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Scions Rulebook
YAGANet


Skills are the talents and skills that a character uses in his day-to-day life. Some skills increase in effectiveness the more a character devotes to it, others simply give a general knowledge or use of something.


Definitions


  • Tagged: These skills give the player a tag to be used in the manner described in the skill. Tags are given to an NPC at the earliest available opprotunity after use.
  • Ramping: These skills are marked with an asterisk (*) Ramping skill gives tags at increasing rates. Having 1 through 3 levels of an skill will give the player an equal number of tags per day. Having 4 through 6 will give the player twice as many tags as levels of skill. 7 through 9 give three times as many, 10 through 12 give four times as many, and 13 or more levels of skill will give 5 tags per level of skill. So a character with ten levels of Weaponsmithing will be given 40 tags for use that day.
  • Swing: One attempt to strike (even ranged) with a weapon, regardless of whether shot makes contact or not.
  • Strike: One successful hit on a target with a weapon, regardless of how many swings were attempted in order to hit.
  • Unconscious: Being at zero hit points.
  • Replaces: These skills replace other skills, usually to provide a more permanent version of a tagged multipurchase skill. For example, any number of Frenzies may be "traded in" to reduce the cost of a Weapon Mastery. Others, such as the Disguise line of skills, are upgrades over a previous version. Cost of skills replaced is credited towards the replacement skill at purchase (ie., if a warrior bought 5 frenzies at one point each and wants to buy a weapon mastery, it will replace the frenzies and only cost 7 more points because the character had already spent 5 to build up to it).

Adv. Class Skills


Forge Mastery
FTR: 255 CLR: 255 THF: 255 BRD: 255 TNK: 1 MAG: 255
Eraen- Venom Blade: A Tinker of Eraen can, for 20 tags of Blacksmithing and the tooth of a Giant Viper, create a Venom Blade. Venom Blades can hold an additional poison that is not used immediately, but is only used when the blade’s wielder desires it. This effect cannot be added to a blade more than once. The tinker must be the only creator of weapon and the weapon must be in the process of being created when this effect is added, it cannot be added to an existing or unfinished weapon. Despite its name, this effect can be added to a blunt weapon, edged weapon, or even a ranged weapon. A weapon so created now detects as Holy and can only be used by a follower of Eraen.
Fiera- Destructive Forge: A Tinker of Fiera can, by expending 20 tags of Blacksmithing, destroy any item, including those with immunity to Break or similar effects.
Garguth- Earth Armor: A Tinker of Garguth can, by expending 20 tags and 5 gp of any "special material" create a piece of Earth Armor. Earth Armor can "Reduce" one attack above its Armor Rating to "1 pummel" once per day per piece worn. The special material selected may not differ from that which the armor would normally possess (if any) and restricts what race may don the armor, as normal. Earth Armor detects as Holy.
Isikil- Ice Shield: A Tinker of Isikil can, by expending 20 tags of Blacksmithing and the essence of an Ice Elemental, create an Ice Shield. This Shield allows the wielder to absorb one power that would channel through it, once per day. An Ice Shield detects as Holy.
Mordekai- Dark Poison: For a cost equal to that of a Death Poison, a Tinker of Mordekai can create a poison that confers a "Drain" effect on the target. Dark Poison detects as Holy and can only be used by a follower of Mordekai.
Orn- Workspace of Thought: At one location per day, usually the Tinker’s workshop, a Tinker of Orn can create one of the following effects with a ten-count. If the space is already a Workshop, it counts as a Workspace of Orn for the Tinker. If the space is not a Workshop, the Tinker may use it as one. This ability may be used in any enclosed room.
Rend- Destructive Trap: For double the normal cost, a Tinker of Rend can create a trap that does Massive Damage instead of Basic. A trap so created detects as Holy and can only be used by a follower of Rend.
Rissir- Shadow Shield: A Tinker of Rissir can, for 20 tags of Blacksmithing and the essence of a Shadow, create a Shadow Shield. A Shadow Shield can block Holy, Magic, or Bardic effects, the user calling "Shield" whenever the shield is hit. A Shadow Shield will not block any other effects, as if the character wielding the shield were unskilled. This can only be done to a shield as it is being created, and cannot be done to an existing or unfinished weapon. A shield so created detects as Holy and can only be used by a follower of Rissir.
Silveen- Healer’s Amulet: A Tinker of Silveen can, by expending 20 tags of Blacksmithing and with a vial of Holy Water, create a Healer’s Amulet. This Amulet allows the wielder to absorb one Healing Power, recasting it through the Amulet as a Touch power. Once the power is recast, the Amulet may absorb another Healing Power. A Healer’s Amulet detects as Holy.
Sond- Holy Sword: A Tinker of Sond can, for 20 tags of Blacksmithing and the Blessing of Sond, create a Holy Sword. A Holy Sword can be used with Cleric powers as if it were a blunt weapon. The tinker must be the only creator of the weapon and the weapon must be in the process of being created when this effect is added, it cannot be added to an existing or unfinished weapon. This can only be put upon an edged melee weapon. A weapon so created detects as Holy and can only be used by a follower of Sond.
Veil- Dispel Potion: A Tinker of Veil can, for the cost of a Heavy Acid, create a potion that Dispels one of the following: Holy, Magic, or Bardic. This can affect any single effect, regardless of size. The type must be chosen when the potion is created. Dispel Potions detect as Holy and can only be used by a follower of Veil.
Agnostic- Unholy Weapon: By expending a tag cost that is double that of the norm and 5 tags of Resist Holy, an Agnostic can create an Unholy Weapon. An Unholy Weapon can resist up to five Holy effects/day that target it (Break/Disarm/etc.) and cannot be targetted by Divine Rituals, used as the focus in Cleric Prayers, or given any effect that would cause it to detect as Holy and can only be used by an Agnostic.

Holy Mastery
FTR: 255 CLR: 5 THF: 255 BRD: 255 TNK: 255 MAG: 255
Eraen- Transform Self: By expending a Master Cleric Prayer, a Character with this ability may transform themselves into a giant animal. This form is not related to its normal form, however, and the Character may choose to look like a giant version of any animal that does not take multiple players to phys-rep. The Character loses the ability to use any of their skills while in this form, but with a five-count and the use of an additional Master Power, the character can shift back. Damage taken before transforming is retained, and transforming back heals the character fully. Transform Self lasts until Debriefing or unconsciousness, after which the effect goes away. The Character does not automatically heal when transforming back by being knocked unconscious. All items the Character is carrying transform with them but cannot be used. The character's stats, while shifted, are as follows:

  • Type: Animal
  • Swing: 2 Claws for "(1/2 Level) Basic" or one Bite for "(Level) Basic"
  • HP- (Level x 5) HP
  • A maximum of (Level / 10) Special Abilities from following list, with some restrictions:
    Ø Fly- While transformed, the character can, after a five-count, not be targeted or target with any melee weapons. The Character must change into an animal with wings for this to work.
    Ø Swim- The Character may breathe in underwater environments. May not be targeted by ranged attacks while underwater. The Character must change into an animal with gills for this to work.
    Ø Power Attack- The Character may attack for "1000 Basic" once per transformation.
    Ø Massive Bite- The Character may change their attack, if a bite, to Massive, doing (1/2 Level) damage, rather than (1 x Level) in damage. The Character must change into an animal with teeth for this to work.
    Ø Stinger Attack- In addition to a claw attack, the Character may choose to use a stinger, dealing "(1/2 Level) Poison." The Character must change into an animal with a stinger for this to work.
    Ø Quick Movement- In this form, the Character gains 1 Evade tag per 5 Levels.
    Ø Tough Hide- In this form, the Character gains an AR equal to (1/2 Level).
Fiera- Fire Transformation: By expending a Master Cleric Prayer, a Cleric of Fiera becomes a Fire Elemental. All Flame based attacks heal the caster for double the value of the attack, and all Ice based attacks do double the normal damage. Character is immune to Poison effects and damage. All other attacks work as normal. The character adds "Flame" to any melee damage call that does not already have another effect. When using Fiera's Hammer or Fiera's Arrow while transformed in this fashion, the character may call "Divine" instead of "Holy" damage.
Garguth- Undead Stake: Once per day, a cleric of Garguth may use any weapon the Character has the skill to wield as a Stake of Woe against Undead.
Isikil- Ice Transformation: By expending a Master Cleric Prayer, a Cleric of Isikil becomes an Ice Elemental. All Ice based attacks heal the caster for double the value of the attack, and all Flame based attacks do double the normal damage. Character is immune to Poison effects and damage. All other attacks work as normal. The character adds "Ice" to any melee damage call that does not already have another effect. In addition, any power cast on the character that shields, rebounds, or absorbs an effect will work one time beyond its normal duration on the character.
Mordekai- Maddening Thoughts: By expending a Master Cleric Prayer, a Cleric of Mordekai can call forth the powers of madness onto another character. The target must be unconscious or dying for this power to work. The target regains all lost hit points, and now acts as an Undead under the control of the Cleric of Mordekai, but with full initial powers and abilities. The character loses powers and skills as normal and moves slowly due to resistance. This power does not control the Character's voice, and thus the character may still speak freely and cast Bardic powers normally while under the effects of Maddening Thoughts. This effect lasts until Debriefing or until the Character is brought to unconsciousness or dying.
Orn- Arcane Lore: By expending a Master Cleric Prayer, a Cleric of Orn may change the flavor of all "Holy" powers to "Magic" until the Character takes damage or debriefing, at which point Arcane Lore loses its effect.
Rend- Undead Transformation: By expending a Master Cleric Prayer, a Cleric of Rend may transform a currently Undead creature into a more powerful one. After a ten-count, which must go uninterrupted, the Undead creature's current hit points raise to that of five times the Cleric's level. If this number raises the creature's hit points to beyond the Undead creature's current hit point count, they act as bonus hit points that cannot be healed. The Undead creature gains a Superhuman Strength of 2 until it becomes unconscious or dying, at which point it loses all effects of the Undead Transformation.
Rissir- Divine Daggers: By expending a Master Cleric Prayer, a Cleric of Rissir may change the flavor of all "Holy" powers to "Piercing" until the character takes damage or debriefing, at which point Divine Daggers loses its effect.
Silveen- Protective Winds: By expending a Master Cleric Prayer, a Cleric of Silveen may give a target a Holy Shield, a Magic Shield, and a Physical Shield. Using this ability takes a three-count.
Sond- Holy Sword: By expending a Master Cleric Prayer, a Cleric of Sond may either use a bladed weapon to channel Holy Powers, or call "(3 x Level) Holy" with a Blunt Weapon for a number of swings equal to the Character's Level. A Cleric of Sond cannot be affected with both uses of this power simultaneously.
Veil- Stolen Magic: By expending a Master Cleric Prayer, the next time the Cleric of Veil calls on a Cleric Prayer, he may call upon the Deity-Specific Prayer of another deity, and must invoke that deity's name in the prayer. This does not allow the character to call on any prayers not on his list other than deity-specific prayers.
Agnostic- Anti-Magic: A Cleric who has become agnostic can use their apprentice prayers to "Shield" Holy attacks, their journeyman prayers to "Resist" Holy attacks, and their master prayers to "Rebound" Holy attacks. Shields automatically activate, one after the other, after a ten-count. An Agnostic Cleric cannot choose bestow these abilities on another, and cannot choose whether to use them or not. However, the Agnostic Cleric may choose between Shielding, Resisting, or Rebounding a Holy effect, though it must do one of them if possible.

