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Boss-Only

Adversary Actions

Adversary Major Action

  • Mechanic: Adversary. Once per round, you make take an additional Major Action after a Dealer's turn.

House Actions

Manifest Terrain

  • Mechanic: House. For 1 PP, you change the area around you to an ensnaring landscape. On starting turn, target(s) make a DR 2 AGL Save. On fail, target(s) Entangled.
  • AOE: Aura 2

Obey Me

  • Mechanic: House. For 2 PP, enthrall an enemy. On starting turn, target(s) make a DR 2 CON Save. On fail, target(s) must move up to 4 spaces and/or take one Major Action at your direction on each turn. On success, target(s) end effect.

Amplify Ally

  • Description: Move the chess pieces on your board.
  • Mechanic: House. Select one ally. They can immediately move up to 4 spaces and take one Action.

Combat

Staggering Blow

  • Description: Getting something to stay still is just a matter of applying pressure in the right spot. Or hitting that spot really hard.
  • Mechanic: Major. For 1 PP, Make a Weapon Attack against a creature. On a successful hit,, target(s) make a VIT Save with a DR of 3 minus half the Primary Skill of the Attacker. On fail, target(s) they are Stunned.
  • XP: 2
  • Range: 1
  • Prereq Role: Defender
  • Prereq Level: 3
  • Prereq Skill: Brute > 1
  • Prereq Power: Attack, Weapon or Aura of Defensive Damage
  • Tags: Crusader

Aura

Aura of Defensive Damage

  • Description: Protecting others from harm can be challenging when you can't be multiple places at once. Radiating an Aura helps.
  • Mechanic: Minor. For 1 PP, Allied creatures within range gain the effects of your Aura for 1 minute. When a creature is hit by a melee attack, the attacker takes 1 damage.
  • XP: 2
  • AOE: Aura 6
  • Prereq Role: Defender
  • Prereq Level: 2
  • Prereq Skill: Brute > 0
  • Tags: Crusader

Aura of Regeneration

  • Description: It is often said that working together means supporting each other's weaknesses and strengths. In some cases amplifying others is the best strength of all.
  • Mechanic: Minor. For 2 PP, Allied creatures within range gain the effects of your Aura for 1 minute. When they draw a Suited Hit or a Suited Miss, they regain 1 PP, limited to 1 per round.
  • XP: 2
  • Prereq Role: Defender
  • Prereq Level: 3
  • Prereq Skill: Brute > 1
  • Tags: Crusader

Control

Battlecharged

  • Description: You're always ready for something to go down.
  • Mechanic: Passive. When drawing initiative, Draw with Upper Hand.
  • XP: 1

Critical Master

  • Description: When you hit big, you hit BIG. Enemies don't stand a chance against you when you make a critical hit against them.
  • Mechanic: Passive. All Critical Success attacks now deal double damage instead of adding +1 damage.
  • XP: 1
  • Prereq Level: 3

Momentum

  • Description: By brute strength, force others to move around the battlefield.
  • Mechanic: Passive. As part of your movement, you attempt to move a character who is within 1 space of you.. If unwilling, target(s) make a STR or AGL Save with a DR of 3 minus half the Primary Skill of the Attacker. On fail, target(s) are moved to 1 space of attacker's end position.
  • XP: 1
  • Prereq Role: Defender
  • Prereq Skill: Brute > 0

Momentum Aura

  • Description: Your strength is supernatural, bending the gravity around you.
  • Mechanic: Major. For 1 PP, Your Momentum ability extends to 2 spaces.. If unwilling, target(s) make a STR or AGL Save with a DR of 3 minus half the Primary Skill of the Attacker. On fail, target(s) be moved to 1 space of attacker's end position..
  • XP: 2
  • Targets: 6
  • Prereq Role: Defender
  • Prereq Skill: Brute > 1
  • Prereq Power: Momentum
  • Tags: Multi-target

Find Weakness

  • Description: You can size up an opponent and discover their weaknesses.
  • Mechanic: Minor. As a Minor Action, you make a contested Detection check vs. the target's Bluffing. On a Success, you learn one Vulnerability and on Critical Success you learn all Vulnerabilities.
  • XP: 1
  • Prereq Level: 2
  • Prereq Skill: Detection > 0
  • Tags: Difficulty Prediction

