Skills
Skill
|
Stat Cost
|
Range & Area
|
Duration
|
Check Roll
|
Effects
|
Requirements
|
|---|---|---|---|---|---|---|
| Unnatural Speed | 2 Power | self | 1 hour | Easy Stamina | With this skill the plains elf can gain a bonus in movement. This skill grants a +1 to movement at base cost. But for every additional Power spent, you get another +1. | N/A |
| Basic Swordplay | 2 Power | self | instant | Easy Stealth | Fancy and quick sword moves that are harder to detect. Increase Focus by 1 and aplly focus as a penalty to target's evade. | N/A |
| Set Trap | N/A | area in front of you | until trap is sprung | Easy Stealth | You can set traps. You will need to design your trap and have the needed materials. | N/A |
| Shape Shifting | 2 Soul | self | instant | Focus Check depending on difficulty |
This allows the Talusian to completely change form into something that he or she has experienced. This other form must be a living form, however the shape and size of the form aren't as important. The player of the Talusian must first attempt this when seeing a form that they might want to change into later. If successful, he or she should record this information. Each future transformation will add a +1 bonus to the Focus check. This does require a Focus check...
|
N/A |
| Deflect 1-Target Spell | 4 Soul | self | instant | Hard Arcana | This skill is used with Runic Block. If you successfully use Runic Block, you can use this skill to deflect the spell away from you. You need to also roll Critical with this, if you succeed your critical check and there is anyone next to you, the spell is deflected to that target. Otherwise, you simply take no damage. | Runic Block |
| Enchanting | 6 Soul | 1 ally | 1 day | Hard Arcana | Enchant your ally with your runic element. Your ally will get a +1 to arcana and a +1d4 to runic power. Your ally will also gain your elemental bonuses to defense and offense, but none of the weaknesses. | Casting Strike |
| Mana Shield | 6 Soul | self | 1d6 rounds | Hard Arcana | You create a shield of pure arcana. It has a block value that is your Arcana + 1d4. You can use normal blocking skills with it. | Mana Weapon |
| Remove Curse | 6 Soul | 1 item in touching range | instant | Hard Arcana | You can remove 1 curse from a cursed item. | Hexing |
| Soul Empowerment | N/A | self | 1d6 rounds | Hard Arcana | Increase Soul by 1d20. | Magic Break |
| Splitting Magic | 4 Soul | self | instant | Hard Arcana | Changes the single target spell causing it to split to affect 2 targets next to each other. Spell damage is halved among them. | Piercing Spell |
| Create Better Arcane Potions | 8 Soul | self | instant | Hard Arcana | Allows you to create better arcane potions. | Create Novice Arcane Potions and Create Better Potions |
| Enchantment | Soul Spent | 1 item in hand | instant | Hard Arcana | Allows you to imbue materials that have already received elemental imbuing with a spell effect. Charges are double to the Soul spent. If you spend 10 Soul it has 20 charges. You can use this skill on an enchanted item to increase or replenish its charges. | Elemental Imbuing |
| Novice Runic Crafting | 6 Soul | self | 8 hours | Hard Arcana | Allows you to craft novice runic items | Basic Runic Crafting and Better Crafting |
| Runic Tech Creation | N/A | 1 item | 1 day or longer | Hard Arcana | With this skill you can create new runic tech, including components to upgrade runic tech. | Runic Tech Upgrade and Invention |
| Polymorphing | 5 Soul | self | until changed back | Hard Arcana -1 | With this skill you can change your form to any non-living thing that you know well enough. You have to make a Normal Perceive check to learn the form. This is for non-living forms only. The size cannot be greater than double your original size or less than half your original size. | N/A |
| Better Runic Crafting | 8 Soul | self | 12 hours | Hard Arcana -2 | Allows you to craft better runic items. | Novice Runic Crafting and Advanced Crafting |
| Full Moon Attack | 8 Power | weapon range affecting all targets around you | instant | Hard Athletics | Swing your weapon around in a complete circle, hitting every target that is in your weapon's range around you. | Upward Momentum Swing |
| Brutal Thrust | 8 Power | weapon range affecting 1 target | instant | Hard Athletics | This is a brutal attack skill that stuns the target for 1 round, does double offensive power +3 damage, does 1d4 bleeding damage per round until healed, and does a minimal of 1 + 1d4 damage instead of 1 damage. | Thrusting Attack |
| Extra Arrow | 8 Soul | self | instant | Hard Athletics | Shoot 2 arrows at the same time. | Quick Shot |
| Roundhouse Kick | 6 Power | a 1x1 space around you affecting all targets in those spaces | instant | Hard Athletics | Preform Focused Kick to all spaces around you. | Split Kick |
| Switch Hit Punch | 8 Power | 1 space in front affecting 1 target | instant | Hard Athletics | Perform an empowered Switch Hit attack, increasing its attack power by 1d4, followed by a punch. The switch hit with your nunchucks gets its own offensive power and the punch is simply an additional offensive power. | Left Right Smash |
| Uppercut | 6 Power | 1 space in front affecting 1 target | instant | Hard Athletics | A directed focused punch that comes up from underneath the target's jaw. Increases damage of the attack by 1 and knocks the target down. A critical hit causes stun for 1 round. | Eye Gouger |
| Advanced Bashing Proficiency | N/A | self | 1d6 rounds | Hard Critical | Increases Focus by 3 and bashing damage by 1d8. Dazes target for 1d4 rounds following stun. Stuns target for 1 round. | Novice Bashing Proficiency |
| Advanced Bludgeoning Proficiency | N/A | self | 1d6 rounds | Hard Critical | Increases Focus by 3 and bludgeoning damage by 1d6. Dazes target for 1d4 rounds after stun. Knocks target to the ground. Stuns target for 1 round. 1d4 wound damage per round until cured. | Novice Bludgeoning Proficiency |
| Advanced Chopping Proficiency | N/A | self | 1d6 rounds | Hard Critical | Increases Focus by 3 and chopping damage by 1d6. 1d6 bleeding out damage per round until healed. | Novice Chopping Proficiency |
| Advanced Piercing Proficiency | N/A | self | 1d6 rounds | Hard Critical | Increases Focus by 3 and piercing damage by 1d6. Minimum damage of attack to affect Vitality will be 1d6 damage instead of 1 damage. 1d4 bleeding out damage per round until healed. | Novice Piercing Proficiency |