Magic Mastery
FTR: 255 CLR: 255 THF: 255 BRD: 255 TNK: 255 MAG: 3
Eraen- Entangling Nets: When using the power Stop Army, a Mage of Eraen may call "Magic Net: Full" instead of "Magic Net: Limb"
Fiera- Channeled Fury: By expending an Apprentice-level power, a Mage of Fiera may channel the next single-packet power they cast through their weapon.
Garguth- Stone’s Defense: By expending a Master-level power, all spells that grant defensive abilities via Touch may cast once per level for each time they are used. Note that this does not allow characters to stack defensive tags with these spells.
Isikil- Cold Silence: A Mage of Isikil is no longer affected by any Bardic Attack that targets "Enemies." He may also use his Magic Juggling power to catch a packet with a "Bardic" flavor in addition to those with the flavor "Magic." Upon catching the packet, the character must call "absorbed" to indicate the attack did no damage. They may then use the power as normal, but the flavor changes from "Bardic" to "Magic."
Mordekai- Barrier of Madness: By expending a master level power, a Mage of Mordekai may create a barrier that will do (5 x Level) in points of "Magic Stun" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single black line on the ground and a single black line at its top. A doorway is suitable for these purposes, but must still have a separate black delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of madness to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The black delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects. Barrier of Madness goes away after one week.
Orn- Pure Magic: By expending an apprentice-level power, a Mage of Orn can subtract the elemental effect of a power, if desired. This affects the next power cast. By expending a master-level power, a Mage of Orn can use their opposing element instead of their normal element. This affects the next power cast. Neither of these can be used on Aura spells.
Rend- Undead Aura: By expending a master-level power, a Mage of Rend can take on an Undead Aura, taking double Healing from Rending, double Rending from Healing, and gaining immunity to Poison. Alternatively, an Undead caster can take on a Human aura, taking normal Healing from Healing and normal Rending from Rending. Such persons retain immunity to Poison.
Rissir- Magic Protection: By expending an apprentice-level power at time of casting, a Mage of Rissir gets double the normal effect from a defensive power. E.g. if a Mage of Rissir casts Magic Invulnerability, they get to shield twice instead of once.
Silveen- Wind’s Aid: By expending a Journeyman-level power, a Mage of Silveen may double the next damage dealt by a ranged weapon. This may stack with other damage-granting effects, such as Hyperaccelerated Air, doubling their damage as well.
Sond- Bane of Life: By expending a master-level power, a Mage of Sond can throw a single packet for "Magic: Smite."
Veil- Stolen Magic: At debriefing, choose one element and subtract another. Until knocked unconscious or affected by a dispel effect, you may cast this element as if it were your standard main element.
Agnostic- Holy Juggling: A character may, while using his Magic Juggling power, catch a packet with a "Holy" flavor instead. Upon catching the packet, the character must call "absorbed" to indicate the attack did no damage. They may then use the power as normal, but the flavor changes from, "Holy" to "Magic."

Performance Mastery
FTR: 255 CLR: 255 THF: 255 BRD: 5 TNK: 255 MAG: 255
Eraen- Nature's Attunement: A Bard of Eraen may now use Tuning on every animal and plant creature as if it were a patron. At the Bard's option, it may substitute "Allies" with its powers for "Animals." Note that the power used will not necessarily affect the Bard's Patrons and will affect all animals, regardless of what side of the fight they are on.
Fiera- Just Attunement: A Bard of Fiera may now use Tuning on all followers of Good Dieties as if they were Patrons. At the Bard’s option, it may substitute "Allies" with its powers for any single Good Aligned Diety, calling that god’s name instead. Note that the power used will not necessarily affect the Bard’s Patrons and will affect all those who worship said Diety, regardless of what side of the fight they are on. The following Dieties are good-aligned: Sond, Fiera, Eraen, Silveen.
Garguth- Balanced Attunement: A Bard of Garguth may now use Tuning on all followers of Neutral Dieties as if they were Patrons. At the Bard’s option, it may substitute "Allies" with its powers for any single Neutral Aligned Diety, calling that god’s name instead. Note that the power used will not necessarily affect the Bard’s Patrons and will affect all those who said Diety, regardless of what side of the fight they are on. The following Dieties are neutral-aligned: Orn, Garguth, Rissir.
Isikil- Vengeful Attunement: A Bard of Isikil may now use Tuning on all followers of Evil Dieties as if they were Patrons. At the Bard’s option, it may substitute "Allies" with its powers for any single Evil Aligned Diety, calling that god’s name instead. Note that the power used will not necessarily affect the Bard’s Patrons and will affect all those who worship said Diety, regardless of what side of the fight they are on. The following Dieties are evil-aligned: Rend, Isikil, Veil, Mordekai.
Mordekai- Reversion Attunement: A Bard of Mordekai may now use Tuning on anyone as if they were patrons. At the Bard's option, it may substitute "Allies" with its powers for "Enemies." The Bard may also substitute "Enemies" for "Allies." A character with this ability may also use a Master Bardic Power to end any non-instant power, even one not on the Bardic Songs list, as per Upstaging.
Orn- Mage's Attunement: A Bard of Orn may now use Tuning on every Mage as if it were a patron. At the Bard's option, it may substitute "Allies" with its powers for "Mages." Note that the power used will not necessarily affect the Bard's Patrons and will affect all Mages, regardless of what side of the fight they are on.
Rend- Undead Attunement: A Bard of Rend may now use Tuning on every undead creature as if it were a patron. At the Bard's option, it may substitute "Allies" with its powers for "Undead." Note that the power used will not necessarily affect the Bard's Patrons and will affect all undead, regardless of what side of the fight they are on.
Rissir- Thief's Attunement: A Bard of Rissir may now use Tuning on every Thief as if it were a patron. At the Bard's option, it may substitute "Allies" with its powers for "Thieves." Note that the power used will not necessarily affect the Bard's Patrons and will affect all Thieves, regardless of what side of the fight they are on.
Silveen- Divine Attunement: A Bard of Silveen may now use Tuning on all Clerics as if they were Patrons. At the Bard’s option, it may substitute "Allies" with its powers for "Clerics." Note that the power used will not necessarily affect the Bard’s Patrons and will affect all Clerics, regardless of what side of the fight they are on.
Sond- Fighter's Attunement: A Bard of Sond may now use Tuning on every Fighter as if it were a patron. At the Bard's option, it may substitute "Allies" with its powers for "Fighters." Note that the power used will not necessarily affect the Bard's Patrons and will affect all Fighters, regardless of what side of the fight they are on.
Veil- Bard's Attunement: A Bard of Veil may now use Tuning on every Bard as if it were a patron. At the Bard's option, it may substitute "Allies" with its powers for "Bards." Note that the power used will not necessarily affect the Bard's Patrons and will affect all Bards, regardless of what side of the fight they are on.
Agnostic- Mundane Attunement: An agnostic bard may now use Tuning on every agnostic as if they were patrons. At the Bard's option, it may substitute "Allies" with its powers for "Agnostics." Note that the power used will not necessarily affect the Bard's Patrons and will affect all creatures with a wind aura, regardless of what side of the fight they are on.

Shadow Mastery
FTR: 255 CLR: 255 THF: 4 BRD: 255 TNK: 255 MAG: 255
Eraen- Forest Protection: Thieves who worship Eraen develop uncanny abilities in the wilderness. While outdoors within 10' of a forest, a Thief may use the forest around him to his advantage. By concentrating on the forest for a ten-count, and not moving their feet, the Thief may call "Rebound" to all packet- and weapon-delivered calls. No skills are usable while this power is in effect. This power also acts as a "Net: Body" effect on the target for the duration of the power but can be cancelled at will by the caster, dispelling the rest of the power as well. The Thief may use this ability once per three levels of the Character.
Fiera- Burning Strike: Thieves of Fiera use this technique to incapacitate foes much more efficiently than others. Stunning Stab now counts as a ramping skill when used by the Thief.
Garguth- Earth's Protection: Thieves of Garguth gain the ability to use the earth to protect them from blows. Once per five levels, the Character may call "Shield" when they would normally "Roll" an attack.
Isikil- Shattering Strike: Thieves of Isikil can learn how to damage an opponent's weapons and body from behind, making the opponent near helpless. Once per five levels, when executing a Backstab or Assasinate, a Character with this skill can add "Break: {item}" to their damage.
Mordekai- Maddening Dodge: Thieves of Mordekai gain the ability to take a blow and use it against their opponent. Thieves of Mordekai can, once per five levels of the Character, use an Evade to "Absorb" instead of "Evade" a weapon- or packet-based attack.
Orn- Expert Appraisal: Thieves of Orn gain the ability to identify any manual, blueprint, or item that comes into his possession after a ten-count.
Rend- Destructive Strike: Thieves of Rend gain the ability to focus extraordinary destructive capacity into their blows. When executing an Assassinate, a Thief of Rend can strike for Massive instead of Piercing.
Rissir- Bluffing Strike: Thieves of Rissir gain the ability to fool opponents, even while their opponent is directly observing. Once per six levels, a Thief who worships Rissir may execute an Assassinate, Backstab, Stunning Stab, or Vital Stab from the front, rather than behind.
Silveen- Softened Strike: Thieves of Silveen gain the ability to harm an opponent without permanent damage. When executing a Backstab or Assassinate, the character may change their flavor from "Piercing" to "Pummel" if desired.
Sond- Holy Strike: Thieves of Sond gain the ability to channel Holy might into their blows. When executing an Assassinate, a Thief of Sond can strike for Holy instead of Piercing.
Veil- Veiled Disguise- When utilizing the Disguise skill, a Thief of Veil cannot be revealed by being hit for damage, unless the damage is enough to drop the rogue to unconsciousness.
Agnostic- Blasphemous Strike: When executing an Assassinate, an Agnostic Thief can add a "Banish" effect to their damage call, in place of any current effect.

War Mastery
FTR: 6 CLR: 255 THF: 255 BRD: 255 TNK: 255 MAG: 255
Eraen- Tangling Step: A Fighter of Eraen may call "Rebound" once to each Net effect used against them. If the effect is rebounded back at them, they may not use this again but may use other defenses.
Fiera- Divine Sword: A Fighter of Fiera may swing for Holy Flame once per level per day, adding their level to their damage when they do. At the Character's option, they may drop the Flame effect and just swing for Holy.
Garguth- Armored Skin: For Fighters of Garguth with this ability, attacks reduced by armor are reduced to "0 Pummel" instead of "1 pummel".
Isikil- Frost's Fire: A Fighter of Isikil may make a "Break: All" strike. Whereas Mordekai leaves his opponent maimed beyond recognition, Isikil leaves them defenseless and dreading the final blow.
Mordekai- Horror Strike: This skill alters the Maim Strike skill. From this point on, all Maim Strikes change to "Massive Maim: All"
Orn- Arcane Sword: This Character may swing for "Magic" once per level, adding their Character level to damage when they do. At the Character's option, they may add an elemental effect to this.
Rend- Devastating Sword: A Fighter of Rend may swing for "Rending" once per level, adding their Character level to damage when they do.
Rissir- Agile Defense: Fighters of Risirr may double the number of times in a day they can use Roll with Hit.
Silveen- Silveen's Grace: Fighters of Silveen with this ability gain 1 HP per Character level that they possess. These do not count as bonus hit points as per effects that grant bonus hit points, but instead count as base HP.
Sond- Divine Justice: When using Parry, a Fighter of Sond can choose to Rebound instead of Parry the affected attack.
Veil- Cleaving the Veil: A Fighter of Veil may Dispel any ward with a weapon strike. While Clerics of Veil can usurp control of a ward, a fighter of Veil can infiltrate places by cutting through its magical protections.
Agnostic- Personal Resilience: An Agnostic Fighter can, with a three-count, regain {X} hit points. The fighter cannot regain more HP than double his hit point total for the day with this ability. The value of X is chosen by the Fighter when he uses this ability, provided it fits within the above criteria.


Adv. Racial Skills


Apparition
FTR: 2 CLR: 2 THF: 2 BRD: 2 TNK: 2 MAG: 2
An Apparition is unaffected by attacks for Basic, Piercing, Pummel, or Massive. An Apparition is also no longer capable of using weapons, armor, or other items. It may, for focusing power through its arm, create an Apparition Weapon. Apparition Weapons are affected by Massive if they are hit, cannot affected by Break or Disarm, and have a base damage of "zero pummel," that cannot be increased using Weapon Masteries, Brute Force, or Superhuman Strength. Apparition Weapons cannot be made of special materials, or be enhanced or enchanted, but may channel powers normally. Character’s racial make-up requirement changes to white skin make-up. If asked, the Ghost must describe himself as a "Translucent Humanoid." In addition, the character must have a "third eye" upon their forehead, taking the form of a closed outline in the shape of an eye.

Assassin I: Track Mark
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
This modified form of streetwise allows the Assassin to find out their Mark's general routine. The Assassin may choose a Mark at will, but once chosen it may not be changed until it goes away at Debriefing. Knowledge gained by Track Mark is exclusively limited to a general routine, such as: "in the morning they head to guard duty on the west gate, they have drinks in the Boar's Kidney on their break, finish the day on the south gate, head to the Carousing Goldfish for a post-shift drink, then back to their house on fifth street". If the target's home and/or workplace are semi-common knowledge then their locations will be revealed as well.

