By making contact with a person or item the adept the adept can "mark" it. As a spell effect, the adept always knows the relative location of the marked item. Sleeping ends this effect.
Discipline:Novice Utility Global This ability allows the adept to re-roll any roll other than a Death Save he makes. It may be used only once per adventure.
Discipline:Journeyman Utility Global This ability allows the adept to re-roll any roll (including a Death Save) he makes. It may be used only once per adventure.
Discipline:Master Utility Global This ability allows the adept to re-roll any roll (Including a Death Save) he makes. It may be used Daily.
EnhancedAttribute:Novice Utility Global This ability raises 1 chosen attribute 1 point.
EnhancedAttribute:Journeyman Utility Global This ability raises 2 chosen attributes 1 point each.
EnhancedAttribute:Master Utility Global This ability raises 3 chosen attributes 1 point each.
FakeDeath:Novice Utility 0.33 The adept feigns death. While using this ability, he is indistinguishable from a dead body and can choose not to react to anything that affects him, including damage less than a Light wound. This ability lasts up to 10 minutes per activation. If the adept suffers excess damage, he may make a Resolve save to ignore it and continue this effect. While in this state, the adept is immune to blood loss. It costs 3 AP to activate this ability.
FakeDeath:Journeyman Utility 0.33 The adept feigns death. While using this ability, he is indistinguishable from a dead body and can choose not to react to anything that affects him, including damage less than a Moderate wound. This ability lasts up to 1 hour per activation. If the adept suffers excess damage, he may make a Resolve save to ignore it and continue this effect. While in this state, the adept is immune to blood loss. It costs 3 AP to activate this ability.
FakeDeath:Master Utility 0.33 The adept feigns death. While using this ability, he is indistinguishable from a dead body and can choose not to react to anything that affects him, including any amount of damage. This ability lasts up to 1 day per activation. While in this state, the adept is immune to blood loss. It costs 3 AP to activate this ability.
MageSight:Novice Utility 0.5 This ability allows the Physical Adept to see the lines of magical force that are invisible normally. This ability is treated as a Detect Magic on everything the Adept sees. This ability only functions when the adept specifically uses it. It lasts 30 seconds per activation and provides a +2 crit bonus to any Schooling: Magical Theory checks the adept makes on viewed magical effects.
MageSight:Journeyman Utility 0.66 This ability allows the Physical Adept to see the lines of magical force that are invisible normally. This ability is treated as a Detect Magic on everything the Adept sees. This ability only functions when the adept specifically uses it. It lasts 30 seconds per activation and provides a +2 crit bonus to any Schooling: Magical Theory checks the adept makes on viewed magical effects.
MageSight:Master Utility 0.83 This ability allows the Physical Adept to see the lines of magical force that are invisible normally. This ability is treated as a Detect Magic on everything the Adept sees. This ability only functions when the adept specifically uses it. It lasts 30 seconds per activation and provides a +2 crit bonus to any Schooling: Magical Theory checks the adept makes on viewed magical effects.
Paraquilibrium:Novice Utility 0.17 The adept's sense of balance is beyond amazing. Anytime he would otherwise fall he somehow keeps his balance.
Paraquilibrium:Journeyman Utility 0.5 The adept's sense of balance is beyond amazing. Anytime he would otherwise fall he somehow keeps his balance.
Paraquilibrium:Master Utility 0.83 The adept's sense of balance is beyond amazing. Anytime he would otherwise fall he somehow keeps his balance.
RopeMastery:Novice Utility Global The adept can manipulate an ordinary rope unerringly. If a rope is thrown to catch something, the adept gets a +1 bonus on his Throwing Weapons: Other roll. Targets suffer a -1 to escape the adept's knots. The adept gets +1 to Manipulation: Escape Artist checks to escape rope bindings.
RopeMastery:Journeyman Utility Global The adept can manipulate an ordinary rope unerringly. If a rope is thrown to catch something, the adept gets a +2 bonus on his Throwing Weapons: Other roll. Targets suffer a -2 to escape the adept's knots. The adept gets +2 to Manipulation: Escape Artist checks to escape rope bindings.
RopeMastery:Master Utility Global The adept can manipulate an ordinary rope unerringly. If a rope is thrown to catch something, the adept gets a +3 bonus on his Throwing Weapons: Other roll. Targets suffer a -3 to escape the adept's knots. The adept gets +3 to Manipulation: Escape Artist checks to escape rope bindings.
SpellFocus:Novice Utility 0.33 The adept can sustain a spell that has been cast upon him. Once the caster passes control of the spell to the adept, he cannot take it back. The spell must be sustainable.
SpellFocus:Journeyman Utility 0.5 The adept can sustain a spell that has been cast upon him. Once the caster passes control of the spell to the adept, he cannot take it back. The spell must be sustainable. (Round the mana cost of this ability down)
SpellFocus:Master Utility 0.66 The adept can sustain a spell that has been cast upon him. Once the caster passes control of the spell to the adept, he cannot take it back. The spell must be sustainable. (Round the mana cost of this ability down)
StrengthSurge:Novice Utility 0.5 Increases the adept's Strength by 2 for 1 minute. This ability requires 4AP of centering to activate.
StrengthSurge:Journeyman Utility 0.5 Increases the adept's Strength by 4 for 1 minute. This ability requires 4AP of centering to activate.
StrengthSurge:Master Utility 0.5 Increases the adept's Strength by 6 for 1 minute. This ability requires 4AP of centering to activate.
TrueSight:Novice Utility Global The adept is highly resistant to illusions that directly affect him. Reduce their effect by 1/2 or add +4 to the adept's saving attribute if the effect cannot be reduced. Like normal, if the adept passes his save he is aware of the illusion but cannot see through it.
TrueSight:Journeyman Utility Global The adept is highly resistant to illusions that directly affect him. Reduce their effect by 1/2 or add +4 to the adept's saving attribute if the effect cannot be reduced. With this ability, an adept who passes his save can see through the illusion to what lies underneath rather than simply being aware it is an illusion.
TrueSight:Master Utility Global The adept is immune to illusions that directly affect him. The adept can see through the illusion to what lies underneath rather than simply being aware it is an illusion.
ZenHealing:Novice Utility Global Once per day, after a combat you may spend 5 minutes meditating to reduce your accumulated damage by 1/2.
ZenHealing:Journeyman Utility Global Once per day you may spend 3 AP to reduce your accumulated damage by 1/2.
ZenHealing:Master Utility Global Once per encounter you may spend 3 AP to reduce your accumulated damage by 1/2.

 

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