Pack Tactics

  • Description: When an enemy is outnumbered, you know just how to take advantage.
  • Mechanic: Minor. For 1 PP, When an enemy is next to one or more of your allies, you may expend a Minor Action to grant yourself Upper Hand (+1) on your next attack for each ally in their space. If allies or targets move before you attack, this bonus is adjusted accordingly.
  • XP: 2
  • Prereq Level: 2
  • Tags: Difficulty Prediction

Mystic Attacks

Attack, Mystic

  • Description: You've been trained in some form of Magic to Technology and can produce the most basic form with ease. This could be an electrified touch or a blast of energy at range.
  • Mechanic: Major. You can make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • XP: 1
  • Prereq Skill: Knowledge > 0 or Craft > 0

Attack, Mystic Aura

  • Description: You deploy resources to channel your magic all around you.
  • Mechanic: Major. For 1 or 2 PP, You perform your Mystic Attack on all characters within 1 or 2 space(s)
  • XP: 2
  • Prereq Role: Caster or Support
  • Prereq Power: Attack, Mystic
  • Tags: Multi-target

Attack, Mystic Amplification

  • Description: You channel your talents into a physical weapon, melding the physical and supernatural.
  • Mechanic: Major. For 1 PP, Designate a physical weapon. You may make a Weapon Attack with this weapon using your Primary Skill modifier. This property is lost when you use another Power.
  • XP: 1
  • Prereq Role: Martial or Caster
  • Prereq Power: Attack, Mystic

Attack, Mystic Cone

  • Description: You deploy resources to channel your magic in a wide blast in front of you.
  • Mechanic: Major. Mystic Attack or DR 3 CON Save to avoid being Knocked Down. For 1 PP, All characters in a Cone 3 are subjected to this effect.
  • XP: 2
  • Prereq Role: Caster
  • Prereq Skill: Knowledge > 1 or Craft > 1
  • Prereq Power: Attack, Mystic
  • Tags: Multi-target

Attack, Mystic Confusion

  • Description: You channel your abilities to target the psyche of your enemy to leave them incapacitated.
  • Mechanic: Major. For 1 or 2 PP, You draw a Target Card and force 1 or 3 characters to make a Conviction check against your TC. On a failure, those characters are Stunned.
  • XP: 2
  • Prereq Role: Support or Caster
  • Prereq Power: Attack, Mystic
  • Tags: Multi-target

Attack, Mystic Entangle

  • Description: You channel your abilities to tie your target in place.
  • Mechanic: Major. For 1 or 2 PP, Selected targets make a Save. Once, target(s) make a DR 3 AGL Save. On fail, target(s) Entangled.
  • XP: 2
  • Targets: 1 or 3
  • Prereq Role: Support or Caster
  • Prereq Power: Attack, Mystic
  • Tags: Multi-target

Attack, Mystic Deprivation

  • Description: You channel your abilities deprive a target of their senses.
  • Mechanic: Major. For 1 or 2 PP, Select the Blinded or Deafened effect. Once, target(s) make a DR 3 GUT Save. On fail, target(s) Blinded or Deafened unless immune.
  • XP: 2
  • Targets: 1 or 3
  • Prereq Role: Support or Caster
  • Prereq Power: Attack, Mystic
  • Tags: Multi-target

Attack, Mystic Dual-Shot

  • Description: You are so adept mystic arts you can start another spell before even finishing the first.
  • Mechanic: Minor. On your turn, you may take a second Mystic Attack with Lower Hand.
  • XP: 3
  • Prereq Skill: Finesse > 1 or Knowledge > 1 or Craft > 1
  • Prereq Power: Attack, Mystic
  • Tags: Multi-target

Attack, Mystic Dual-Wield Master

  • Description: You are a master of wielding two weapons in combat.
  • Mechanic: Minor. On your turn, you may take a second Mystic Attack as a Minor Action.
  • XP: 1
  • Prereq Level: 3
  • Prereq Power: Attack, Mystic Dual-Shot
  • Tags: Multi-target

Support

Heal

  • Description: Can channel magical energy or medical training to heal others
  • Mechanic: Major. For 1 or 2 PP, Heal yourself or another you can see for 1 or 3 Health Points
  • XP: 2
  • Prereq Role: Support