Assassin II: Lethal Injection
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
While attacking their Mark, the Assassin may increase the efficiency of any poisons used. All damage done by poisons is doubled as long as the attack is being used on the Assassin's Mark.
Replaces: Assassin I: Track Mark

Assassin III: Bleeding Strike
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
Once per day, the assassin may utilize a "Drain" effect on any attack. Unlike other Assassin skills, this may affect a target other than their Mark.
Replaces: Assassin II: Lethal Injection

Assassin IV: Precision
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
All attacks using tagged skills against the Assassin's Mark are doubled. Attacks against other targets use normal damage, as do attacks from non-tagged skills.
Replaces: Assassin III: Bleeding Strike

Assassin V: Death's Vigor
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
Upon the Death of the Mark, the Assassin is instantly healed to full hit points and regains the last tagged skill used against the Mark. This skill only works if the Assassin was close enough to the Mark to be aware of their Death (i.e., must witness firsthand).
Replaces: Assassin IV: Precision

Barbarian I: Strength of the Gods
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
Any strength the Barbarian has is considered Superhuman. Additionally, in any contests of strength against other humanoids (as opposed to inanimate objects) that would normally be considered a tie, the Barbarian will win.

Barbarian II: Force of Wrath
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
Once per 3 levels (rounded down) the Barbarian may use a "Massive" Flavor instead of the Flavor normally associated with the skill. This may be used with tagged skills (but doesn't have to be) but if a Rapid Fire type of skill or power then each packet or swing counts separately.
Replaces: Barbarian I: Strength of the Gods

Barbarian III: Mighty Strike
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
Once per day, the Barbarian may convert one tagged skill into a strike for "1000 Massive". This attack may be delivered by packet or weapon at the Barbarian's discretion.
Replaces: Barbarian II: Force of Wrath

Barbarian IV: Elemental Rage
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
The first elemental attack that would normally take the Barbarian to -1 per day leaves the Barbarian at 1HP. The Barbarian's HP is not healable until he or she is dropped to -1 by other damage, but until the barbarian is dropped to -1 the Barbarian is no longer affected by the element that triggered the Rage and swings for Massive until dropped.
Replaces: Barbarian III: Mighty Strike

Barbarian V: Tempest of Might
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
Once per day the Barbarian may call "Absorbed" to any elemental effect. After being Absorbed, the attack may be used by the Barbarian once, with the delivery method being the delivery method used to deliver the original attack.
Replaces: Barbarian IV: Elemental Rage

Blood Mage I: Blood Lore
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
This skill allows the Blood Mage to identify blood by contact. After ten seconds of study, the Blood Mage can identify the blood by species as long as they have been in contact with that species before. This skill does not allow the Blood Mage to identify a specific individual's blood unless they have a sample of that person's blood to compare it to. Note that this skill is not a science based skill but a mystical ability, so complex blood chemical studies may not be made. Mixed blood can be separated into it's donated parts and identified individually. This skill also works on similar compounds in creatures/beings that don't have blood (ichors and such) at plot discretion.

Blood Mage II: Siphon
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
This skill allows the Blood Mage to remove hit points from a willing or incapacitated target by drinking their blood and transfer them to themself. After an uninterrupted 10 count, the Blood Mage notifies the target of how many hit points they are attempting to take. If the Target has that many available (without going past their "Dead" hit points - negative maximum HP) then they lose that many hit points while the Blood Mage gains them. On a conscious target, if the Blood Mage takes few enough hit points to leave the target Conscious (doesn't go below 1hp) they gain two hit points for each one the target loses. If the Blood Mage attemps to draw more hit points than the target has available, the target's status becomes "Dead" and the Blood Mage is reduced to zero hit points (unconscious). A Blood Mage may not attempt to Siphon a target that they have already attempted to Siphon that day unless the attempt was interrupted.
Replaces: Blood Mage I: Blood Lore

Blood Mage III: Theft of Essence
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
Once per day, the blood mage may steal a skill from a willing or incapacitated character by drinking their blood (requires an uninterrupted 10 count). When the count is complete, one unused tagged skill is transferred to the Blood Mage, who may use the skill before debriefing. Note that in the case of Mystic Powers, the Blood Mage may choose which specific power may be cast regardless of whether the target knew that specific spell, prayer or song as long as the target COULD cast it (ie., if a cleric prayer is taken from a cleric of sond, only prayers a cleric of sond can cast may be chosen). When this skill is used the target chooses which skill to give up.
Replaces: Blood Mage II: Siphon

Blood Mage IV: Reaver
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
Once per day by drawing the blood of a target and enchanting it, the Blood Mage is able to augment the strength of a weapon. Any coated weapon the Blood Mage uses does double damage on any target of that race. Tagged skills do not get the damage bonus. This weapon enchantment only works for the Reaver who used it, to all others the weapon functions normally. Against any other race, the weapon does half damage. This skill takes an uninterrupted 10 count to enchant and apply the blood. Example: A warrior with 4 weapon masteries applies Elven Blood to his shortsword. All attacks against elves using that weapon swing for "12 basic" instead of "6 basic" but his other sword still swings for normal damage (6 basic). If the warrior chooses to use a Deadly Strike, it does 1000 damage as normal (not 2000). Later if the weapon is used on a human, it only swings for "3 basic".
Replaces: Blood Mage III: Theft of Essence

Blood Mage V: Sanctum
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
Using this power, the blood mage may apply blood to a doorway. Any member of that race who passes through the doorway takes "(target's maximum hp divided by two) Ancient" damage five seconds after passing through (counts as a trap for purposes of defensive skills). Doorway must be marked with a border of red tape to signify this skill is in use. This warding may be removed by any character with the Sanctum skill, or any "Dispel Magic", "Dispel Bardic" or "Dispel Holy" effect and "Detects" as all three. This ability takes as long to use as it takes to set up the doorway markings. Only one Sanctum may be applied to any door at a time. The Sanctum lasts until Debriefing.
Replaces: Blood Mage IV: Reaver

Bounty Hunter I: Locate Mark
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
For all applicable Bounty Hunter skills, the Bounty Hunter must choose a "Mark" to target. The Mark may only be changed during debriefing.
Using this skill, the Bounty Hunter is able to find information about their mark in a manner similar to Streetwise. Once per city/area the Bounty Hunter may ask Plot for information about the location of their mark. Plot must inform the Bounty Hunter of the approximate location unless the Mark has used streetwise to spread disinformation OR if the Mark's whereabouts are completely unknown. If the Mark is not present in the city/area (or no one is aware of their presence) this query will result in no useful information.
This skill also doubles the value of any streetwise tags expended in queries related to the Mark.

Bounty Hunter II: Incapacitate
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
Instead of a killing blow, the Bounty Hunter may incapacitate a target. An incapacitate leaves the target at zero hit points, but the character will not gain any additional hit points without either receiving healing or a revive effect. All other rules for being able to perform a Killing Blow apply and the Bounty Hunter must inform the Target of the rules of Incapacitate when it is used. An incapacitated character will wake up with a full reset at Debriefing as if it was at 1 hp or more.
Replaces: Bounty Hunter I: Locate Mark

Bounty Hunter III: Disarm Mark
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
Once per level, the Bounty Hunter may add a "Disarm" effect to a tagged skill that does not already have an Effect. This Disarm may only be used on the Bounty Hunter's Mark and is invalid on any other target. Note that the Disarm may not have a designated object and thus becomes Target's choice as to what is actually Disarmed.
Replaces: Bounty Hunter II: Incapacitate

Bounty Hunter IV: Maim Mark
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
Once per level, the Bounty Hunter may add a "Maim" effect to a tagged skill that does not already have an Effect. This Maim may only be used on the Bounty Hunter's Mark and is invalid on any other target. Note that the Maim may not have a designated limb and thus becomes Target's choice as to what is actually Maimed.
Replaces: Bounty Hunter III: Disarm Mark

Bounty Hunter V: Confine Target
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
Once per three levels, the Bounty Hunter may add a "Net" effect to a tagged skill that does not already have an Effect. Note that the Maim may not have a designated limb and thus becomes Target's choice. This skill may be used on any Target (does not have to be the Bounty Hunter's Mark).
Replaces: Bounty Hunter IV: Maim Mark

Conduit I: Sense Outsider
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
Using this skill, the character can identify whether a character is a native of the current Plane. Character may throw a packet for "Ancient: Detect Dimensional" as often as desired.

Conduit II: Summon Conduit
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
Once per day this skill allows the Conduit to force the Plane's "actual" Conduit to appear for five minutes or until the Conduit wishes to leave, whichever is longer. During the five minutes of required time, the "actual" Conduit may not make any offensive moves against the Conduit or anyone else not engaged in conflict against the Conduit. Note that while the Conduit may not leave the general area from which they were summoned, there is no rules regarding how cooperative they must be. This skill requires ten seconds to use.
Replaces: Conduit I: Sense Outsider

Conduit III: Planar Lore
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
Once per day this skill allows the Conduit to use a "Lore" effect on any target native to the plane they are in. This effect may be delivered by either an isolated packet ("Ancient Lore") or alternatively the Conduit may choose to append it to any other damage call that does not already have an Effect associated with it. Elemental Effects (flame, ice, wind, etc) may be replaced by using this skill, but no other effects may be replaced in this manner. Unlike other skills, this skill is only consumed on successful attempt and thus may be reattempted until a successful delivery is made.
Replaces: Conduit II: Summon Conduit

Conduit IV: Sense Deviation
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
Using this skill, once per day the Conduit may ask Plot any question as long as the question directly relates to whether or not something in the Current Plane relates to another (usually the "Base World"). Example: "Is the Duke in this plane on the same side as he is in the Base World?" or "Is the Sword of Power being held in the same place as it is on the last plane we visited?" If the character has encountered something before they may ask similar questions like "Last Plane the Sword of Power was in the Temple of Life in Sol - is it there in this Plane as well?" Note that only very general information may be gathered in this manner and not specifics - ie., if the Conduit knows that the Duke usually worships Sond they may ask if he still worships Sond, but if he doesn't Plot doesn't have to tell which God the Duke DOES worship, only that he doesn't worship Sond.
Replaces: Conduit III: Planar Lore

Conduit V: Teleport
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
Once per day, this skill allows the Scion to teleport to another location on the same plane, bringing along any Patrons who are touching them at the time of use (If the Scion doesn't already have a way to declare Patrons, they gain this ability with the purchase of this skill as per the Bardic rules). This skill takes an uninterrupted minute to use. This skill may be used to take the Scion to a specific place ("I want to go to the king's throne room in Sol"). This skill may only be used during debriefing (pre or post game) unless otherwise allowed by Plot. Characters intending to Teleport must inform Plot ahead of time so Plot may prepare for the use of this skill.
Replaces: Conduit IV: Sense Deviation

Corrupter I: Mystic Sensitivity
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
Using this skill the Corrupter can identify the residue of a long duration (anything other than instant that is still active) effect. If the effect was created by a caster the Corrupter knows (has seen them use mystic powers before) they can identify who created it. Other residues can be identified as belonging to different people (ie, these two rituals were cast by one caster but this one was cast by someone else) but the exact identities are not revealed. In cases where advanced mystic rituals/spells have been cast, if the Corrupter can gain access to the location the ritual was cast they can also learn the Race of the Caster, as well as Alignment (ONLY if the spell requires a specific alignment to cast), rough power level (round tag cost up to the nearest 10), and school of arcane/divine magic used (ie., sorcery, metamorphosis, order, etc). Note that this skill does NOT in itself act as a "Detect Magic/Holy/Bardic/Arcane/etc" - it only provides information those skills cannot.

Corrupter II: Taint Item
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
Once per item per day, the Corrupter may hex an item on a ten count so that a member of a specified Race, Religion (including atheism) or Class cannot use it. Attempting to use it will cause the character to take "100 Ancient" per attempted use. At debriefing the item returns to its normal state.

Corrupter III: Callous Indifference
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
Once per day, the Corrupter may call "Absorbed" to any one attack instead of taking the damage. The Corrupter may then use the Absorbed attack once before Debriefing. Note that the delivery method of the Absorbed attack may change if desired (ie., a packet-delivered attack may be absorbed and used in conjunction with a weapon instead).

Corrupter IV: Desecration
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
Using this skill the Corrupter may make a room or other enclosed space inhospitable after a ten count to a specific Race, Religion or Class. While inside the space an affected character is considered to be under a Drain effect. As soon as they leave the area, the Drain is automatically Dispelled. If the character receives a "Dispel: Drain" effect they no longer suffer from the Drain as long as their feet do not move. No space may have more than one Desecration effect active on it at any one time.