| Advanced Slashing Proficiency | N/A | self | 1d6 rounds | Hard Critical | Increases Focus by 3 and slashing damage by 1d6. Causes 1d4 wound damage per round until healed. If unarmored causes 1 bleeding out damage until healed. | Novice Slashing Proficiency |
| Brutal Assault | 8 Power | weapon range affecting 1 target | instant | Hard Critical | This is a brutal attack skill that stuns the target for 1 round, 10% chance for double damage, and it deals double offensive damage + 1d6. Impossible React Check for an extra hit causing weapon damage only. | Rage |
| Stunning Hit | 6 Soul | weapon range affecting 1 target | instant | Hard Critical | Attack stuns target for 1 round. | Sleeper Hit |
| Mortal Shot | 10 Soul | weapon range affecting 1 target | instant | Hard Critical -1 | Roll a 1d6 with your shot, a 6 = instant death of target. | Sniper Shot |
| One Hit Toss | 10 Soul | throw range affecting 1 target | instant | Hard Critical -1 | Roll a 1d6 with your throwing attack, a 6 = instant death of target. | Precise Throw |
| One Hit Toss | 10 Soul | throw range affecting 1 target | instant | Hard Critical -1 | Roll a 1d6 with your throwing attack, a 6 = instant death of target. | Precise Throw |
| Sly Intimidation | N/A | self | instant | Hard Deception | Adds your Deception score to your Intimidate score, making it easier to intimidate your target. | Sly Deception |
| Combo Guard | 2 Power | self | instant | Hard Defense | You use this skill with the Guard skill. This allows you to use your skills to aid in guarding your friends. You have the first skill for free, and can make normal react checks for each additional skill you wish to use. | Guard |
| Knock Down Defense | 6 Soul | self | instant | Hard Defense | This skill causes you to not be affected by the Knock Down status effect. | Daze or Stun Defense |
| Runic Guard | 2 Soul | 1 ally within movement range | instant | Hard Defense | With this skill you can defend an ally against a magical attack. You can use Combo Guard with this skill. | Guard and Runic Defense |
| Chi Drain | 6 Soul | self | instant | Hard Focus | Drain focus trait score amount of vitality from attacked target to restore your vitality with. | Chi Heal |
| Chi Energy | 6 Soul | self | instant | Hard Focus | Restore Power by Focus trait. | Chi Heal |
| Chi Guard | 4 Soul | 1 ally next to you | instant | Hard Focus | Increase your nearby ally's armor defense by your focus score when they are being attacked. | Chi Defense |
| Chi Runic Defense | 4 Soul | self | 1d6 rounds | Hard Focus | Increase spirit trait by 1 and armor spirit by spirit trait score for defending against magical attacks. | Chi Defense |
| Critical Chi | 4 Soul | self | 1d6 rounds | Hard Focus | Increase Critical trait by Focus trait and critical damage is increased by focus as well. | Inner Chi |
| Ninja Run | 4 Soul | self | instant | Hard Focus | Able to run up a wall or across a body of water for that movement instance. | Inner Chi |
| Inciteful Energy | 8 Soul | self | 1d6 rounds | Hard Focus -2 | Inflict berserk on yourself, causing you to do double damage and increasing your critical trait by 4. However you are unable to use items or spells and cannot retreat or defend. | Chi Energy |
| Arrow Rain | 8 Soul | 1/2 bow distance affecting a 3x3 space area | instant | Hard Hit Chance | You rapidly shoot up into the air at an angle 1d10 arrows that come raining down affecting a 3x3 space area. At least one target per arrow if enough arrows were shot, otherwise some targets might not be affected. If you shot more arrows than there are targets, the additional arrows will hit the ground. Each target gets a hard evade chance with your weapon penalty applied. | Precise Shot |
| Ricochet Projectile | 8 Soul | weapon's range affecting many targets | instant | Hard Hit Chance, penalties add per target | Bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon. Your first target gets a normal evade chance, each additional target gets a +2 bonus to evade which is increased by 2 per target so that the third target has a +4, the fourth a +6, and so on. If you succeed your ammo will bounce off the first target and hit the second target. | Puck Shot |
| Creature Bonding | N/A | tamed creature | permanent | Hard Influence | This skill allows you to bond with the creature you tamed in battle, allowing you to keep that creature as your familiar after battle. The number of creatures you can bond with is equal to your Nature score. So if you have a Nature of 3, you can bond with 3 creatures. You can only have one creature or familiar out with you at a time, and can swap between them at will as a support action. | Druid's Companion |
| Occult Aid | 4 Soul | self | 1 day | Hard Insight | A spirit guide will assist you by giving you a +1d4 to all of your checks. However at the end of the day you have to make an easy spiritual balance check. If you fail you will be possessed while you sleep and will not know what you did during the night. | Occult Guidance |
| Occult Empowerment | 5 Soul | self | 1 day | Hard Insight | Spirit guides empower your spells increasing your runic power by 1d20. However you must roll a 1d20 with all of your spell castings and if you roll a 1 it will do the opposite effect. | Occult Aid |
| Advanced Crafting | N/A | self | 10 hours | Hard Insight | Allows you to craft advanced items. | Better Crafting |
| Create Advanced Potions | N/A | self | instant | Hard Insight | Allows you to create advanced potions. | Create Better Potions |
| Frustrate | 4 Soul | any enemy targets within a 3x3 space area | 1d4 rounds | Hard Intimidate | All targets in the affected area must make a hard mental balance check. If they fail they will be berserk for 1d4 rounds, and you can be their only target for the next round. | Anger |
| Pick Trapped Locks | 8 Soul | touching range | instant | Hard Luck | You use this skill with your Pick Locks skill to pick a trapped lock without setting off the trap. If you are picking a normal lock that is trapped, use this skill first and then Pick Locks. If picking a magic lock that is trapped use this skill first then Pick Magic Locks. Once you use this skill you must then use the lock picking skill, even if you fail at this skill. If you succeed, the trap will not spring. However if you fail when you go to pick the lock the trap will spring. | Pick Magic Locks |