Lend Aid

  • Description: Just a little help from a friend
  • Mechanic: Minor. Draw a card, hold it in reserve, and designate one ally. On the ally's next Draw, they may use your card as if they had Upper Hand
  • XP: 1
  • Prereq Role: Support

Lend Aid, Advanced

  • Description: A little help goes a long way
  • Mechanic: Minor. Draw a card, hold it in reserve, and designate one ally. At any time before their next rest, the ally may use your card as if they had Upper Hand. If you use this Power again before the card is used, the effect transfers to the new target.
  • XP: 1
  • Prereq Role: Support
  • Prereq Power: Lend Aid

Lend Confusion

  • Description: You're such a distracting presence that you bury into the mind of your target, having a sustained effect.
  • Mechanic: Major. Select one character to put under the effect of the Lend Distraction Power. At the end of each of their turns this character makes a Contested Conviction Check vs. your Primary Skill to end the effect.
  • XP: 1
  • Prereq Role: Support or Caster
  • Prereq Level: 2
  • Prereq Power: Lend Distraction

Lend Mass Confusion

  • Description: You're such a distracting presence that you bury into the mind of many target, having a sustained effect.
  • Mechanic: Major. For 2 PP, You draw a TC. 2 or 3 targets make a Conviction check against your TC. On a failure, targets draw with the Lower Hand on any actions made during their turn. At the end of each of their turns, targets may repeat the check to end the effect.
  • XP: 2
  • Prereq Role: Support or Caster
  • Prereq Level: 3
  • Prereq Power: Lend Confusion
  • Tags: Multi-target

Lend or Remove Skill

  • Description: You really know how to target an ability and either support it or get in it's way.
  • Mechanic: Major. For 1 or 2 PP, Designate a character that you would like to Boost or Reduce and choose a Skill (or action that would require a Skill such as Attack). This character draws at Upper or Lower Hand (2 or 3) checks that involve this Skill on their next turn
  • XP: 2
  • Prereq Role: Support

Lend Readiness

  • Description: Your talents bolster you allies' speed and alertness.
  • Mechanic: Minor. Select one character. Until the end of the next combat, this character draws their Target Card with the Upper Hand. This effect is maintained even if you use another Power.
  • XP: 1
  • Prereq Role: Support

Lend Vigor

  • Description: Channel energy to do more than help: inspire!
  • Mechanic: Major. For 1 or 2 PP, Designate 1 or 2 character(s) who, on their next turn, can take an additional Major Action and move 2 additional spaces during their movement.
  • XP: 2
  • Prereq Role: Support or Caster

Slow

  • Description: You selectively bend the nature of time
  • Mechanic: Major. For 2 PP, Select a point in space. You initiate a Primary Skill Contested Check vs. Strength for all creatures within 2 spaces. On a failure, their speed is halved and they are limited to one Major or Minor action per turn. A creature that starts their turn outside of the area is no longer affected. Objects in the area are slowed until the effect ends or they are moved by a creature
  • XP: 2
  • Prereq Role: Support or Caster
  • Prereq Level: 3

Shield, Others

  • Description: Fortify others by summoning magical armor.
  • Mechanic: Major. For 1 or 2 PP, Add 1 or 2 AP to a creature you can see. This effect does not stack with other Powers, but does stack on top of AP granted by physical items.
  • XP: 2
  • Prereq Role: Support

Shield, Self

  • Description: Fortify yourself even further, adjusting your shield or summoning magical armor.
  • Mechanic: Minor. For 1 or 2 PP, Add 1 or 2 AP to yourself. This effect is in addition to AP from physical items, but must replace AP from other Powers.
  • XP: 2
  • Prereq Role: Defender

Distract

Lend Distraction

  • Description: Just an annoyance in the distance
  • Mechanic: Minor. As a Minor Action, designate a character who, on their next draw, will draw with the Lower Hand.
  • XP: 1

Lend Mass Distraction

  • Description: You know how to cause a scene.
  • Mechanic: Major. For 1 or 2 PP, Draw a Target Card. 2 or 3 targets make a Conviction check against your TC. On a failure, those characters draw with the Lower Hand on any actions or checks made during their next turn.
  • XP: 2
  • Prereq Level: 2
  • Prereq Power: Lend Distraction
  • Tags: Multi-target