Corrupter V: Annexation
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
Using this skill, the Corrupter may hijack any Magic, Bardic or Holy barrier or ward and become the "caster" of it. All stats/damages on the barrier or ward are changed to reflect the new caster (ie., damage and element change if necessary) and anyone touching the Corrupter at the time of the Annexation is considered to have been touching the caster when the barrier/ward was formed. This skill takes ten seconds to cast. The Corrupter cannot actually Dispel the barrier or ward unless otherwise able to do so, but may temporarily lower a ward or barrier that the caster was able to lower for the purpose of letting someone pass through it.

Dead Pharoah
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
A Dead Pharoah no longer takes double damage from any elemental effect, and effects that would protect it from an elemental effect now do so normally.
Character’s racial make-up requirement changes to wrappings that cover the skin. If asked and not properly Phys-Reped, the Mummy must describe himself as a "rotting humanoid covered in wraps." The character must also wear a long black cloth collar, as an additional make-up requirement.

Death Knight
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
Any armor worn by a Death Knight is considered to gain the enchantment of Unbreakable while it is on the Death Knight. Any physrepped armor is automatically considered studded and mastercrafted for purposes of determining point value. Armor worn by a Death Knight detects as Arcane. Character’s racial make-up requirement changes to white skin make-up. If asked and not properly phys-repped, the character must describe himself as a "Skeletal Figure in Black Armor." In addition, the character must wear a black helm at all times.

Death Lord
FTR: 4 CLR: 4 THF: 4 BRD: 4 TNK: 4 MAG: 4
A Death Lord may swing for Ancient with any melee attack it uses, in addition to any normal options it has with the attack. Character’s racial make-up requirement changes to white skin make-up. If asked and not properly phys-repped, the character must describe himself as a "Skeletal Figure in Black Armor." In addition, the character must wear a silver crown at all times.

Death Magus
FTR: 2 CLR: 2 THF: 2 BRD: 2 TNK: 2 MAG: 2
A Death Magus’ connection to undeath becomes strong enough that the elemental nature of his magic changes. Any Elemental Powers the Death Magus now use the element "Rending" instead of their primary element. Any Mystic Powers the Death Magus had can now only utilize Rending or the caster’s primary element. In both cases, the Death Magus uses the scrolls from his primary element only.
Character’s racial make-up requirement changes to a "rotting corpse" appearance. If asked, the Lich must describe himself as a "Rotting Humanoid with Glowing Red Eyes." In addition, the character must have an obsidian gem embedded in their forehead .

Defiler I: Macabre Transfiguration
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
This skill allows the Defiler to reverse their metabolism. All healing effects do double their Damage value in damage to the Defiler, while all Rending effects heal for double their Damage value. Note that unlike a "true" undead metabolism, this skill does not confer any immunity to poisons or any other effects/flavors. The Defiler may change their metabolism back and forth at will, but each transformation requires an uninterrupted 10-count to complete. If the Defiler is interrupted while attempting to change, they are automatically taken to -1 Hit Points (dying status). Any time the Defiler reaches -1 Hit Points their metabolism automatically reverts back to normal.

Defiler II: Strength of Soul
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
This skill grants the Defiler limited immunity to being raised as an undead. The Defiler is granted one "Shield: Raise" per three levels of experience per day (rounded up). Unlike most Resist skills, this one is meant to be used while dead/dying/unconscious and may be used during these states.
Replaces: Defiler I: Macabre Transfiguration

Defiler III: Taint Area
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
The Defiler may place this effect on any one room at a time. Defiling a space requires a full uninterrupted minute, after which no non-instant effects may be used within the space. Any arcane/divine/talent rituals attempted in this room will automatically backlash on the character, and any long-term effects on a character or object are suspended (not dispelled) when they enter the space. This includes enchantments on magic items as well as defensive spells active on the body. Note that upon leaving the area, all spells previously on the character or item are restored to normal use.
Replaces: Defiler II: Strength of Soul

Defiler IV: Body Armor
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
Having access to a dead body allows the Defiler to temporarily double their armor value. The Defiler may spend an uninterrupted 10-count fusing the body of a fallen foe to his own armor. The new armor is twice as durable, but only lasts until it is hit for twice as many hit points as the corpse had in life. For example, if the Defiler with an Armor Rating of 4 kills a human with 50 hit points and grafts their body onto his, he would have an armor rating of 8 until he'd been hit for 100 points of damage (note that damage is counted regardless of whether the armor was actually breached, so in the previous example if he'd been hit for "5 basic", he would lose 1 hit point each for the first 20 hits - 100 points - then start taking 5 points per hit as his Body Armor is now destroyed and he only has 4 AR again. Similarly, if the Defiler was hit for a spell doing 105 points of damage, the armor would be destroyed instantly, since the damage that hit it was more than sufficient to destroy it). Note that stacking is not possible with this skill, but if the Body Armor is completely destroyed it may be replaced with another. If the Defiler is ever taken to dead/dying/unconscious status, the Body Armor falls off and is destroyed. Only the Defiler can utilize the bonus - creating the Body Armor then attempting to give it to another will cause the Body Armor to be destroyed.
Replaces: Defiler III: Taint Area

Defiler V: Undead Familiar
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
This allows the Defiler to use a Divine, Ancient, Arcane or Talent flavored "Raise {level}" Effect once per day (total, not each Flavor). This minion has improved damage capability (swings for 1/4 the Defiler's level, rounded up) and may be given taggable skills by the Defiler. Any of their own taggable skills they wish to transfer to the Familiar may be given at a rate of one per 3-count. All skills transferred in this manner, such as spells, are assumed to be "used" at the Defiler's level. Note that unlike other "mindless" undead, the familiar is able to be given more complex instructions, such as "wait there until this happens, then do this", can speak (only if explicitly told what to say by the Defiler, such as "if someone walks up to my door, tell them 'go away'") and are intelligent enough to use the skills they have been given effectively (won't attempt to disarm an unarmed opponent, cast an ice spell against an ice elemental, etc). Specific intended use for skills may be instructed if desired ("Throw one heal spell at me when I say 'heal me'"). The Familiar is unable to "hold a conversation" but can answer simple (yes or no) questions from the Defiler, such as "Did anyone try to get in here", "Are you injured", etc.
Replaces: Defiler IV: Body Armor

Demilich
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
A Demilich regains the ability to use the elements that it could before it became a Death Magus, but retains the ability to throw for a Rending effect when it so chooses. A Demilich may also target itself with its Rending effects.
Character’s racial make-up requirement changes to a "rotting corpse" appearance. If asked, the Lich must describe himself as a "Rotting Humanoid with Glowing Red Eyes." In addition, the character must have a diamond embedded in their forehead.

Demon Hunter I: Sense Demon
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
This skill allows the Demon Hunter to add a "Detect: Dimensional" Effect to any attack they wish. This Effect may not replace any other Effect except Elemental Effects (flame, wind, ice, etc). Additionally, the Demon Hunter may throw any number of packets for "Ancient Detect: Dimensional".

Demon Hunter II: Slayer's Armor
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
Against any foe already identified as a Dimensional being, the Demon Hunter may halve the damage from any incoming attacks. This occurs before any other defensive factors, including Dex Armor, Armor, and Rolls/Evades. Attacks reduced in this manner do not lose their Effects unless the Demon Hunter has another defensive ability (such as armor) that would normally remove the Effect.
Replaces: Demon Hunter I: Sense Demon

Demon Hunter III: Demon Smite
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
Once per day, the Demon Hunter may attack for "1000 Dimensional Smite". This attack may be delivered by packet or weapon as desired.
Replaces: Demon Hunter II: Slayer's Armor

Demon Hunter IV: Extraplanar Culling
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
Using this skill, the Demon Hunter may add a "Banish" Effect on any tagged skill attacks. This Effect may not replace an existing effect on an attack unless it is an Elemental Effect.
Replaces: Demon Hunter III: Demon Smite

Demon Hunter V: Aura of the Slayer
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
Using this skill, the Demon Hunter may change the Flavor of any tagged skills to "Dimensional" at will.
Replaces: Demon Hunter IV: Extraplanar Culling

Emperor of Death
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
An Emporer of Death has all of the abilities of the King of Death, but does not take double damage from Magic, Holy, or Bardic. Furthermore, it is no longer forced to dying by a Magic, Holy, or Bardic attack that doubles the damage done to it. Character’s racial make-up requirement changes to white skin make-up. If asked and not properly phys-repped, the character must describe himself as a "Skeletal Figure in Black Armor." In addition, the character must wear a black crown at all times.

Generalist I: Healing Touch
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
Using this skill, once per day the Generalist may make a single swing for "1000 Healing". This swing may be delivered by either a weapon or packet as desired.

Generalist II: Detect Aura
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
Using this skill, the Generalist may throw any number of packets for "Detect: {Flavor}" where {flavor} is any Flavor in the rulebook.
Replaces: Generalist I: Healing Touch

Generalist III: Enhance Power
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
Once per day per five levels (rounded up) the Generalist may double the Damage Value of any single attack.
Replaces: Generalist II: Detect Aura

Generalist IV: Gateway
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
This skill functions identically to the skill Hell's Gate. If the character already possesses the Hell's Gate skill, they may use it without a doorway. Instead of using a doorway, anyone touching the Generalist is teleported. The Generalist may choose whether or not to be teleported with the other characters. Regardless of whether the Generalist goes or not, the characters are transported back to the "real world" via portal from the deity's plane as normal, landing at the same point they left from.
Replaces: Generalist III: Enhance Power

Generalist V: Confinement
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
Once per day per five levels of the Generalist (rounded up) they may add a "Net: Full" Effect to any attack. This Effect may not replace any other Effect except Elemental Effects (flame, ice, wind, etc).
Replaces: Generalist IV: Gateway

Ghost
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
A Ghost is unaffected by physical barriers, and can, with a ten-count, move through any wall or physical structure not protected by a magical force of some kind. Character’s racial make-up requirement changes to white skin make-up. If asked, the Ghost must describe himself as a "Translucent Humanoid." In addition, the character must have a "third eye" upon their forehead, taking the form of another eye the same color as the player's eyes.

Goblin I: Deadly Contraptions
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
Goblins are infamous for being able to cobble something together even if most of the parts are broken. Using this skill, a goblin may repair any broken weapon to it's original usable status. The repaired weapon will last until the next debriefing, although it will do one point of damage to the user every strike the weapon makes. Damage done is the same flavor as the swing used (but not effect).

Goblin II: Salvager
FTR: 2 CLR: 2 THF: 2 BRD: 2 TNK: 2 MAG: 2
Using this skill, a goblin may identify any bonuses to a weapon. The effects of any enchantments, enhancements, upgrades or any other source of effects that exist on the weapon are identified, although the goblin may not identify the actual source itself (ie., if an arcane enchantment provides an extra point of damage to the weapon, the goblin is aware of the extra point of damage but NOT that it is an arcane enchantment). The goblin will be also be aware of the method for triggering said effect (if applicable) although may or may not be capable of doing it themself (ie., if a weapon has a Rend-only enchantment that requires a verbal to use, and the goblin worships Isikil, the Goblin would know the verbal required but would still be unable to actually make use of the weapon).

Goblin III: Goblin Grenadier
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
With this skill and any tagged production item(s), the goblin may fashion specialized grenades. Grenades take 10 seconds to make, and must be used within 10 seconds of creation. Grenades deliver a "(5 x Tags) Massive" effect, with a Shotgun 5 carrier. Additionally, the goblin takes an unresistable hit equal to the number of tags used. If the grenade is not thrown, the goblin takes the full blast of the grenades instead.

Goblin IV: Production Specialist
FTR: 4 CLR: 4 THF: 4 BRD: 4 TNK: 4 MAG: 4
This skill allows Goblins to produce items faster than normally possible, although tends to lead to the Goblin being "sloppy" and sustaining injuries (burned at the forge, chemical explosions, etc). Any items made by the goblin require 1/5 less tags (rounded up). Note that the Goblin is still incapable of producing an item if their maximum tags is less than what the item requires normally (ie., if a goblin only has 40 tags before using any, they can't produce a 50 tag item). For every 5 tags used in this manner, the goblin loses one hit point for the day from their maximum. These hitpoints are returned at debriefing.

Goblin V: Crazy Inventions
FTR: 5 CLR: 5 THF: 5 BRD: 5 TNK: 5 MAG: 5
This skill allows a goblin to make weapons that do magic, bardic, massive, or holy damage. A goblin may make one of each per day. Due to the unstable nature of these items, any time one is used it does half damage back on the wielder of the item. All Crazy Inventions are destroyed at debriefing. Note that Crazy Inventions are incapable of dealing any other types of damage than their type, even if other enchantments, spells or effects are in play on either the item or the wielder.