| Familiar Sight | 4 Soul | tamed creature | up to 1 hour | Hard Nature | This skill allows you to see through the eyes of your familiar (tamed creature). Careful, you will not see through your own eyes. | Druid's Companion |
| Nature's Blessing | 8 Soul | self | 1d6 rounds | Hard Nature | You gain a +1 to all stat and trait checks. | Nature's Armor |
| Familiar Swap | 8 Soul | self and familiar | instant | Hard Nature -2 | You can swap places with your familiar. | Familiar Sight |
| Extra Strike | 8 Power | self | instant | Hard React | With this skill you get one extra strike with your weapon. | Rage |
| 3-Hit Combo | 6 Power | weapon's range affecting 1-3 targets | instant | Hard React | Perform 3 attacks hitting up to 3 targets within weapon range. | 2-Hit Combo |
| Twin Dragon | 8 Power | weapon's range affecting 1-2 targets | instant | Hard React | Whip skill that has you snapping your whip out hard and fast twice, allowing you to hit one target twice or two separate targets. Both attacks damages are increased by 1d6. Both have critical chances. Both have offensive power added. | Choke Hold |
| Familiar Counter | N/A | tamed creature | instant | Hard React | When attacked you can have your familiar counter attack for you. | Druid's Companion |
| Throwing Blitz | 10 Soul | throw range affecting at least 1 target per thrown weapon | instant | Hard React | Throw 1d8 +1 throwing weapons at your target. You can use a different target per thrown weapon or throw all at one target. | Precise Throw |
| Throwing Blitz | 10 Soul | throw range affecting at least 1 target per thrown weapon | instant | Hard React | Throw 1d8 +1 throwing weapons at your target. You can use a different target per thrown weapon or throw all at one target. | Precise Throw |
| Familiar's Sacrifice | 8 Soul | self and familiar | instant | Hard React -2 | Upon an attack that would kill you your familiar will die in your place. | Familiar Counter |
| Figure 8 | 10 Power | a 1x1 space around you affecting all targets in those spaces | instant | Impossible Acrobatics | Perform a complex move with your nunchucks hitting all spaces around you once. Each hit has a chance for critical damage. Each hit gets offensive power. | Switch Hit Punch |
| Magic Mirror | 10 Soul | self | instant | Impossible Arcana | Reflects 1d% percentage of the spell back at the spell caster. | Soul Empowerment |
| Mana Armor | 8 Soul | self | 1d6 rounds | Impossible Arcana | This skill coats you with arcana. Your Magical armor is increased by your Arcana while your physical armor is increased by 1. You also gain a +1 to armor spirit. | Mana Shield |
| Spell Bomb | 8 Soul | self | instant | Impossible Arcana | Makes the spell affect a 3x3 area. Any target in the area will get hit by the same spell and receive the same spell damage. | Splitting Magic |
| Advanced Runic Crafting | 10 Soul | self | 16 hours | Impossible Arcana | Allows you to craft advanced runic items. | Better Runic Crafting |
| Twin Moon Attack | 10 Power | weapon range affecting all targets around you | instant | Impossible Athletics | Swing your weapon around you twice, hitting every target around you in range twice. | Full Moon Attack |
| Flip Kick | 8 Power | 1 space in front or behind you | instant | Impossible Athletics | Flip in the air forwards or backwards performing a focused kick to the target's head, stunning the target for 1 round. You land on the other side of the target. | Roundhouse Kick |
| Haymaker | 8 Power | 1 space in front affecting 1 target | instant | Impossible Athletics | A focused punch straight to the target's head. Increases damage of the attack by 1d4. Stuns the target for 1 round. A critical hit causes the target to also be dazed for the following 1d4 rounds. | Uppercut |
| Master Bashing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and bashing damage by 1d10. Dazes target for 1d4 rounds following stun. Stuns target for 1d3 rounds. 20% chance to break bone of location hit. | Advanced Bashing Proficiency |
| Master Bludgeoning Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and bludgeoning damage by 1d8. Dazes target for 1d4 rounds after stun. Knocks target to the ground. Stuns target for 1d3 rounds. 1d6 wound damage per round until cured. | Advanced Bludgeoning Proficiency |
| Master Chopping Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and chopping damage by 1d8. 1d8 bleeding out damage per round until healed. 10% chance of amputation if striking a limb. | Advanced Chopping Proficiency |
| Master Piercing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and piercing damage by 1d8. Minimum damage of attack to affect Vitality will be 1d8 damage instead of 1 damage. 1d6 bleeding out damage per round until healed. | Advanced Piercing Proficiency |
| Master Slashing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and slashing damage by 1d8. Causes 1d6 wound damage per round until healed. If unarmored causes 1d4 bleeding out damage until healed. | Advanced Slashing Proficiency |
| Rage Attack (monk) | 8 Power | 1 space in front affecting 1 target | instant | Impossible Critical | Deal 1d6 focused punches on the one target. No critical attacks allowed. | Powered Blow |
| Assasination Hit | 8 Soul | weapon range affecting 1 target | instant | Impossible Critical | Hit kills target instantly | Stunning Hit |
| Mortal Guard | 8 Soul | self | instant | Impossible Defense | This skill allows you to ignore instant death attacks. | Knock Down Defense |
| Magical Thought | 8 Soul | self | instant | Impossible Insight | With this skill you can wish for an effect to happen when spell casting. You must voice your wish and the GM could apply different penalties depending upon your wish. | Soul Empowerment |
| Attention Lock | 8 Soul | 1 target | 1d6 +1 rounds | Impossible Intimidate | This skill forces you to be the target's only target for the duration. The target can only target you and is so focused on you that your allies get a +1 to their hit chances. | Frustrate |
| Familiar Transform | 10 Soul | self | 1d10 rounds | Impossible Nature | You transform into a carbon copy of your familiar, having your familiar's stats and skills as well as your skills. | Familiar Swap |
| Nature's Wrath | 10 Soul | self | 1d6 rounds | Impossible Nature | You gain a bonus of +1d8 to your Offensive Power and Bow Power and you will counter attack every physical attack if the attack is in range. | Nature's Blessing |