Weapon Attacks

Attack, Weapon

  • Description: You've been trained with basic weaponry, and maybe even taken a liking to a favorite (e.g., hammer or bow). This is your go-to tool on the battlefield.
  • Mechanic: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • XP: 1
  • Prereq Skill: Finesse > 0 or Brute > 0

Attack, Charge

  • Description: Your weapon training allows you throw your weight into an enemy, heightening your damage.
  • Mechanic: Major. For 1 or 2 PP, You must move 3 spaces before using this Power. You add +1 or 2 to the damage on a successful Weapon Attack. Power Points are still expended on a miss
  • XP: 2
  • Prereq Role: Defender or Martial
  • Prereq Power: Attack, Weapon

Attack, Sweep

  • Description: Your weapon training allows you throw your weight around, potentially knocking targets off balance. Sweep the legs!
  • Mechanic: Major. For 1 or 2 PP, You perform you Weapon Attack on multiple contiguous characters within 1 space.. For 2 PP, on a hit, target(s) make a DR 3 AGL Save. On fail, target(s) Knocked Down.
  • XP: 2
  • Prereq Role: Martial or Defender
  • Prereq Power: Attack, Weapon
  • Tags: Multi-target

Attack, Disarm

  • Description: You're so skillful on the battlefield that you know how to target your attacks to focus on the enemy weapon.
  • Mechanic: Major. For 1 PP, When you spend a Power Point to disarm, perform a Weapon Attack. On a hit, the enemy must spend a Major Action picking up that weapon before using it again. This does not apply to Mystic Attacks or additional weapons the enemy may wield
  • XP: 2
  • Prereq Role: Martial or Defender

Attack, Vengeance

  • Description: Ever the protector on the field, you leap at the chance to avenge an ally.
  • Mechanic: Major. When an ally takes damage in combat, you may take a Weapon Attack against the attacker on your next turn with the Upper Hand.
  • XP: 1
  • Prereq Role: Defender
  • Prereq Power: Attack, Weapon

Attack, Dual-Wield

  • Description: You are adept at wielding two weapons in combat.
  • Mechanic: Minor. On your turn, you may make a second attack as a Minor Action with Lower Hand.
  • XP: 3
  • Prereq Skill: Finesse > 1 or Brute > 1
  • Prereq Power: Attack, Weapon

Attack, Dual-Wield Master

  • Description: You are a master of wielding two weapons in combat.
  • Mechanic: Minor. On your turn, you may make a second attack as a Minor Action. When making this attack, you no longer draw with the Lower Hand.
  • XP: 1
  • Prereq Level: 3
  • Prereq Power: Attack, Dual-Wield

Companion

Creature Connection

  • Description: You have developed a connection with a creature in your setting (e.g., animal, spirit, robot). At the end of a Full Rest you can attune to an animal as a Companion.
  • Mechanic: Passive. At the end of a Full Rest, you attempt to connect with a creature to take them as a Companion. The GM determines if this attempt was successful and may ask for a relevant Skill check.
  • XP: 5
  • Prereq Skill: Craft > 0 or Knowledge > 0
  • Tags: Companion

Creature Link

  • Description: You have developed a strong bond with your Companion over time, and can hear its thoughts in your mind.
  • Mechanic: Passive. Some checks can now be made through your Companion using their Skills and Attributes. The GM determines if a check can reasonably be made through your Companion.
  • XP: 2
  • Prereq Level: 2
  • Prereq Power: Creature Connection
  • Tags: Companion

Creature Mastery

  • Description: Your connection with your chosen creature has deepened, allowing you to increase the creature's power.
  • Mechanic: Passive. Your Companion gains 1 Health Point and +1 to their Primary Skill modifier.
  • XP: 2
  • Prereq Level: 2
  • Prereq Power: Creature Connection
  • Tags: Companion

Summon Creature

  • Description: It's good to have a friend, even when you have to summon them from somewhere else. Who ever said no to a little extra help?
  • Mechanic: Major. For 2 PP, Summon a creature to assist you for 1 hour. This creature uses the 'Summoned Creature' stat block and is treated as a Companion for the duration. You choose the creature's form.
  • XP: 2
  • Prereq Role: Caster
  • Prereq Level: 2
  • Prereq Skill: Knowledge > 0
  • Tags: Summoner