Gypsy I: Fortune Telling
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
This skill allows the Gypsy to gain one specific piece of information regarding another Character from Plot about the current module. Plot must choose from the following information: Types of hostile NPCs the character will encounter; key piece of information about the module (Access code, Weapon stat, Ambush location, etc); or any other useful piece of information. The Gypsy MUST roleplay his or her divining with the Target character along with any appropriate props (tarot cards, bones, etc) before Plot may be consulted.

Gypsy II: Assess Value
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
This skill allows the Gypsy to identify the approximate value of an object relative to the area market. This skill may also be used to identify whether an item has valuable properties. Allowable questions are: Does the item have holy, magic, or bardic powers? Does the item have arcane, talent or divine powers? (note that with both questions, the character cannot tell specifically WHICH of the powers it has, only that it possesses one of the three.. there is no way using this skill to differentiate between an arcane and divine item). Is the item enhanced through production? This skill also allows the Gypsy to identify the best commonly known place to sell their goods, although unlike streetwise they cannot use this skill to identify black market operations.
Replaces: Gypsy I: Fortune Telling

Gypsy III: Arcane Insight
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
This skill allows the Gypsy to glean more information about a target item. Allowable questions are: What is required to activate the item? What does the item do? (only an approximation is available here, "enhances weapon masteries", "adds extra damage to spells", or "defends against elemental attacks" and similar answers are all that is available. Specific enchantments/enhancements on the item are not revealed) Is the item arcane? (divine, talent, magic, holy, bardic, alchemy, poison, etc - unlike Gypsy II, this skill WILL designate type). How long will the enchantment/enhancement last (approximate.. a day, a few days, a week, a few weeks, etc). What (race/class/deity) limitations are on the item? In order to use this skill, the Gypsy must roleplay out their divining with a ritual of some sort, usually including their stones/bones/cards/etc.
Replaces: Gypsy II: Assess Value

Gypsy IV: Gypsy Curse
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
This skill allows the Gypsy to throw a packet for "Talent Dispel: {holy/magic/bardic}" once per day per 5 levels of the Character.
Replaces: Gypsy III: Arcane Insight

Gypsy V: Divine Attunement
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
Once per day the Gypsy may use a Lore effect on a target item. This skill requires an uninterrupted ritual of at least one minute, during which the Gypsy must roleplay out their divining with appropriate props. Other characters may participate, but if the gypsy is interrupted the ritual must be started over. At the conclusion of the Ritual, the Gypsy automatically generates a "Divine Lore: {target}" on the target item.
Replaces: Gypsy IV: Gypsy Curse

Inquisitor I: Holy Influence
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
Once per day, this skill allows the character to use their god's deity specific apprentice prayer. Unlike prayers or blessings, this skill may not be purchased multiple times for multiple uses.

Inquisitor II: Zealotry
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
Once per day, the Inquisitor may choose a sentient target and designate it as a Heretic. Target must be clearly declared with a shout of "By the will of {deity}, I declare you a Heretic!" or similar (the deity and word Heretic must be used, and it must be clear to anyone who can hear it what was intended). Once chosen, this target is not reset until debriefing (even if the target dies). All attacks on the Heathen by the Inquistor are doubled in damage, and attacks against the Inquistor by the Heathen are halved (Inquisitor must call "reduced" to these attacks).
Replaces: Inquisitor I: Holy Influence

Inquisitor III: Intimidation
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
This skill requires at least one uninterrupted minute to initiate, but afterwards the effects last until debriefing (unless the Heretic enters True Death). After one minute with the Heretic, it is psychologically incapable of attacking the Inquisitor. It may still use Healing, Defensive skills (including rebounds) and may still attack members of the Inquisitor's party, but it may not direct any offensive action (including nets, disarms, and dispels) against the Inquisitor.
Replaces: Inquisitor II: Zealotry

Inquisitor IV: Inquisition
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
This skill requires at least one uninterrupted minute on an intimidated Heretic. After one minute, the Inquisitor may ask the Heretic a single question, to which the Heretic must answer truthfully. Additional questions may be asked in this manner, but each requires one more minute than the previous one. "Breaks" of any length may occur between questions if desired, but do not reset the required time.
Replaces: Inquisitor III: Intimidation

Inquisitor V: Coercion
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
This skill requires at least one uninterrupted minute on an intimidated Heretic. Once per day, after one minute the Inquisitor may issue a single simple command to the Heretic which must be followed to the best of the Heretic's ability. Note that the while the target still retains both sentience and full self control, they must still make all efforts to carry out their mission. The Inquisitor may issue a command to do something that is contrary to the Heretic's normal behavior, but may not issue a command to do something the Heretic can't do (such as asking a fire mage to cast Isikil Prayers). If the target does not carry out the command for any reason, they will enter True Death at debriefing. Any disgrace that would occur as a direct result of completing the action is reduced to 1/3 (rounded down). "Collateral Damage" is not reduced, however - so if a player is told to kill a priest of their god, for example, they would receive 1/3 less disgrace for the killing of the priest, but would take normal disgrace for anyone else killed during the attack (if applicable).
Replaces: Inquisitor IV: Inquisition

Interrogator I: Lore: Ancient Identification
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
This skill allows the Interrogator to "Detect Ancient" after a 10 count by touch. Additionally, once per day they may instantly deliver a "Ancient Detect Ancient" effect by packet or weapon strike. Note that under no circumstances may any damage be added to this Detect Ability.

Interrogator II: Incapacitate
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
This skill allows the Interrogator to revive a fallen body and renders them harmless. After a 10-count, the inquisitor may use a "Basic Revive 0" effect and follow it up immediately (within 2 seconds of each other) with a "Basic Net Full" and "Basic Drain" effect.
Replaces: Interrogator I: Lore: Ancient Identification

Interrogator III: Confinement
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
Using this skill, the Interrogator can prevent targets from leaving. Once per day on an uninterrupted 10 count they can create a modified ward. Upon entering, a character becomes unable to leave until the confinement is dispelled. Confinement may be dispelled by anything able to dispel an Ancient, Bardic, Holy, Magic, Talent, Arcane or Divine effect, but detects only as "Ancient". Note that targets inside the ward are unable to Dispel it with a Dispel Bardic, Holy or Magic, but those outside may. This "ward" must be marked on the inside of the doorway by blue tape. Like a conventional Ward, anyone touching the Interrogator is able to pass through it freely. Effects/skills which allow the user to "take over" a Ward may be used on the Confinement, but only if initiated from outside of it.
Replaces: Interrogator II: Incapacitate

Interrogator IV: Interrogation
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
This skill allows the Interrogator to force the target to answer up to five questions truthfully. This skill may not be used on any target more than once per day by a single Interrogator, although other Interrogators may use it on a target later. Note that a target must be restrained, under a net effect, or otherwise incapacitated for this skill to work.
Replaces: Interrogator III: Confinement

Interrogator V: Deathly Commune
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
This skill allows the Interrogator to recall the spirit of a dead person for the purposes of asking questions. The interrogator must have some part of the physical body of the intended target (hair, organs, and blood being the most common) and the target must be in True Death (in the "Hell's Gate" realms). This skill requires a circle in order to use and the ritual requires one uninterrupted minute to cast. Both the Interrogator and the "body" must remain inside the circle for the entire duration of the ritual. Upon completion, the spirit of the Target is summoned into the circle and may be spoken with. If the Interrogator leaves or takes damage at any time, the ritual is broken (even after the spirit is summoned). Once summoned, the spirit may communicate with the Interrogator if desired, and is confined to the circle until the Interrogator leaves it. The spirit may be ordered to answer up to five questions truthfully, any questions/conversation that occurs aside from those five questions is entirely at the spirit's discretion. Note that the "body parts" used will summon the EXACT spirit they came from - so if the character took blood from King Alth in Dimension A, then transfers to Dimension B and attempts to use Deathly Commune using that blood, it will summon the spirit of the King Alth from Dimension A (assuming he is in true Death).
Replaces: Interrogator IV: Interrogation

King of Death
FTR: 5 CLR: 5 THF: 5 BRD: 5 TNK: 5 MAG: 5
A King of Death has the ability to "graft" Wraithbone Armor to himself with a ten-count. Upon donning any piece of Wraithbone Armor, he may choose to make it permanently a part of his person. From this point forward, it can never be targeted by any affect that would remove or destroy the armor, regardless of its flavor or description. If a King of Death chooses this option, only he can remove the armor and, if he dies with it on, the he can opt to not have the armor be removable from his person. Character’s racial make-up requirement changes to white skin make-up. If asked and not properly phys-repped, the character must describe himself as a "Skeletal Figure in Black Armor." In addition, the character must wear a black crown at all times.

Kobold I: Tenacity
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
Using this skill, the Kobold may regain one tag from a magic, holy or bardic flavored attack whose damage was mitigated, (such as by armor or rolls) negated, (such as by a shield or a parry) or reversed. (such as by a rebound) This must be done immediately after the original skill is used, and any effects (such as damage reversed upon the Kobold or only partially blocked) must be dealt with seperately.

Kobold II: Blast
FTR: 2 CLR: 2 THF: 2 BRD: 2 TNK: 2 MAG: 2
This skill allows the Kobold to either unleash a single blast of Talent, Divine or Arcane damage for 10x their level, OR they may instead fire a number of shots equal to their level in "10 (Arcane/Divine/Talent)" Packets in rapid fire style. If the latter is chosen, they may choose different flavors for each shot if desired. Shots may be used with packets or weapons (or switch between them) at caster discretion.

Kobold III: Scavengers' Sense
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
This skill allows the Kobold to identify the properties of one Divine, Arcane or Talent spell per day. In the event that the target to be identified has more than one spell cast on it, only one randomly determined spell becomes known. In these cases, a further two rules apply: The Kobold can't be made to identify a property they are already aware of (such as cases where they made an attempt the previous day) and they are aware that the target has more spells cast on it than they were able to fully identify (but not necessarily how many - Plot/Marshals should use a vague description - one more, a few more, several more, many more, tons more, etc - to give them a general idea on the overall numbers without giving a specific number).

Kobold IV: Greenskin Fury
FTR: 4 CLR: 4 THF: 4 BRD: 4 TNK: 4 MAG: 4
This skill allows the Kobold to throw a single packet for 1000 damage once per day. Flavor may be selected from either Massive, Talent, Arcane or Divine. If desired, a weapon strike may be used instead of a packet.

Kobold V: Protection of the Greenskins
FTR: 5 CLR: 5 THF: 5 BRD: 5 TNK: 5 MAG: 5
This skill allows the Kobold to use the following Bardic songs once each per day:
"Mongrels, Shield Holy"
"Mongrels, Shield Magic"
"Mongrels, Shield Bardic"
"Mongrels, Shield Massive"

Lich
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
Upon becoming 30th level, a Lich may create a phylactery. Creating a phylactery costs 10 gold and takes 1 day to do. The phylactery is a small gem that the Lich’s soul travels to if it dies. At debriefing, if the Lich would enter True Death, its soul gains a mark but has no chance of not being brought back, and the Lich’s new body forms next to the phylactery. If the phylactery is destroyed, the Lich will die instantly. A Lich may not have more than one phylactery at a time. Phylacteries cannot be enchanted, enhanced, or made from special materials.
Character’s racial make-up requirement changes to a "rotting corpse" appearance. If asked, the Lich must describe himself as a "Rotting Humanoid with Glowing Red Eyes." In addition, the character must have an amythest gem embedded in their forehead.

Lich Lord
FTR: 5 CLR: 5 THF: 5 BRD: 5 TNK: 5 MAG: 5
Upon reaching 40th level, a Lich Lord can use its powers to raise the dead. By sacrificing an apprentice level power of any type, the Lich may throw a packet for " Raise (level)." By sacrificing journeyman level power of any type, the Lich may throw a packet for " Raise (level x5)." By sacrificing an apprentice level power of any type, the Lich may throw a packet for " Raise (level x 10)."
Character’s racial make-up requirement changes to a "rotting corpse" appearance. If asked, the Lich must describe himself as a "Rotting Humanoid with Glowing Red Eyes." In addition, the character must have a diamond embedded in their forehead.

Lich: Greater
FTR: 4 CLR: 4 THF: 4 BRD: 4 TNK: 4 MAG: 4
Upon becoming 35th level, a Greater Lich no longer needs to maintain a constant physical body. The body of the Greater Lich becomes ash held together by magic, with the exception of the Lich’s skull. Once per day, on a melee attack for less than 1,000 points of damage, the Lich can, "Resist" it, regardless of its other effects.
Character’s racial make-up requirement changes to a "rotting corpse" appearance. If asked, the Lich must describe himself as a "Rotting Humanoid with Glowing Red Eyes." In addition, the character must have a ruby embedded in their forehead.

