Skills
Skill
|
Stat Cost
|
Range & Area
|
Duration
|
Check Roll
|
Effects
|
Requirements
|
|---|---|---|---|---|---|---|
| Revolver Proficiency | N/A | Increase attack value by 10% for revolvers. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Runic Rifle Proficiency | N/A | Increase attack value by 10%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Blessed Knight | N/A | Your attacks are permanently increased by your morality light points + 10% as a percentage. So if you have 5 light points this would increase your attacks by 15%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Cursed Knight | N/A | Your attacks are permanently increased by your morality dark points + 10% as a percentage. So if you have 5 dark points this would increase your attacks by 15%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Blessed Aura | N/A | Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more dark morality points than light morality points. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Cursed Aura | N/A | Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more light morality points than dark morality points. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Potion Recall | N/A | 10% chance that the potion you just used refills automatically. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Natural Healing | N/A | Heals self by runic energy increased by 10% every round or hour that you are in the sunlight. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Last Dwarf Standing | N/A | If the dwarf is the last one alive, the dwarf will get a bonus of 10 to his or her save check, and come back with 10% Vitality instead of just 1 Vitality. If the dwarf isn't the last one alive, the dwarf gets a second free savecheck. Save will always bring the shield dwarf back with 10% Vitality instead of 1 Vitality. |
Level 1: 10 Level 2: 20 Level 3: 30 Level 4: 40 |
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| Poison or Sickness Defense | N/A | 15% chance of immunity to poison or sickness per level of mastery. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
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| Dwarven Will | 10 Soul | Dwarves claim to be of strong will, ones who will not be tricked or ensnared so easily. When a dwarf is fighting for self control, the dwarf gets +15 to Will for a Will Check. This can be used anytime a will check is needed. |
Level 1: 15; 10 Soul Level 2: 30; 20 Soul Level 3: 45; 30 Soul Level 4: 50; 40 Soul |
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| Divine Protection | 10 Soul | A holy spirit protects self and all allies for a total of 1d% damage. |
Level 1: 1d%; 10 Soul Level 2: 2d%: 20 Soul Level 3: 3d%; 30 Soul Level 4: 4d%; 40 Soul |
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| Haggle | N/A | 1d10 as a percentage discount when buying items or services. 1d12 as a percentage increase in selling costs. |
Level 1: 1d10% buying; 1d12% selling Level 2: 2d10% buying; 2d12% selling Level 3: 3d10% buying; 3d12% selling Level 4: 4d10% buying; 4d12% selling |
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| Power First Aid | 15 Soul | Heal 1d10 Power with First Aid. |
Level 1: 1d10; 15 Soul Level 2: 2d10; 30 Soul Level 3: 3d10; 45 Soul Level 4: 4d10; 60 Soul |
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| +1d10 Damage | 2 Endurance | Increases the damage done by 1d10. If using a weapon, this is added to your weapon as extra attack value. If unarmed, it is added to your Melee Power. |
Level 1: 1d10; 2 Endurance Level 2: 2d10; 4 Endurance Level 3: 3d10; 6 Endurance Level 4: 4d10; 8 Endurance |
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| Healing Tones | 4 Soul | adds 1d10 Vitality restore to Relaxing Tones. |
Level 1: 1d10; 4 Soul Level 2: 2d10; 8 Soul Level 3: 3d10; 12 Soul Level 4: 4d10; 16 Soul |
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| Cantata For Battle | 5 Soul | Grants everyone in a 3x3 space area around you +1d10 to Melee, Bow, Throw and Runic Energy for 1d6 rounds. |