Life Link

  • Description: Channeling energy between friends can sometimes be mutually beneficial. Other times, it's simply beneficial.
  • Mechanic: Passive. While you have at least one summoned creature active, when you take damage you can choose to apply that damage to your summoned creature instead.
  • XP: 2
  • Prereq Role: Caster
  • Prereq Level: 3
  • Prereq Skill: Knowledge > 1
  • Prereq Power: Summon Creature
  • Tags: Summoner

Consumable

Create Potion

  • Description: It's always good to have some spare healing on hand.
  • Mechanic: Major. For 1 PP, Create a Potion of Healing. After successfully completing a Quick Rest, you can exchange one Rest Card for a Potion of Healing without expending Power Points. All Potions created last until the end of your next Full Rest.
  • XP: 2
  • Prereq Role: Support
  • Prereq Level: 2
  • Prereq Skill: Craft > 0
  • Tags: Alchemist

Create Poison

  • Description: It's not wise to get on someone's bad side, especially when they have friends.
  • Mechanic: Major. For 1 PP, Create a Poison Bottle. Poison Bottle can be applied to a weapon. For 1 minute, all Weapon Attacks force a DR 2 VIT Save, on a failure they take 1 damage bypassing AP. All Poison Bottles created last until the end of your next Full Rest.
  • XP: 2
  • Prereq Role: Support
  • Prereq Level: 3
  • Prereq Skill: Craft > 1
  • Prereq Power: Create Potion
  • Tags: Alchemist

Potent Brew

  • Description: Sometimes its a matter of skill, other times its a matter of ingredients, but often making a potent brew requires both.
  • Mechanic: Passive. When using a Power that creates a consumable, increase the damage healed or dealt by 1.
  • XP: 2
  • Prereq Role: Support
  • Prereq Level: 3
  • Prereq Skill: Craft > 1
  • Prereq Power: Create Potion
  • Tags: Alchemist

Discard (limit one per character)

Aggro

  • Description: Protecting your friends means taking the big hits.
  • Mechanic: Minor. Discard N cards to force all creatures within 2 spaces to make their next Check to attack targets besides the triggering Dealer at Lower Hand (N/2)
  • Prereq Level: 2

Help

  • Description: You're there just when your friends need you.
  • Mechanic: Minor. Discard N cards to grant an ally within 6 spaces Upper Hand (N/2) on all Checks for their next turn
  • Prereq Level: 2

Thwart

  • Description: You have a few tricks up your sleeve for drawing the enemy's attention.
  • Mechanic: Minor. Discard N cards and cause an enemy within 6 spaces to make all Checks at Lower Hand (N/2) until the start of the triggering Dealer's next turn
  • Prereq Level: 2

Intensify

  • Description: An explosive attack might mean running out of gas.
  • Mechanic: Minor. Discard no cards. Your next attack is treated as an Epic Event. Discard as many cards as you choose until a Major Success. Standard Successes are treated as Misses
  • Prereq Level: 2

Game Mechanics

Adjust Odds

Fated Draw

  • Description: Your connection to the Fates is heightened and you feel you can shift the odds in your favor.
  • Mechanic: Major. For 2 PP, When making a Check, you can draw with the Upper Hand (3).
  • XP: 2
  • Prereq Level: 3

Lucky

  • Description: Not everything goes your way, but for one reason or another, you seem to avoid the worst.
  • Mechanic: Passive. On a Suited Miss, you may redraw once. This Power cannot be used multiple times on the same check.
  • XP: 1
  • Tags: Suited Miss

Luck Shared

  • Description: You know just how to spread the luck around. When things are going your way, you can share that vibe.
  • Mechanic: Minor. When you get a Suited Hit, you may use a Minor Action to choose one creature you can see. Until the end of their next turn, or for the next 6 seconds if out of combat, all draws are made with the Upper Hand.
  • XP: 1
  • Tags: Suited Hit

Scrying

  • Description: Your intuition is heightened and you can anticipate moments coming in the near future.
  • Mechanic: Major. For 1 PP, You can a look at your top 2 cards of your deck and discard up to two of them. You must make a Draw before using this Power again
  • XP: 1
  • Prereq Level: 2
  • Tags: Card Viewing