Mummy
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
With a ten-count, a Mummy can, with a touch, raise a dead creature as undead. The call for this power is, "Begin raise, one, two, three.. nine, ten. Holy Raise {level}."
Character’s racial make-up requirement changes to wrappings that cover the skin. If asked and not properly Phys-Reped, the Mummy must describe himself as a "rotting humanoid covered in wraps." The character must also wear a long silver cloth collar, as an additional make-up requirement.

Mummy Lord
FTR: 5 CLR: 5 THF: 5 BRD: 5 TNK: 5 MAG: 5
Mummy Lords may Curse individuals. Once per day, a Mummy Lord may throw a packet for "1000 Holy Rending." If this damage drops the target to zero or lower, upon being healed the target will instead become a Mindless Undead under the control of the Mummy Lord. This creature has all of the non-single use abilities (spells and the like) that it had in life and has its full hit point count. If dropped to zero hit points as an Undead, the target is Dead and can be brought back normally. If the Mummy Lord is destroyed, the target will obey its last instruction and then wait for further information. At debriefing, if the Mummy Lord has been destroyed and the target has not been healed, the target dies and enters True Death.
Character’s racial make-up requirement changes to wrappings that cover the skin. If asked and not properly Phys-Reped, the Mummy must describe himself as a "rotting humanoid covered in wraps." The character must also wear a long black cloth collar as an additional make-up requirement.

Mummy: Greater
FTR: 4 CLR: 4 THF: 4 BRD: 4 TNK: 4 MAG: 4
Greater Mummies have the ability to Curse an area, usually a tomb, preventing all non-undead from entering it. Once per day, via touch, a Greater Mummy underlines the entrances to a room with black tape. This room is now Cursed. Any non-undead who attempt to cross its threshold immediately take a "Holy Net: Full" effect. Upon attempting to leave the cursed area, the target takes "1000 Holy Rending." The area is considered Holy for purposes of Detecting, Dispeling, and Resisting. If the Greater Mummy is not in the room at debriefing, the Curse wears off and the room must be cursed again.
Character’s racial make-up requirement changes to wrappings that cover the skin. If asked and not properly Phys-Reped, the Mummy must describe himself as a "rotting humanoid covered in wraps." The character must also wear a long gold cloth collar as an additional make-up requirement.

Mummy: Lesser
FTR: 2 CLR: 2 THF: 2 BRD: 2 TNK: 2 MAG: 2
A Lesser Mummy has the ability to buy Resist Holy, as if it were agnostic. It may choose when to use these resists. However, underneath its wrappings, a mummy is much more vulnerable to the elements. Any elemental effect that hits the mummy does double its normal damage. If an effect would prevent the mummy from taking damage from an element, the mummy instead takes normal damage from the element. Two effects may not be stacked to fully block the elemental effect.
Character’s racial make-up requirement changes to wrappings that cover the skin. If asked and not properly Phys-Reped, the Mummy must describe himself as a "rotting humanoid covered in wraps." The character must also wear a long blue cloth collar, as an additional make-up requirement.

Mummy: Wrapped Priest
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
Wrapped Priests gain the ability to use its normal sacrifice power twice for every hit point it spends. Character’s racial make-up requirement changes to wrappings that cover the skin. If asked and not properly Phys-Reped, the Mummy must describe himself as a "rotting humanoid covered in wraps."

Ogre I: Extra Padding
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
Using this skill, the Ogre can minimize the damage from any trap once per day, converting all damage from it to "1 pummel". This damage can not be further changed, even if the Ogre has some kind of immunity or threshold to either the damage itself or the Pummel flavor. Any effects associated with the Trap still affect the Ogre as normal.

Ogre II: Startling Agility
FTR: 2 CLR: 2 THF: 2 BRD: 2 TNK: 2 MAG: 2
Using this skill, the Ogre coverts Roll with Hit so that the damage is "0 pummel" instead.

Ogre III: Extra Mass
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
This skill gives the Ogre one additional hit point per level of experience.

Ogre IV: Obese Deflection
FTR: 4 CLR: 4 THF: 4 BRD: 4 TNK: 4 MAG: 4
This skill allows the Ogre to call "Absorbed" to any one attack per day, after which they may attack with the absorbed attack once within two seconds.

Ogre V: Bulk
FTR: 5 CLR: 5 THF: 5 BRD: 5 TNK: 5 MAG: 5
This skill grants the Ogre a point of Threshold once per five levels. Any attacks below the Threshold rating do no damage (nor do their effects carry through to the Ogre). Note that if the damage has already been reduced by another skill (such as Extra Padding) then the attack can not be further mitigated by the Ogre's Threshold.

Orc I: Weapon Scrounge
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
Orcs are adept at using anything handy as a weapon, including broken weapons, chairs, large sticks, even the severed appendages of fallen (or not fallen in some cases) friends and foes. To reflect this, if an Orc has a physrep for a weapon, they may use it as a weapon of that class even if the weapon has been destroyed or otherwise rendered useless. Note that disarms can still disarm the weapon, and broken/destroyed weapons no longer retain any enchantments or other powers.

Orc II: Submission
FTR: 2 CLR: 2 THF: 2 BRD: 2 TNK: 2 MAG: 2
Although lacking finesse, Orcs are fully capable of beating an enemy into submission with sheer brute force. Any tagged skills used by the Orc that do not already have an effect are granted "Stun" effects.

Orc III: Enrage
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
Using this skill, an Orc can do double damage once per day. This may be used in conjunction with any kind of attack, including spells.

Orc IV: Muscle Mass
FTR: 4 CLR: 4 THF: 4 BRD: 4 TNK: 4 MAG: 4
This skill makes the Orc stronger, conferring a bonus of +1 superhuman strength for every 10 levels of the Orc.

Orc V: Mutilate
FTR: 5 CLR: 5 THF: 5 BRD: 5 TNK: 5 MAG: 5
Orcs with this skill treat all "Maim" effects as "Maim: Full". Attacks which would ordinarily have "Maim: Full" components without the use of this skill do an additional 10 damage.

Phantom
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
A Phantom regains the ability to use weapons, armor, and other items, as it could before it became an Apparition. It may still create an Apparition Weapon if desired. If it attempts to use its ability to move through physical barriers, it loses all equipment that it is carrying. Character’s racial make-up requirement changes to white skin make-up. If asked, the Ghost must describe himself as a "Translucent Humanoid." In addition, the character must have a "third eye" upon their forehead, taking the form of an entirely black eye.

Pirate I: Lore: Ships
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
This skill allows the character to accurately assess a ship and gain information into it's workings. Specific knowledge on any given ship includes: typical crew complement, likely cargo areas (standard and hidden), ship's manufacturer (rough area, not typically specific person/company unless there's specific markings stating such), ship's approximate maximum speed, who the ship is working for (based on markings). Observable deviations from "standard" will also be noted when this skill is used. Note that this skill is limited by identifying markings on the ship itself - if a ship is properly marked as allied with the country of torodan, there would be no way (using this skill) to find out whether it's a lie or not. Similarly, things like crew counts or storage areas are based on a standard, individual ships will generally deviate slightly. Obvious deviations (such as no crew on the deck when there should be several) will be noted but even then getting an exact count with this skill is impossible.

Pirate II: Assess Value
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
This skill allows the pirate to identify the approximate value of an object relative to the area market. This skill may also be used to identify whether an item has valuable properties. Allowable questions are: Does the item have holy, magic, or bardic powers? Does the item have arcane, talent or divine powers? (note that with both questions, the character cannot tell specifically WHICH of the powers it has, only that it possesses one of the three.. there is no way using this skill to differentiate between an arcane and divine item). Is the item enhanced through production? This skill also allows the pirate to identify the best commonly known place to sell their goods, although unlike streetwise they cannot use this skill to identify black market operations.
Replaces: Pirate I: Lore: Ships

Pirate III: Find Passage
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
Using this skill, a Pirate can always find transport from one port of call to another for free. Note that both locations must exist on the same body of water and both locations must have docks. Transport occurs at the end of one "event" and concludes at the beginning of the following "event" regardless of distance between the two ports. Additionally, the Pirate is "unfindable" during this time if he so desires, making him impossible to track unless someone at the destination is specifically looking for him.
Replaces: Pirate II: Assess Value

Pirate IV: Loot and Pillage
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
Instead of a killing blow, the character may call "1 I pillage, 2 I pillage, 3 killing blow, 3 I search the body", allowing the character to killing blow and search at the same time. Additionally, the target of the search must declare any ingame items, regardless of where they are hidden.
Replaces: Pirate III: Find Passage

Pirate V: Duelist
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
Using this skill, any single-use taggable skills may add the effect "Disarm" if desired. Unlike other Disarm skills, the specific object being disarmed may not be declared (making it the opponent's choice). This skill may only be used in conjunction with tagged offensive skills, or holy/bardic/magic spells with a delivery of "single".
Replaces: Pirate IV: Loot and Pillage

Relic I: Sense Faith
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
This skill allows the Relic to identify the god a character follows. As many times as desired, the Relic may throw a packet for "Ancient: Detect {deity}". Note that "Agnostic" is not a valid deity and cannot be sensed, although process of elimination may be used to identify an Agnostic.

Relic II: Armor of Faith
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
This constant skill confers a +1 armor rating to any Patrons who are in line of sight to the Relic. Patrons are determined in the same manner as Bardic Patrons, and if the Relic has Bardic powers they must use the same Patron set for their Bardic and Relic powers. This and all other Line of Sight powers in the Relic line only affect the Relic itself if there is at least one Patron affected as well (ie., if the Relic is separated from their group, they can't use the Relic bonuses until at least one Patron is back with them). Additionally, this and the other Line of Sight Relic abilities are assumed to be recast any time a Patron comes within Line of Sight (ie., if a Patron leaves Line of Sight, they are no longer affected, but if they later return to Line of Sight they are automatically affected again).
Replaces: Relic I: Sense Faith

Relic III: Miraculous Recovery
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
Once per day, this skill allows the Relic to call "Allies: Ancient Revive 1000". Note that while the incant is in the Bardic style, it must instead be preceded by "I call upon: {deity}" as per a Cleric Prayer.
Replaces: Relic II: Armor of Faith

Relic IV: Divine Inspiration
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
This constant skill makes the Relic's Patrons count as one level higher than they actually are as long as they are within line of sight. Note that this affects Hit Points, and if the character would be reduced to below one hit point as a result of leaving line of sight of the Relic, they are dropped to zero hitpoints regardless of what the actual value should have been. A Relic coming within line of sight of an unconscious or dying character does not confer extra hit points to that character until they have regained consciousness. Any increase or decrease to hit points as a result of this power is assumed to affect both maximum and current hitpoints concurrently. Hit point loss as a result of leaving line of sight, unless it would drop a character to "unconscious" status, does not count as an "attack" or other interruption for the purpose of focused actions, advanced casting skills, or any other interruptible action.
Replaces: Relic III: Miraculous Recovery

Relic V: Conviction
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
This constant skill allows all the Relic's Patrons to perform as though they had an additional weapon mastery or backstab (Patron's choice) for purposes of calculating weapon damage as long as they are within line of sight of the Relic. Note that this only affects "normal" combat damage and cannot be used as a prerequisite for other skills, nor does this allow additional uses of skills such as Holy Combatant. The additional mastery conferred by this skill may grant an implied backstab or implied weapon mastery if the character would be eligible for it as a result. Skills that use weapon masteries or backstabs as a factor for calculating damage, such as Heavy Strike, may use this effect as part of their calculations.
Replaces: Relic IV: Divine Inspiration

Scion I: Mission Focus
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
This skill allows the Scion to retrieve the details of their mission at any time, and instantly alerts them if the mission changes. If changes are made to the Scion's mission, Plot must immediately inform them. The Scion may, at any time, request a "reminder" from Plot regarding the specific requirements of their mission.