| Berserker's Rampage | 10 Power | weapon's range affecting up to one target per attack | instant | Impossible React | This skill allows you to do quick and rapid hits with your weapon. You get 1d8 + 1 attacks, and can hit one target or spread your attacks to any targets you can reach with your weapon. You do not get to add offensive power to the attack, nor do you get to crit. | Extra Strike |
| Extra Attack | 8 Power | self | instant | Impossible React | Get a full extra attack that you can use, including using skills. | Powered Blow |
| Pick Locks | N/A | touching range | instant | Luck difficulty depending upon lock | You can pick locks with a lock pick. You will need to have possession of a lock pick. The difficulty depends on the level of the lock and range from Easy Lock to Impossible Lock with the Luck check difficulty being the same as the lock level. | N/A |
| Meditation | N/A | self | 1 hour | N/A | Recover secondary gen dice worth of Vitality, Power, and Soul with just one hour of rest. Increase Focus for next hour by +2. | N/A |
| Cat Leap | 2 Power | self | instant | Normal Acrobatics | Cathars, like their feline cousins, are able to leap to greater heights and across greater distances. Normally to jump up is half your movement range and to leap across is half your movement range. With this skill, you can jump up or across double your movement range. | N/A |
| Leaping Attack | 4 Power | 1/2 move range affecting 1 target | instant | Normal Acrobatics | Leap in the air and come down hard at the target in an attack, striking the target's head. If the target is not wearing a helmet then no armor defense can be used. A critical hit here will knock the target out for 1d4 rounds. +1 extra damage. | Basic Attack |
| Fly | 1 Power | self | 1 movement | Normal Acrobatics +1 | This skill allows for flyinng at 3 x movement rate. If you are carrying more than 75% of your weight limit then you cannot fly. | Must have wings |
| Left Right Smash | 6 Power | 1 target 1 space to the left and 1 target 1 space to the right | instant | Normal Acrobatics -2 | Hit to both the left and right of you with your nunchucks increasing the damage by 1d4. | Diagonal Strike |
| Short Range Teleport | 3 Soul | self | instant | Normal Arcana | With this skill the Deztunian can teleport to any area the deztunian can see | N/A |
| Affect Form | 2 Soul | self | until changed back | Normal Arcana | This skill allows the spirit elf to drop their physical form and become spiritual. Their physical form will disappear, and any clothing, weaponry, armor, or packs on them not enchanted to their element will drop to the floor. The spirit elf will then be a spirit, like any other spirit or wraith, and thus able to move about without any physical restrictions. However, each round (in battle) or each hour (out of battle) that the spirit elf remains in spirit form the spirit elf must make a mental check, with a penalty of 10 that increases by 10 for each round or hour after that, as well as spend 20% of their max Endurance. Skilled Concentration will cut the Endurance cost in half, and decrease the penalty by 5. Should Endurance drop to 0 or the spirit elf fail a mental check, the spirit elf will need to make 1 save check, and should that fail the spirit elf will be dead, only able to be restored by Miracle Summoning or Resurrection. When the spirit elf is ready to regain physical form, the spirit elf needs to use this skill again. The spirit elf cannot affect the physical world in this form. | N/A |
| Affect Reality | 2 Soul | self | instant | Normal Arcana | This skill allows the spirit elf to affect the physical world while in spirit form. Using this skill will allow the spirit elf to open doors and chests, set and disarm traps, cause physical damage, and anything else as if physical. However, any physical damages will be halved. | N/A |
| Elemental Weapon | 4 Soul | self | 1d6 rounds | Normal Arcana | This skill allows you to imbue your attacks with your runic element. This allows you to add your runic power to your attacks. However runic elemental strengths and weaknesses apply, giving the target a chance to be immune to your attack if the target's element is strong against yours, or giving you the added damage if your element is strong against the target's. | Basic Attack |
| Dwarven Armor Empowerment | Soul Spent | any armor touched | 1d6 rounds | Normal Arcana |
Dwarfs can use their great knowledge of armor and metals to temporarily increase the protective ability of their armor. By using this ability, the Dwarf can exchange Soul into Defense at a cost of 3 Soul per 1 defense. The effect lasts for 1d6 rounds and this ability cannot be used again until the effect wears off. |
be a dwarf |
| Binding of the Natural Spirits | 4 Soul | touching range | instant | Normal Arcana | Inflict 1d4 poison or remove poison by touch. | Druid Speech |
| Revoke Curse | 4 Soul | touching range | instant | Normal Arcana | You can remove the curse from a person. A critical fail curses you. | Identify Curse |
| Disarm Magic Trap | 4 Soul | 1 trapped area near you | instant | Normal Arcana | You can safely disarm most magical traps. Penalties apply depending upon the complexity of the trap. | Disarm Trap |
| Casting Strike | 4 Soul | 1 ally | 1d6 rounds | Normal Arcana | Cast an offensive spell on the weapon of your ally. Whenever your ally makes a critical hit with that weapon, the spell will cast. | Spell Slinger |
| Hexing | 4 Soul | 1 item in hand | instant | Normal Arcana | With this skill you can apply any curse that you have learned to an item, cursing said item. | Learn Curse |
| Magic Break | Spent Soul | 1 target | instant | Normal Arcana | With this skill you throw Soul at any ongoing magic, be it an enchantment, lock, or door, with the intent to break it. Every 2 Soul decreases the spell's energy by 1. Once it is reduced to 0 it is broken. | Magic Sense |
| Magical Vampirism | N/A | self | instant | Normal Arcana | With this skill 10% of the spell damage you cause can be used to restore your Vitality. | Battle Mage |
| Mana Weapon | 4 Soul | self | 1d6 rounds | Normal Arcana | You create a weapon of pure arcana as either a sword or staff. It has an attack range of 1. Its attack value is your runic power + 1d4. You can use any bashing or slashing attack skills with it. You apply your elemental affects to attack when attacking with it. You will also add your offensive power when attacking with it. It has no block or parry value. | Battle Mage |