Scrying, Advanced

  • Description: Your connection to this divine sense has strengthened.
  • Mechanic: Major. For 2 PP, You can a look at your top 3 cards of your deck and discard up to three of them. You must make a Draw before using this Power again.
  • XP: 2
  • Prereq Level: 3
  • Prereq Power: Scrying
  • Tags: Card Viewing

Fate Cards

Aces Wild

  • Description: You have attuned to the wild magic of Aces. When using an Ace as a Fate Card, it grants additional effects depending on the suit.
  • Mechanic: Passive. You can trade a held Ace for one of the following effects:
    • Clubs: you can play this card to interrupt an enemy's turn and make a single Major Action - even if you already went that round
    • Diamonds: As a Minor Action, you recover 3 PP OR you and up to three allies each recover 1 PP
    • Hearts: As a Minor Action, you can heal yourself or an ally you can see within 5 squares 2 HP
    • Spades: Select one of your Powers with a cost of up to 1 PP to use as a Minor Action. You may decide if any draws required by this Power succeed or fail.
  • XP: 2
  • Prereq Level: 3
  • Tags: Fate Cards

Magic

Barrier

  • Description: Your skills allow you to deploy temporary impromptu walls
  • Mechanic: Major. For 1 or 2 PP, You create a wall 3 or 5 spaces wide. You may dismiss this wall at any time as a Free Action. This wall is impervious to standard attacks, but may be worn down over time at the GM's discretion.
  • XP: 2
  • Prereq Role: Support or Caster

Illusion

  • Description: Your skills let you conjure illusory effects.
  • Mechanic: Major. For 1 or 2 PP, You make an illusory intangible visual (no larger than 1 space) or auditory effect that you've heard before. To determine if it's real, a character makes a Contested Conviction Check. For 2 PP, you can generate both visual and auditory effects, and the check to verify draws with the Lower Hand
  • XP: 2
  • Prereq Role: Caster
  • Prereq Skill: Knowledge > 0

Craft Light

  • Description: Your skills let you conjure illusory effects.
  • Mechanic: Minor. For 1 PP, Make a DR 3 Craft Check. On a Success you create an Aura 6 space radiance of light for 15 minutes. On a Failure, the light only lasts for 1 round. You can create a temporary illusory object or infuse an existing object with this property. It can be covered and dimmed. Using a Minor action allows you to extinguish a light. If the light is more than 100 spaces away from you, it disappears
  • XP: 2
  • Prereq Role: Caster or Support
  • Prereq Skill: Craft > 0

Movement

Phase Swap

  • Description: It can often be better to change places with a friendly creature. You'd prefer to be there, or they'd prefer to be here.
  • Mechanic: Minor. For 1 PP, Use half your speed to swap spaces with a Summoned Creature
  • XP: 2
  • Range: 10
  • Prereq Role: Caster
  • Prereq Level: 3
  • Prereq Skill: Knowledge > 1
  • Prereq Power: Summon Creature
  • Tags: Summoner

Speed

Speedy

  • Description: You're quicker than the rest.
  • Mechanic: Passive. When you take this Power, your combat speed increases by 2 squares.
  • XP: 1
  • Tags: Combat

Favored Terrain

  • Description: Home feels more familiar, granting a speed boost.
  • Mechanic: Passive. Work with your GM to decide a favored terrain (e.g., mountains). Gain +2 speed on this terrain.
  • XP: 1

Terrain Blink

  • Description: So at home that you can get anywhere.
  • Mechanic: Minor. Work with your GM to decide a favored terrain (e.g., mountains). When navigating this contiguous terrain, you can use half your movement to immediately move to a point you can see within 10 spaces.
  • XP: 3

Stealth

Stealthy Surprise

  • Description: An undetected assailant is particularly deadly.
  • Mechanic: Minor. You attempt to hide from nearby creatures.
  • XP: 1
  • Prereq Skill: Stealth > 1
  • Tags: Stealth

Stealth in the Shadows

  • Description: A creature of the dark, you're especially adept at going unseen.
  • Mechanic: Passive. When you make a Stealth check in dim light or darkness, you draw with the Upper Hand.
  • XP: 1
  • Prereq Skill: Stealth > 1
  • Tags: Stealth