Scion II: Identify Breach
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
This skill allows the Scion to determine whether their actions would cause a universe-destroying problem. At any time, a Scion may ask Plot if a specific plan would result in the destruction of the Universe if followed. Note that Plot doesn't have to give a direct answer, particularly if the plan's completion would create a situation where it could "go either way". The Scion's standing with their god should be taken into consideration during the use of this skill (ie., if the Scion is in good standing, the answer is more likely to be helpful than if they are not). Events that would not directly impact the fate of the universe ("If I have steak for dinner, will the universe blow up?") will give an "it doesn't matter" type response. Note also that the skill only evaluates the outcome of successfully completing a Plan, not gives the odds of success itself. For example, if the Scion wants to know if single-handedly destroying the nation of Torodan would cause a breach, the response will be generated based on the (highly unlikely) assumption that the Scion could actually do so ('if you destroyed torodan, there would be no breach"). Actually attempting to destroy Torodan would (in most campaigns) prove impossible to do solo, that information is not revealed by the use of this skill.
Replaces: Scion I: Mission Focus

Scion III: Lesser Teleport
FTR: 6 CLR: 6 THF: 6 BRD: 6 TNK: 6 MAG: 6
Once per day, this skill allows the Scion to teleport to another location on the same plane, bringing along any Patrons who are touching them at the time of use (If the Scion doesn't already have a way to declare Patrons, they gain this ability with the purchase of this skill as per the Bardic rules). This skill takes an uninterrupted minute to use. This skill may not take the Scion to a specific place ("I want to go to the king's throne room in Sol") but instead takes them to the general area (within a few miles). Any Patrons touching the Scion are taken to the same location as the Scion, relative to where they were standing (ie., if you were a foot to the left of the Scion when they teleported, you will be a foot to the left of where they arrive). This skill may only be used during debriefing (pre or post game) unless otherwise allowed by Plot. Characters intending to Teleport must inform Plot ahead of time so Plot may prepare for the use of this skill.
Replaces: Scion II: Identify Breach

Scion IV: Sense Deviation
FTR: 10 CLR: 10 THF: 10 BRD: 10 TNK: 10 MAG: 10
Using this skill, once per day the Scion may ask Plot any question as long as the question directly relates to whether or not something in the Current Plane relates to another (usually the "Base World"). Example: "Is the Duke in this plane on the same side as he is in the Base World?" or "Is the Sword of Power being held in the same place as it is on the last plane we visited?" If the character has encountered something before they may ask similar questions like "In the last Plane the Sword of Power was in the Temple of Life in Sol - is it there in this Plane as well?" Note that only very general information may be gathered in this manner and not specifics - ie., if the Scion knows that the Duke usually worships Sond they may ask if he still worships Sond, but if he doesn't Plot doesn't have to tell which God the Duke DOES worship, only that he doesn't worship Sond.
Replaces: Scion III: Lesser Teleport

Scion V: Dimensional Portal
FTR: 15 CLR: 15 THF: 15 BRD: 15 TNK: 15 MAG: 15
Using this skill the Scion may open a gateway to any Deity's realm as per the Hell's Gate rules. If Plot allows, they may use this skill in conjunction with their Teleport ability (using up their teleport for the day in the process) to allow non-patrons to gate to a different location in the same plane. With Plot permission this skill may also be used to create a portal to another dimension the Scion has previously visited. In all cases, the Portal closes as soon as the Scion crosses it or after five minutes, whichever is faster. The portal created is one-way only for non-Hell's Gate portals. In all cases, the Portal requires one minute of uninterrupted time to create. Portals to invalid locations (such as when plot doesn't allow travel to a previously visited plane) are non-traversable (portal doesn't allow player to enter it).
Replaces: Scion IV: Sense Deviation

Shadow
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
A Shadow can Disguise itself, a number of times per day equal to 1/5th of its level, as another creature. A Shadow is incapable of minor changes, however. Rather than change itself to another humanoid, a Shadow can change itself to look like any non-humanoid creature that is phys-repped by one person. The Shadow gains none of the creature’s abilities, retains all of its own, and if it is damage it immediately reverts to its own form. Character’s racial make-up requirement changes to white skin make-up. If asked, the Ghost must describe himself as a "Translucent Humanoid."

Skeletal Knight
FTR: 2 CLR: 2 THF: 2 BRD: 2 TNK: 2 MAG: 2
A Skeletal Knight may reduce all damage from non-blunt weapons to "1 pummel," but takes double damage from any Magic, Holy, or Bardic attack. This does not stack with the Skeletal Knight’s doubling of Healing or Rending. In addition, if reduced to zero or less by a Magic, Holy, or Bardic attack, the Skeletal Knight is considered Dead instead of Unconscious or Dying. Character’s racial make-up requirement changes to white skin make-up. If asked and not properly phys-repped, the character must describe himself as a "Skeletal Figure in Black Armor." In addition, the character must wear a grey helm at all times.

Skeleton
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
A Skeleton takes "Minimal" (1 Pummel) from Pummel or Piercing attacks. Character’s racial make-up requirement changes to white skin make-up. If asked and not properly phys-repped, the character must describe himself as a "Skeletal Figure in Black Armor."

Tree Stride
FTR: 7 CLR: 7 THF: 7 BRD: 7 TNK: 7 MAG: 7
After 20th level, once per day per 10 levels, an elf touching a tree may move through the tree to another location. Note that a living, healthy tree must be used for this ability. Hostile Trees, such as those animated by a Forest Lurker, may not be used. Using this ability takes an uninterrupted 10-count. After this, the character must state their desired location to a spell marshal. The trip is near instantaneous. The elf may choose one of the following locations:

  • The Plane of Eraen
  • The central tree of one of the 5 major elven cities (Sylvan’Norith, Kel’Malar, Teir’Nith, Fel’Norith, and Nos’Foral)
  • A Grove of Eraen known to the caster- The character will arrive touching the sacred tree from inside the Grove. Unlike most uses of this ability, the trip takes as long as it takes to physically walk there, but the elf cannot see or be seen, use skills, or be affected by anything during this time.
If the location desired is not there for some reason, or if the tree turns out to not be a healthy, living tree, the character appears back at the tree after stating their location.

Troll I: Improved Healing
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
This skill allows the Troll to regenerate their level in hit points once per hour, on the hour (ie., regeneration happens at 1:00, 2:00, 3:00, etc). Note that this regeneration functions exactly like a "Healing" effect, and if a Healing effect would not actually affect the character (such as if they are Dead) then the regeneration is ineffective as well.

Troll II: Ignore Pain
FTR: 2 CLR: 2 THF: 2 BRD: 2 TNK: 2 MAG: 2
This skill allows the Troll to instantly regenerate any time they are Unconscious. Whenever a Troll is knocked to 0 Hit Points, they are automatically returned to 1 Hit Point instantly. Attacks that take the Troll to -1 keep the Troll at "Dying" status as normal.

Troll III: Regenerate
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
Once per day, the Troll may completely heal themself. This skill requires an uninterrupted 10-count to use, and at the completion of it the Troll is at full hit points.

Troll IV: Greater Mitigation
FTR: 4 CLR: 4 THF: 4 BRD: 4 TNK: 4 MAG: 4
This skill allows the Troll to take any single attack per day and convert it into a "Healing" effect. Troll must call "Healed" to indicate that this has been used.

Troll V: Resurrection
FTR: 5 CLR: 5 THF: 5 BRD: 5 TNK: 5 MAG: 5
This skill makes the Troll regenerate even after death. After 30 uninterrupted seconds of being "Dying" or "Dead", the Troll is automatically converted to the "Conscious" state with one Hit Point. Stakes of Woe and Elemental-based killing blows (Flame, Ice, Dark, etc) are the only things that can prevent this regeneration.

Vampire
FTR: 3 CLR: 3 THF: 3 BRD: 3 TNK: 3 MAG: 3
A Vampire is linked to its coffin. Upon becoming a Vampire, target must select a coffin that is exposed to the open air and is not occupied by another body. If reduced to Dying or Dead by anything other than daylight, a Vampire will appear in its Coffin at debriefing. A stake of woe effect will prevent the regeneration from occuring, as will bringing the Vampire’s body into contact with direct sunlight prior to debriefing. At its option, when not in direct sunlight, a Vampire may travel to its coffin as a mist. This mist can be followed, but cannot be targeted or blocked by anything, even daylight or magic. Once at its coffin, the Vampire’s body reforms, although it cannot move until it regenerates at debriefing.
Character's makeup requirement changes to fangs and a "rune" tattoo of a black triangle on their face or neck.

Vampire: Bloodsucker
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
A Bloodsucker has the ability to drain hit points from targets into itself via a bite. Each hit-point drained takes a three-count. This will not work on Undead, Constructs, Dimensionals, Astrals, Demonics, or Plants. Character’s racial make-up requirement changes to vampiric fangs. If asked, the character must describe himself as a “gaunt, pale humanoid”.

Vampire: Daywalker
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
Daywalkers have all of the abilities of Vampire Lords, but are unaffected by Daylight affects as normal. Instead, a Daywalker is simply unable to use any of its vampiric powers while in a Daylight effect. Makeup requirement is the same as a Vampire Lord.

Vampire: Greater
FTR: 4 CLR: 4 THF: 4 BRD: 4 TNK: 4 MAG: 4
A Greater Vampire gains the ability to paralyze a target with only a gaze, and gains the ability to use "Special Net: Full" at will on any target that it could use its Drain ability on. A Greater Vampire is also immune to all elements except Flame, Growth and Light, from which it takes double damage.
Character's makeup requirements change to both fangs and a "rune" tattoo of a red triangle on the face or neck.

Vampire: Lesser
FTR: 2 CLR: 2 THF: 2 BRD: 2 TNK: 2 MAG: 2
A Lesser Vampire gains the ability to grant a "Drain" effect to an incapacitated or willing target after a ten-count, via a bite. Afterwards, it regains all hit points and is cured of all status effects. This will not work if the target is an Undead, a Construct, a Dimensional, an Astral, a Demonic, or a Plant. A Lesser Vampire takes a "Smite" effect when entering natural sunlight or a globe of daylight and, if exposed for a ten-count or more, becomes "Dead".
Character’s racial make-up requirement changes to vampiric fangs. If asked, the character must describe himself as a "gaunt, pale humanoid" In addition, the character must have a "rune" of a single black line tattooed on his face or neck.

Vampire: Lord
FTR: 5 CLR: 5 THF: 5 BRD: 5 TNK: 5 MAG: 5
A Vampire Lord gains the ability to create Vampiric minions from dying bodies. When in a dying state, a Vampire Lord may feed a humanoid or undead target some of its blood, bringing the body up as an intelligent undead under the Vampire Lord’s control. This action takes a ten-count. The raised body has one hit point to start, with a maximum of its normal maximum hit point value, all of the skills it had in life, and is an Undead with the Bloodsucker template. The new Bloodsucker is entirely under the control of the Vampire Lord, and cannot advance as a Vampire. If dropped to dying, an infected Bloodsucker loses all abilities given to it by this process and acts as it did prior to the Vampire Lord’s intervention, with full memory of its time as a Bloodsucker.
Character's makeup requirement changes to fangs and a "rune" tattoo of a red triangle bisected with a black line.

Wraith
FTR: 5 CLR: 5 THF: 5 BRD: 5 TNK: 5 MAG: 5
A Wraith may sacrifice a hit point, as per the sacrifice ability, to throw a packet for "(level) Holy Rending." This ability requires no skill and is not deity dependant. It may target itself with this ability.Character’s racial make-up requirement changes to white skin make-up. If asked, the Ghost must describe himself as a "Translucent Humanoid." In addition, the character must have a "third eye" upon their forehead, taking the form of an entirely black eye.

Zombie: Greater
FTR: 1 CLR: 1 THF: 1 BRD: 1 TNK: 1 MAG: 1
A Greater Zombie is immune to all Net effects, including those that specifically effect Undead.
Character’s racial make-up requirement changes to a "rotting corpse" appearance. If asked, the Lich must describe himself as a "Rotting Humanoid with Glowing Red Eyes."


Bardic Skills


Apprentice Bardic Song
FTR: 6 CLR: 4 THF: 2 BRD: 1 TNK: 5 MAG: 3
This skill allows the character to use one Apprentice Bardic Song per day per purchase of this skill.

Echo
FTR: 11 CLR: 9 THF: 7 BRD: 6 TNK: 10 MAG: 8
By using the same power twice, a Character can double any and all numerical values of a Bardic power. This only effects values in the incant, not things such as duration or delivery. The caster simply changes the normal number in the incant to the doubled number in the incantation. This may not be stacked with any other ability that doubles the value of a talent.

Journeyman Bardic Song
FTR: 8 CLR: 6 THF: 4 BRD: 3 TNK: 7 MAG: 5
This skill allows the character to use one Journeyman Bardic Song per day per purchase of this skill.

Master Bardic Song
FTR: 10 CLR: 8 THF: 6 BRD: 5 TNK: 9 MAG: 7
This skill allows the character to use one Master Bardic Song per day per purchase of this skill.