| Piercing Spell | 4 Soul | self | instant | Normal Arcana | The spell becomes piercing, ensuring an extra point of spell damage gets past the target's defenses so that the target will experience at least 2 damage to vitality instead of 1. | Spell Slinger |
| Arcane Materials | Spent Soul | 1 item in hand | instant | Normal Arcana | You can increase one value of a material at a rate of +1 for every 4 Soul spent. | Material Identify |
| Create Basic Arcane Potions | 4 Soul | self | instant | Normal Arcana | Allows you to create basic arcane potions | Create Basic Potions |
| Runic Tech Repair | N/A | 1 item | 1 hour or more | Normal Arcana | You can repair runic tech as long as you have what you need to repair it with. | Repair ability and Arcane Crafting ability |
| Battle Mage | N/A | self | instant | Normal Arcana +1 | You can absorb 10% of the spell damage and use it to restore your Soul. | N/A |
| Battle Mage | N/A | self | instant | Normal Arcana +1 | You can absorb 10% of the spell damage and use it to restore your Soul. | N/A |
| Form Transformation | 4 Soul | self | until changed back | Normal Arcana -1 | With this skill the Talusian can change form to any living thing that you know well enough. You have to make a Normal Perceive Check to learn the form. The form cannot be greater than double your normal size or less than half your normal size. The form must be a living creature. | N/A |
| Angerian Embrace | Amount of stat given or 2 Soul | touching range | instant | Normal Arcana -1 | The skill allows the angerian to embrace the target. Doing so, the angerian can give the target Vitality, Soul, or Power from its own stats. Or, the angerian can take 2d4 of Vitality, Soul, or Power from the target to replenish his or her stats. | N/A |
| Runic Block | 2 Soul | self | instant | Normal Arcana -1 | With this skill you can block a spell with your shield. If the spell damage is equal to or less than your shield's block value, you take no damage. Otherwise you will decrease the spell damage by the shield's block value. | Runic Defense |
| Purify Object | 6 Soul | touching range | instant | Normal Arcana -2 | You can remove a curse from an object. A fail curses you. | Revoke Curse |
| Basic Runic Crafting | 4 Soul | self | 3 hours | Normal Arcana -2 | Allows you to craft basic runic items. | Arcane Materials and Novice Crafting |
| Create Novice Arcane Potions | 6 Soul | self | instant | Normal Arcana -2 | Allows you to create novice arcane potions. | Create Basic Arcane Potions and Create Novice Potions |
| Elemental Imbuing | 4 Soul | 1 item in hand | instant | Normal Arcana -2 | Allows you to give material the element of a spell stored in a rune stone at the cost of that rune stone. | Arcane Materials |
| Runic Tech Upgrade | N/A | 1 item | 1 hour | Normal Arcane -2 | With this skill you can upgrade your runic tech using new and better components. | Runic Tech Combination and Design Improvement |
| Carry | 1 Power | self | 1 hour | Normal Athletics | Increase weight limit by 50% for 1 hour. | N/A |
| Lunging Attack | 4 Power | movement range affecting 1 target | instant | Normal Athletics | When using this skill you rush the target, knocking the target back 1d4 spaces. The target is dazed for 1 round due to being disoriented. You do normal damage + 1 with this attack. | Basic Attack |
| Momentum Hit | 4 Power | 1/2 move range affecting 1 target | instant | Normal Athletics | Run towards the target and swing at the target. The target will be moved in the direction of the swing the remainder of your movement range. The target will also be knocked down. | Staggering Hit |
| Leg Trip | 4 Power | weapon range affecting 1 target | instant | Normal Athletics | Whip skill that causes you to trip the target causing the target to be knocked down. Increases damage by 1. | Wrist Snap |
| Bow Drawing | 3 Power | self | instant | Normal Athletics | Increase bow range by 1d6, increase focus by 1 and damage by +1. | Aiming |
| Diagonal Strike | 4 Power | 1 space in front affecting 1 target | instant | Normal Athletics | Hit the target in a diagonal motion, including the target's head with your nunchucks dazing the target for 1d4 rounds. | Switch Hit |
| Pin Target | 4 Power | 1 target within 1/2 movement range | 1d4 rounds | Normal Athletics | Jump onto target knocking target down. Hold target to the ground by being on top of target for the duration. Each round the target may make a hard athletics check to overpower you and escape your pin. | N/A |
| Split Kick | 4 Power | 1 target 1 space to the left and 1 target 1 space to the right | instant | Normal Athletics | Jump in the air, performing Focused Kick to both the left and right of you. | Focused Kick |
| Upward Momentum Swing | 6 Power | weapon range affecting 1 target | instant | Normal Athletics -2 | Swing upward at the target, knocking the target upward and backwards 1d4 spaces. The target is knocked down and knocked out for 1d4 rounds. | Momentum Hit |
| Choke Hold | 6 Power | weapon range affecting 1 target | instant | Normal Athletics -2 | Whip skill that has you lasso your whip around the target's neck and pull it tightly before releasing. This causes the target to black out, being knocked out for 1 round. | Leg Trip |
| Thrusting Attack | 6 Power | weapon range affecting 1 target | instant | Normal Athletics -2 | When you use this skill you thrust your weapon into the enemy, inflicting double offensive power damage + 1. | Lunging Attack |
| Disarm | 4 Power | self | instant | Normal Athletics -2 | This skill can be used when you successfully use Block or Parry. If you succeed with Block or Parry, use this skill and if successful you cause the target that is attacking you to drop its weapon. | Block or Parry |
| Brace Others | 2 Power | 1 ally within movement range | instant | Normal Brace | This skill allows you to brace your ally that you can reach should your ally receive an attack that would move them or knock them down. With this skill you add your brace score +1 to your ally's brace score, making it easier for them to succeed on their brace check. | Stand Your Ground |
| Seduction | 1 Soul | 1 target within 6 spaces | 1d6 rounds | Normal Charm | Charm chance to seduce target to fight for you and defend you. | N/A |
| Projectile Proficiency | N/A | self | instant | Normal Crit | Increases Focus by 1 and projectile weapon damage by 1. | Must equip projectile weapon |