Stealth's Call

  • Description: By luck or by magical effect, you know just how to distract those who might catch you lurking.
  • Mechanic: Major. For 1 PP, You cause an illusory sound to emanate from a point you can see within 10 spaces. You make a Contested Primary Skill Check vs. Detection for any targets within 4 spaces of this point. On failure, they draw Detection Checks at Lower Hand until they leave the area.
  • XP: 1
  • Prereq Skill: Stealth > 1
  • Tags: Stealth or Multi-target

Stealth's Blessing

  • Description: You channel a deep energy to go unseen.
  • Mechanic: Major. For 1 or 2 PP, Until your next rest, or use of a Major or Minor Power, your stealth checks are made with Upper Hand. For 2 PP, this effect extends to up to 3 characters. This effect ends for any character who Attacks.
  • XP: 2
  • Prereq Level: 2
  • Prereq Skill: Stealth > 2
  • Tags: Stealth or Multi-target

Vanishing Step

  • Description: Sometimes, moving in the shadows is easiest when no one knows where you're going.
  • Mechanic: Major. For 2 PP, Choose a point you can see within 10 spaces of you. If the space is unoccupied, you appear there Hidden. You cannot attempt to occupy a space that is occupied by another creature.
  • XP: 2
  • Range: 10
  • Prereq Role: Martial
  • Prereq Level: 3
  • Prereq Skill: Stealth > 1
  • Prereq Power: Hidden Strike
  • Tags: Assassin

Resilience

Condition Resilience

  • Description: Through training or sheer will, you brace your body for trials ahead.
  • Mechanic: Passive. Select on of the following conditions when taking this power: Blinded, Deafened, Burned, Poisoned, Frozen, or Suffocating. If you make a check to avoid being subjected to this effect, you do so at Upper Hand.
  • XP: 1
  • Prereq Level: 2
  • Prereq Skill: VIT > 1

Condition Immunity

  • Description: Through training or sheer will, your body is impervious.
  • Mechanic: Passive. Select on of the following conditions when taking this power: Blinded, Deafened, Burned, Poisoned, Frozen, or Suffocating. You are now immune to this condition.
  • XP: 3
  • Prereq Level: 3
  • Prereq Skill: VIT > 2

Roleplay

Calculating

  • Description: You concentrate and assess the nature of the task at hand to determine how difficult it might be.
  • Mechanic: Major. For 1 PP, Describe an action you or an ally wishes to take and how you would assess the situation, spending the PP. Depending on your description, the GM may reveal the exact DR or approximate DR (e.g., > 2) of this action before anyone chooses to take it.
  • XP: 1
  • Prereq Level: 2
  • Prereq Skill: Knowledge > 1 or Investigation > 1
  • Tags: Difficulty Prediction

Cunning

  • Description: You're sharper than the rest when you take your time.
  • Mechanic: Passive. Choose one Skill other than your Primary Skill.. On turns when you only make 1 non-attack action using this Skill, draw with Upper Hand. This power may be taken multiple times for additional Skills.
  • XP: 1

Focused

  • Description: There's some domain that completely captivates you. When you're invested, you know exactly how to proceed and there's no distracting you. You barely see the outside world.
  • Mechanic: Passive. Choose one Skill.. When engaged in a non-instantaneous task that involves this skill, you draw with the Upper Hand. During this time, you also have the Inattentive Vulnerability and are also unable to perceive the world outside this task. Draw with the Lower Hand for any Skill check made that is not directly related to your current task.

Handy

  • Description: You know how to work with your hands (e.g., machining, lock picking, tailoring).
  • Mechanic: Passive. Work with your GM to decide a trade with which your character is familiar. When making a check to to perform this craft, draw with the Upper Hand.
  • XP: 1
  • Prereq Skill: Craft > 1 or Knowledge > 1

Keen Eye

  • Description: You're especially adept at taking in the world around you.
  • Mechanic: Passive. When you make a Detection check to observe the world around you (visual, auditory or olfactory), draw with the Upper Hand.
  • XP: 1

Stealth

Combat

Hidden Strike

  • Description: You move silently in the shadows, and are especially deadly when unseen.
  • Mechanic: Passive. When attacking an enemy that is unaware of your presence or engaged with an ally within 1 space, you draw with Upper Hand. Any attacks that are successful deal +1 damage
  • XP: 2
  • Prereq Role: Martial
  • Prereq Level: 2
  • Prereq Skill: Stealth > 0
  • Tags: Assassin