Songweaving
FTR: 9 CLR: 7 THF: 5 BRD: 4 TNK: 8 MAG: 6
This ability allows a character to have up to three songs active at a single time. The same song may not be used more than once, and each song uses up another tag. All songs used must be said at the beginning of the song, and all must have a duration of "Lingering effect." The bard calls each talent in succession, and says "Weave" between them, indicating that they are all the same use. If the bard is hit for a damage or effect, stops performing, or uses a new skill, all songs end as per normal rules.

Tuning
FTR: 9 CLR: 7 THF: 5 BRD: 4 TNK: 8 MAG: 6
This skill allows the Character to tune in patrons for Bardic powers. The Character gains one patron, plus one for every three levels, rounded down. The Character also gains a supernatural ability to gauge a patron's health. This skill counts as first aid to all of the Bard’s patrons, and allows the Bard to transfer hit points to himself and his patrons from another target. Both targets must be willing or incapacitated for this to work. Hit points are transferred at a rate of 1-to-1, and done 1 point every ten count. This power can also be used by touch to remove a Smite effect on a target with a 10 count.

Upstage
FTR: 7 CLR: 5 THF: 3 BRD: 2 TNK: 6 MAG: 4
By using one power of equal or higher level, the Character may call out "I focus my talents to end *name of bardic talent effected*" All effects of this spell end among all casters within earshot.


Class Skills


Extra Patron
FTR: 255 CLR: 255 THF: 255 BRD: 4 TNK: 255 MAG: 255
This skill allows a Bard to increase the number of Allies in his party by one per purchase. See Bardic Performances for more details.

Hell's Gate
FTR: 255 CLR: 5 THF: 255 BRD: 255 TNK: 255 MAG: 255
No description at this time

Holy Combatant
FTR: 8 CLR: 255 THF: 255 BRD: 255 TNK: 255 MAG: 255

Cheris: Criminal Subdual Technique
Once per day per Weapon Mastery, a Figher of Cheris may swing for "Massive Net: Full". Warriors of Cheris are known for their ability to disable an opponent, often to bring them in alive for questioning.

Eraen: Wardens of Nature Technique
Once per Weapon Mastery, a fighter of Eraen may double the damage of a swing and apply the "Animal" flavor. With their intimate familiarity in all things natural, fighters of Eraen are able to tell the weak points in animals and capitalize on them as a predator would with his prey. Though it is always a heavy choice to put an animal down, the martial amongst Eraen's followers do not shirk from this burden and responsibility.

Fiera: Internal Flames of Justice Technique
Once per Weapon Mastery, a fighter of Fiera can swing for "Massive Smite". The fighter focuses all of their righteous anger into a telling blow, igniting the very air around their blades in their fervor.

Garguth: Unmovable Mount Technique
Once per Weapon Mastery, a fighter of Garguth can enter a defensive stance. The fighter undergoes a Net effect on each leg, and this effect, if removed somehow, immediately occurs again until the technique is voluntarily ended by the fighter. When in this defensive stance, the fighter gains armor equal to their Weapon Masteries and becomes immune to any further Net effects, Drain, and Stun. Fighters of Garguth appreciate the stoicism of their patron deity, and the very land itself lends them strength in their darkest of hours.

Isikil: Vengeance Bites Deepest Technique
Once per Weapon Mastery, a fighter of Isikil can call "Absorb" to any melee weapon attack. Fighters of Isikil are not afraid to receive a wound, and live for that moment when they see in their victim's eyes the realization that they brought this fate upon themselves. A fighter of Isikil often gets cut by an opponent, but only once.

Mordekai: Thousand Nightmares Technique
Once per Weapon Mastery, a fighter of Mordekai may add the "Drain" Effect to a swing. Fighters of Mordekai have long known that with a cruel, but precise, cut, they could render a victim at least temporarily helpless. The resulting horrors visited upon the defenseless victim have filled many a tome, and their authors, with terrors.

Nedeis: Storm of Lightning Technique
Once per day per Weapon Mastery, a Fighter of Nedeis may add a "Stun" effect to their melee damage for a number of swings equal to their level. The Fighter of Nedeis may not move their feet between swings without expending another use of Lightning Blade to reactivate the ability. Fighters of Nedeis are known to bring the full fury of the storms to bear on those who oppose them, taking advantage of their helplessness.

Orn: Remembrance of the Vanquished Technique
Once per Weapon Mastery, a fighter of Orn may use the "Lore" effect on a being after finishing a successful killing blow. As the life force of being escapes its shell, fighter of Orn analyze it, catalogue it, and remember it for future reference. It is also a sort of homage to those they kill, that though they are dead, a worthy opponent will not be forgotten.

Rend: The Wicked Give No Rest Technique
Once per Weapon Mastery, a fighter of Rend can apply the "Raise {Level of Character}" effect on a being they have just successfully killing blowed. As a fighter of Rend moves through the ranks of his enemies, the dead stir in his wake...

Risirr: Turn the Captor's Snare Technique
Once per Weapon Mastery, a fighter of Risirr can call "Absorb" to a "Net" effect. Their next swing will then carry the "Net" effect. Fighters of Risirr delight in catching those who would hold them in their own traps, and many a constable has lived with the shame of being found by their deputies bound up in their own ropes or manacles after pursuing a fighter of Risirr.

Silveen: Wind Softens the Deadly Strike Technique
Once per Weapon Mastery, a fighter of Silveen may call Reduced to a blow that would bring them below 0. The fighter must be conscious and not under a Stun or Net effect to use this ability. Fighters of Silveen may not obsessively study the best way to rip an opponent to pieces, but they often times move just like their patron Goddesses' element, which infuriates blood thirsty Rendites to no end.

Sond: Light Strikes Out the Darkness Technique
Once per Weapon Mastery, a fighter of Sond may swing for a Dispel: Magic, Bardic, or Holy effect. This technique is often used to rip away the defenses of the wicked before the fighter of Sond dispenses justice.

The Twins: Graceful Warrior Technique
Once per day per Weapon Mastery, a Fighter of The Twins may call "Absorbed" to any melee weapon attack. The "Healing" effect is added to the attack, in place of any previous flavor. Warriors of The Twins are known to turn an enemy’s attack into a curative strike, using the power of the blow to revitalize themselves.

Veil: Steal the Life's Breathe Technique
Once per Weapon Mastery, a fighter of Veil may gain {X} bonus hitpoints when they successfully killing blow, where {X} is the number of Weapon Masteries the Character possesses. These hit points cannot be healed in any way and do not stack with any power that adds hitpoints. Fighters of Veil use this technique to make themselves hardier than they appear, and if things turn sour, it gives them an extra edge in doing what Veil does best, disappearing into the shadows to fight another day.

Agnostics: Dance of Blades Technique
Once per Weapon Mastery, a warrior may call "Rebound" to any melee weapon attack. While other warriors often spend time pleasing their deity, an Agnostic warrior spends the extra time in training, learning defensive maneuvers to turn the blades of his foes against them.

Magic Juggling
FTR: 255 CLR: 255 THF: 255 BRD: 255 TNK: 255 MAG: 5
Using this skill, a character can catch a Magic-flavored packet and throw it at another target instead. Upon catching the packet, the character must call "absorbed" to indicate the attack did no damage. The absorbed attack must be used as the next action the character uses or within five seconds, whichever comes first. Caught packets may be dropped if desired after "absorb" is called, dispelling them.

Tinkering
FTR: 255 CLR: 255 THF: 255 BRD: 255 TNK: 3 MAG: 255
Tinkering enables a character to perform various technical tasks in the field. See the section on "Tinkering" for more details.

Unremitting Strike *
FTR: 255 CLR: 255 THF: 2 BRD: 255 TNK: 255 MAG: 255
By spending one tag of this skill, a Spy may regain one tag from an offensive tagged skill whose damage was mitigated, (such as by armor or rolls) negated, (such as by a shield or a parry) or reversed. (such as by a rebound) This must be done immediately after the original offensive skill tag is used, and any effects (such as damage reversed upon the spy or only partially blocked) must be dealt with seperately.


Cleric Skills


Apprentice Cleric Prayer
FTR: 2 CLR: 1 THF: 5 BRD: 3 TNK: 6 MAG: 4
This skill allows the character to use one Apprentice Cleric Prayer per day per purchase of this skill. All Cleric powers are limited to the deity the Cleric worships.

Divine Rituals
FTR: 2 CLR: 1 THF: 5 BRD: 3 TNK: 6 MAG: 4
This skill allows the character to cast Divine Rituals as per the Divine Rituals section of the rulebook. Note that after 10 purchases, 1 point is added to the cost of this skill, and after 20 purchases two points is added.

Journeyman Cleric Prayer
FTR: 4 CLR: 3 THF: 7 BRD: 5 TNK: 8 MAG: 6
This skill allows the character to use one Journeyman Cleric Prayer per day per purchase of this skill. All Cleric powers are limited to the deity the Cleric worships.

Master Cleric Prayer
FTR: 6 CLR: 5 THF: 9 BRD: 7 TNK: 10 MAG: 8
This skill allows the character to use one Master Cleric Prayer per day per purchase of this skill. All Cleric powers are limited to the deity the Cleric worships.

Ritual
FTR: 5 CLR: 4 THF: 8 BRD: 6 TNK: 9 MAG: 7
Once per day, a Cleric can draw a circle in the ground of up to 10' in diameter. The Cleric and as many targets as desired may stand inside the circle, and the next Cleric Prayer cast by the Cleric in the circle will affect every target within the circle. The strength of the power is doubled for any target who shares the same deity as the Cleric. Agnostics are affected by the power at half strength. After drawing the circle, the Cleric must spend a 10 count preparing the power, during which any targets who enter or leave the circle at any time are unaffected by the power.

Ritual: Major
FTR: 7 CLR: 6 THF: 10 BRD: 8 TNK: 11 MAG: 9
Once per day, a Cleric can draw a circle in the ground of up to 10' in diameter. The Cleric and as many targets as desired may stand inside the circle, and the next Cleric power cast by the Cleric in the circle will affect every target within the circle with double the strength of the power cast. Any Agnostic target is affected by the power at normal strength. After drawing the circle, the Cleric must spend a 10 count preparing the power, during which any targets who enter or leave the circle at any time are unaffected by the power.
Additionally, this skill allows the Character to touch-cast a "Holy Dispel: Holy" on a ten-count, and may be done so an unlimited amount of times per day.

Ritual: Minor
FTR: 3 CLR: 2 THF: 6 BRD: 4 TNK: 7 MAG: 5
Once per day, a Cleric can draw a circle in the ground of up to 10' in diameter. The Cleric and as many targets as desired may stand inside the circle, and the next Cleric power cast by the Cleric in the circle will affect every target who shares the same deity as the Cleric. After drawing the circle, the Cleric must spend a 10 count preparing the power, during which any targets who enter or leave the circle at any time are unaffected by the power.

Sacrifice
FTR: 5 CLR: 4 THF: 8 BRD: 6 TNK: 9 MAG: 7
By sacrificing one hit point, the character may do one of the following: (depending on the deity the character follows)
Cheris' Justice - Next swing does +1 damage
Eraen's Entanglement - Throw one packet for "Holy Net: {Limb}"
Fiera's Flame- Next swing does +1 damage
Chains of Garguth- Throw one packet for "Undead Net: Body"
Shield of Isikil- Touch-cast one "Shield Holy" on a target. This negates the next Holy flavor cast on the target. The target must call "Shield" to indicate the blocked attack.
Nedeis' Wrath - Throw one packet for "2 Holy"
Sight of Orn- Touch-cast one "Detect: {type}" types include Magic, Holy, and Bardic. Detects the presence of the power named on an item or person.
Rain of Silveen- Throw one packet for "1 Holy Healing"
Thunder of Rend- Throw one packet for "1 Holy Rending"
Rissir’s Transfer- Deliver by touch 3 bonus hit points. These hit points cannot be healed in any way. This doesn't stack with any power that adds hitpoints.
Bolt of Sond- Throw one packet for "2 Holy"
Shield of The Twins- Touch-cast one "Shield Holy" on a target. This negates the next Holy flavor cast on the target. The target must call "Shield" to indicate the blocked attack.
Veiled Shadows- Cannot affect nor be affected by anything for a three count.
Bolt of Madness- Throw one Packet for "2 Holy"
This skill will also allow you to remove any Drain or Weaken effects on a target by touch with a ten count.


Defensive Skills


Arcane Affinity
FTR: 10 CLR: 15 THF: 15 BRD: 20 TNK: 20 MAG: 25