| Battle Rage | 3 Power | self | 1d4 rounds | Normal Critical | The cathar can go into a battle rage that increases all melee damages by an additional offensive power. However the cathar will be dazed for a time that is equal to the time spent in rage. So if the cathar is in battle rage for 3 rounds, the cathar will be dazed for the following 3 rounds. | N/A |
| Spore Release | 1 Soul | a 1x1 space area around the namaran | instant | Normal Critical | Anytime a namaran is hit with a physical hit, the namaran can make release a cloud of toxic spores. The cloud covers the adjacent spaces next to the namaran and inflict the targets in the area with Sickness and Visual Instability. | N/A |
| Basic Bashing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decrease target's evade by 1 and increase bashing damage by 1. | Must equip a bashing weapon. |
| Basic Bludgeoning Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decrease target's evade by 1 and increase bludgeoning damage by 1. | Must have a bludgeoning weapon equipped. |
| Basic Chopping Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases chopping damage by 1. | Must equip axe or chopping weapon. |
| Basic Piercing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases piercing damage by 1. | Must have a piercing weapon equipped. |
| Basic Slashing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases slashing damage by 1. | Must equip a slashing weapon. |
| Beast Tamer | 4 Power | weapon range affecting 1 target | instant | Normal Critical | Whip skill that forces the target into submission temporarily. Once hit the target will not attack you for 1d4 rounds. | Wrist Snap |
| Sleeper Hit (thief) | 4 Soul | weapon range affecting 1 target | instant | Normal Critical | Critical hit puts target to sleep until awakened. | Silent Hit |
| Rage Attack | 6 Power | 1 target in weapon range | instant | Normal Critical -2 | Attack 1d4 + 1 times causing full weapon damage with melee power damage each hit. No critical hits can be dealt with this skill. Must make a normal mental balance check afterwards to see if inflicted with rage. | Advanced Swordplay |
| Novice Bashing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases bashing damage by 1d6. Dazes target for 1d4 rounds. | Basic Bashing Proficiency |
| Novice Bludgeoning Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases bludgeoning damage by 1d4. Dazes target for 1d4 rounds. Critical knocks target to the ground. 10% chance to knock air out of target rendering target stunned for 1 round. | Basic Bludgeoning Proficiency |
| Novice Chopping Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases chopping damage by 1d4. 1d4 bleeding out damage per round until healed. | Basic Chopping Proficiency |
| Novice Piercing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases piercing damage by 1d4. Minimum damage of attack to affect Vitality will be 1d4 damage instead of 1 damage. If unarmored, 1 bleeding out damage per round until healed. | Basic Piercing Proficiency |
| Novice Slashing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases slashing damage by 1d4. Causes 1 wound damage per round until healed. | Basic Slashing Proficiency |
| Staggering Shot | 5 Power | weapon range affecting 1 target | instant | Normal Critical -2 | Dazes the target for 1d4 rounds. | Bow Drawing |
| Plausible Deniability | 4 Soul | self | 1 hour | Normal Deception | Increases Deception by 2 to make it easier to deceive others. | Fast Talk skill |
| Sly Deception | N/A | self | instant | Normal Deception | Adds your deception score to your deception score making it easier to deceive your target. | Sly Persuasion |
| Trick Shot | 5 Soul | weapon range affecting 1 target | instant | Normal Deception -2 | Trick your target with a shot that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. | Bow Drawing |
| Trick Throw | 5 Soul | throw range affecting 1 target | instant | Normal Deception -2 | Trick your target with a thrown attack that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. | Blind Throw |
| Trick Throw | 5 Soul | throw range affecting 1 target | instant | Normal Deception -2 | Trick your target with a thrown attack that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. | Blind Throw |
| Daze or Stun Defense | 4 Power | self | instant | Normal Defense | This skill causes you to not be affected by the daze or stun status effects. | Poison or Sickness Defense |
| Shield Wall | self | self and any affected allies | 1d4 rounds | Normal Defense | You hold your shield in front of you and duck behind it, making the shield like a wall. While behind the shield wall you cannot move, however any attacks that target you must first get past the shield wall. This increases your Physical and Magical Armor by 2, making it harder to hit you. If any of your allies use this with you and are next to you, a more secure wall is formed further increasing Physical and Magical armor by 1 for everyone involved. | Shield equipped |
| Vitality Empowerment | 2 Soul | self | 1d6 rounds | Normal Defense | Allows you to temporarily increase your Vitality by your secondary Gen Dice. | N/A |
| Armor Tuck | 4 Power | self | instant | Normal Defense -1 | This skill allows you to tuck into your armor more, making you smaller and allowing the armor to cover more weak spots. This increases your Physical and Magical armor by 1d6 for that instance. | Shield Wall |
| Shadow Walk | 2 Soul | movement rate | instant | Normal Focus | Allows the user to disappear into and navigate the area through the shadows at normal movement rates, and reappear from the shadows when their movement is complete. | N/A |
| Empathic Combat | N/A | self | 1d6 rounds | Normal Focus | This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's Offensive Power will be increased by 1d6 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. | Must have the Empathy talent |
| Power Rush | 4 Soul | self | 1d6 rounds | Normal Focus | Increase your Power by 1d6. | Increased Offense |
| Chi Arcobatics | 2 Soul | self | 1d6 rounds | Normal Focus | Increase Acrobatics by Focus. | Meditation |
| Chi Defense | 2 Soul | self | 1d6 rounds | Normal Focus | Increase defense trait by 1 and armor defense by focus score. For physical damages and attacks only. | Meditation |
| Empathic Combat | N/A | self | 1d6 rounds | Normal Focus | This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's Offensive Power will be increased by 1d6 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. | Must have the Empathy talent |
| Inner Chi | 2 Soul | self | 1d6 rounds | Normal Focus | Increase all of your damage you deal by your focus score. | Meditation |
| Power Rush | 4 Soul | self | 1d6 rounds | Normal Focus | Increase your Power by 1d6. | Increased Offense |
| Powered Hit | 1/2 Vitality | 1 space in front affecting 1 target | instant | Normal Focus | Pour all of yourself into your hit, increasing your damage by your secondary vitality gen dice. | Vitality Empowerment |
| Magic Absorb | 20% of damage as Soul | self | instant | Normal Focus | You can absorb the damage of the spell that would affect your vitality to be released with Magic Redirect skill. You must release the spell damage before the end of battle or it will fade away. The absorbed damage will not affect your Vitality, instead 20% of it will go against your Soul for each round that you hold on to it. | Battle Mage |
| Magic Redirect | N/A | target of spell | instant | Normal Focus | You can add all of the absorbed spell damage you gained using Magic Absorb into your one target offensive spell. | Magic Absorb |
| Powered Blow | Power spent | weapon range affecting 1 target | instant | Normal Focus -2 | Increase the damage of your attack by spending Power into your attack. 2 Power = 1 extra damage. | Power Rush |
| Chi Heal | 4 Soul | self | instant | Normal Focus -2 | Heal your Vitality by your Focus trait. | Chi Defense |
| Powered Blow | Power spent | weapon range affecting 1 target | instant | Normal Focus -2 | Increase the damage of your attack by spending Power into your attack. 2 Power = 1 extra damage. | Power Rush |
| Eye Gouger | 4 Power | 1 space in front affecting 1 target | instant | Normal Hit Chance | A directed hit to one of the target's eyes with 2 fingers which deals 1d3 damage but also causes visual instability for 1d4 rounds. A critical hit will cause blindness for 1d4 rounds followed by visual instability for 1d4 rounds. | Focused Punch |
| Sniper Shot | 6 Soul | weapon range affecting 1 target | instant | Normal Hit Chance -2 |
+1 automatically for damage; You can aim for parts on the target. Arms: critical hit causes target to drop weapon or shield Legs: critical hit causes target loss of hit leg, decreasing move by half, if both are hit then target cannot move Torso: critical hit causes extra 1d6 damage Head: critical hit stuns target 1d3 rounds All locations inflict wounds on that location. |
Blind Shot |
| Puck Shot | 6 Soul | weapon's range affecting 1-2 targets | instant | Normal Hit Chance, -2 for second target | Bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon.The first target gets a normal evade chance, the second target gets an evade chance with a +2 bonus. If you hit, you succeed and your ammo will bounce off the first target and hit the second target. Same damage will be dealt to both targets. | Blind Shot |
| Glamour | 1 Soul | self | 1 hour | Normal Influence | Gives the illusion of good aura and a +2 to Influence and Charm for 1 hour. | N/A |
| Druid's Companion | 3 Soul | 1 target within 6 spaces | until end of battle | Normal Influence -2 | Tame creature to fight for you for the duration of the battle. | Identify Animal |
| Keen Sight | Soul Spent | self | instant | Normal Insight | Plains Elves have amazing sight when they focus. They can see a mile away under the right conditions. With this skill, the plains elf can spend Soul to improve both their Perceive or their Evade Penalty to targets at a cost of 2 Soul for 1 bonus point. |
N/A |
| Dwarven Forge | 2 Soul | 1 weapon | permanent effect | Normal Insight | Dwarves are masters of the forge. They can work their material in ways that seem supernatural to some. A dwarf can take any already completed weapon or armor and rework its properties. With this a dwarf can exhange armor spirit for armor defense or armor defense for armor spirit at a 1 to 1 ratio. If it is a weapon, they can trade parry with attack value at a 1:1 ratio. If the dwarf wants to reverse the change, the dwarf would simply reuse this skill, with that intention. The limit is 25 points per attribute. It takes 1 mintue per point change - can only spend up to 25 minutes so only up to 25 points | be a dwarf |
| Blind Shot | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with projectile. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. | Aiming |
| Blind Throw | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. | Aiming |
| Blind Throw | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. | Aiming |
| Occult Guidance | 3 Soul | self | instant | Normal Insight | Able to use tarot cards to gain answers and predictions. You will use the card whether you fail the skill or succeed, however only a success will grant accurate answers. Still, you must be careful because even when accurate you never know what kind of entity is answering you. | Divination |
| Create Novice Potions | N/A | self | instant | Normal Insight | Allows you to create novice potions. | Create Basic Potions |
| Design Improvement | N/A | 1 item | 1 hour | Normal Insight | Lets you improve blueprints. Each improvement is a skill check and must get approval. | Item Combination and Basic Crafting |
| Novice Crafting | N/A | self | 3 hours | Normal Insight | Allows you to craft novice items. | Basic Crafting |
| Better Crafting | N/A | self | 6 hours | Normal Insight -2 | Allows you to craft better items. | Novice Crafting |
| Create Better Potions | N/A | self | instant | Normal Insight -2 | Allows you to create better potions | Create Novice Potions |
| Invention | N/A | 1 item | 1 day or longer | Normal Insight -2 | Lets you create new designs from scratch. The more difficult the design, the more penalties to the skill check. All designs must meet GM approval. | Design Improvement and Novice Crafting |
| Relentless Mockery | 2 Soul | 1 target within 6 spaces | instant | Normal Intimidate | The goblin will mock endlessly any one hearing target that is within 6 spaces. The hearing target must make a normal mental balance check. If the target fails, the target will receive loss of self status effect for 1d6 rounds. | N/A |
| Anger | 2 Soul | any enemy targets within a 3x3 space area | instant | Normal Intimidate | This skill is Taunt as an area affect. All enemy targets in the area of affect must make a normal focus check or they will have no choice but to attack you their next round. | Taunt |
| Lucky Shot | 3 Soul | self | instant | Normal Luck | Decreases target's Evade by Luck score for the shot. | Bow Empowerment |
| Lucky Throw | 3 Soul | self | instant | Normal Luck | Decreases target's Evade by Luck score for the thrown attack. | Throw Empowerment |
| Lucky Throw | 3 Soul | self | instant | Normal Luck | Decreases target's Evade by Luck score for the thrown attack. | Throw Empowerment |
| Identify Animal | 2 Soul | 1 target in sight | instant | Normal Nature | Identify animal, beast type, and vitality. | Animal Talk |
| Nature's Nurturing | 4 Soul | self | 1 day | Normal Nature | You will regain 1d4 Vitality, Soul, and Power every hour or every round in battle as long as you are in a natural place. | 3 ranger skills and 2 ranger abilities |
| Nature's Armor | 6 Soul | self | 1d6 rounds | Normal Nature -2 | Your armor is hardened by nature, giving you a +2 to Physical and Magical Armor and armor Defense. | Nature's Nurturing |
| Detection Sense | 2 Soul | self | 1 hour | Normal Perceive | You will know that someone or something has detected your presence. This prevents you from being ambushed. | Cover Tracks |
| Precise Shot | 4 Soul | weapon range affecting 1 target | instant | Normal Perceive -2 | Your shot is true and precise, finding the weak point in the target's armor. Target's evade is decreased by 1d20 and your damage is increased by 1d6. | Lucky Shot |
| Precise Throw | 4 Soul | throw range affecting 1 target | instant | Normal Perceive -2 | Your throw is true and precise, finding the weak point in the target's armor. Target's evade is decreased by 1d20 and your damage is increased by 1d6. | Lucky Throw |
| Precise Throw | 4 Soul | throw range affecting 1 target | instant | Normal Perceive -2 | Your throw is true and precise, finding the weak point in the target's armor. Target's evade is decreased by 1d20 and your damage is increased by 1d6. | Lucky Throw |
| Distraction | 1 Soul | any within a 3x3 space area | instant | Normal Perform +1 | Targets in affected area must make normal focus check to not lose concentration, or their spells they are casting will fail to cast. | N/A |
| Distraction | 1 Soul | any within a 3x3 space area | instant | Normal Perform +1 | Targets in affected area must make normal focus check to not lose concentration, or their spells they are casting will fail to cast. | N/A |
| Trade | N/A | 1 item or service | instant | Normal Persuade +2 | This skill allows you to trade items or services for items or services of equal or lesser value. | N/A |
| Use Others as Shield | N/A | self and any nearby target | instant | Normal React | Allows you to quickly move behind anyone else, friend or foe, making them take the hit instead. | N/A |
| Magic Counter | cost of spell | self | instant | Normal React | You can counter attack a target that has attacked you, whether it be by melee, range, or spell, with an attack spell of your own. You must be able to cast that spell instantly. | Battle Mage |
| Spell Aid | 2 Soul | 1 ally | instant | Normal React | If an ally is casting a spell, you can aide that ally in their spell casting. Doing so you increase their Arcana by 1d4 and Runic Power by your Arcana for that cast. | Battle Mage |
| Joint Attack | N/A | weapon or movement range | instant | Normal React +1 | Canids are hyper loyal to their pack of friends and adventurers, to the point that they desire to assist them. Should the target an ally is attacking be within weapon range, this skill gives the canid a chance to attack the target at the same time as his or her ally does. Should the react check be successful, this skill gives the canid one physical attack. The canid can use one attack skill and can use melee, throw, or ranged attacks. Offensive and Bow Power does apply as does a crit chance. | N/A |
| Deflect Hit | 2 Power | self | instant | Normal React - 2 | This skill is used with Block or Parry. If you successfully use Block or Parry, you can use this skill to deflect the hit away from you. You need to also roll Critical with this, if you succeed your critical check and there is anyone next to you, the hit is deflected to that target. Otherwise, you simply take no damage. | Block or Parry |
| Tricky Goblin | N/A | self | instant | Normal React -1 | If the goblin is next to another ally or enemy target when the goblin succeeds with this skill, the goblin will duck behind that target and that target will get hit instead. Penalties or bonuses may apply to the luck check depending upon the situation and the goblin must be able to easily reach the target he or she wishes to duck behind with 1/2 movement. | N/A |
| Dwarven Axe Berserker | 4 Power | self | instant | Normal React -2 |
Dwarfs are masters of the axe, and can use the axe better than most other races. As long as the Dwarf wields an axe, he or she can use this skill. If used successfully, you get 1d4 extra swings with your axe, no offensive power added however. |
be a dwarf and weild an axe |
| Quick Shot | 5 Power | self | instant | Normal React -2 | Get an extra shot with no skills used. | Bow Drawing |
| Dwarven Hammer Berserker | 4 Power | self | instant | Normal React -S |
Dwarfs are masters of the hammer, and can use hammers and mallets better than most other races. As long as the Dwarf wields a hammer, he or she can use this ability. If used successfully, you get 1d4 extra swings with your hammer, no offensive power added however. |
be a dwarf and use a hammer or mallet |
| 2-Hit Combo | 4 Power | weapon's range affecting 1-2 targets | instant | Normal React Check | Before 2 basic attacks at the same time affecting 1 to 2 targets that are within your melee weapon range. | Basic Attack |
| Advanced Swordplay | 4 Power | self | instant | Normal Stealth | Fancy and fast sword moves that is harder to detect, decreasing target's Evade by 3. | Basic Swordplay |
| Stealth Opportunity | 2 Soul | self | instant | Normal Stealth | Allows you to move without causing an attack of opportunity. Also allows you to take an attack of opportunity when the target is not aware, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. | Silent Hit and Hide |
| Hide | 1 Soul | self | instant | Normal Stealth +2 | Hide behind objects or in shadows giving the enemy a penalty of -2 to Perceive to find you. | N/A |
| Hide In Plain Sight | 2 Soul | self | instant | Normal Stealth -2 | Allows you to make yourself seem small and hide out in the open. By becoming still, no one seems to notice you unless they stumble upon you or make a Normal Perceive check on you. If you move or make a sound you are no longer hiding. | Hide |