Level 1: 1d10; 5 Soul Level 2: 2d10; 10 Soul Level 3: 3d10; 15 Soul Level 4: 4d10; 20 Soul |
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| Empower Chi | 5 Soul | Increase Chi's Runic Energy by 1d10. This is only for when using Inner Chi. |
Level 1: 1d10; 5 Soul Level 2: 2d10; 10 Soul Level 3: 3d10; 15 Soul Level 4: 4d10; 20 Soul |
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| Bare Defense | 5 Endurance | Gives 1d12 as defense when defending. |
Level 1: 1d12; 5 Endurance Level 2: 2d12; 10 Endurance Level 3: 3d12; 15 Endurance Level 4: 4d12; 20 Endurance |
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| Inflict Wounds - Long Guns | N/A | Critical hit with long gun inflicts 1d12 bleeding wound damage, non stacking. |
Level 1: 1d12 Level 2: 2d12 Level 3: 3d12 Level 4: 4d12 |
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| Mark Up Value | N/A | Increase the sell value of an item by 1d20 as a percentage. |
Level 1: 1d20% Level 2: 2d20% Level 3: 3d20% Level 4: 4d20% |
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| Mana Weapon | 10 Soul | Gives your weapon an edge with your elemental properties, adding Runic Energy + 1d20 to attack. |
Level 1: 1d20; 10 Soul Level 2: 2d20; 20 Soul Level 3: 3d20; 30 Soul Level 4: 4d20; 40 Soul |
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| Kymara’s Solo | 6 Soul | Grants everyone in a 3x3 space around you a 1d20 modifier to Vitality and a +5 modifier to Vitality Save for 1 hour. |
Level 1: 1d20; 6 Soul Level 2: 2d20; 12 Soul Level 3: 3d20; 18 Soul Level 4: 4d20; 24 Soul *Saving Grace modifier doesn't increase... |
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| Treat Burns | 12 Soul | Able to treat up to 4 levels of burns without meds |
Level 1: 1d4; 12 Soul Level 2: 1d6; 24 Soul Level 3: 1d8; 36 Soul Level 4: 1d10; 48 Soul |
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| Magic Study | N/A | Grants +1d4 in Character Points per level of mastery for casting or attempting to cast spells. This only works for magic spells, not skills. |
Level 1: 1d4 Level 2: 2d4 Level 3: 3d4 Level 4: 4d4 |
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| Bow Drawing | 10 Endurance | Increases the range of your bow by 1d6. Also increases your hit chance by 5 and damage by 1d6. |
Level 1: 1d6, 5, 1d6; 10 Endurance Level 2: 2d6, 10, 2d6; 20 Endurance Level 3: 3d6, 15, 3d6; 30 Endurance Level 4: 4d6, 20, 4d6; 40 Endurance |
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| Awareness First Aid | 10 Soul | Heal 1d6 Awareness with First Aid. |
Level 1: 1d6; 10 Soul Level 2: 2d6; 20 Soul Level 3: 3d6; 30 Soul Level 4: 4d6; 40 Soul |
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| Fatigue First Aid | 10 Soul | Heal 1d6 Fatigue with First Aid. |
Level 1: 1d6; 10 Soul Level 2: 2d6; 20 Soul Level 3: 3d6; 30 Soul Level 4: 4d6; 40 Soul |
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| Hired Goons | 10 Soul | 1d6 thugs will join the battle on your side, dealing 2d20 melee damage each for that instance. |
Level 1: 1d6; 10 Soul Level 2: 2d6; 20 Soul Level 3: 3d6; 30 Soul Level 4: 4d6; 40 Soul |
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| Laying Hands | 5 Soul |
You can harm or heal a target that you touch by your Runic Energy + 1d6. Double the effect if you are a priest of Nikolai. Healing the target only is considered Light Alignment Healing and Harming is considered Neutral Alignment |
Level 1: 1d6; 5 Soul Level 2: 2d6; 10 Soul Level 3: 3d6; 15 Soul Level 4: 4d6; 20 Soul |
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| Ninja Run | 6 Endurance | Run up walls or over water a distance of 1d6 per level of mastery. |
Level 1: 1d6; 6 Endurance Level 2: 2d6; 12 Endurance Level 3: 3d6; 18 Endurance Level 4: 4d6; 24 Endurance |
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| A Concert for Zodo | 8 Soul | Grants anyone in a 4x4 space area around you a 1d6 Soul and Runic Energy. It also grants runic elemental dominance against any other target, even if the other target is of the same element. If both targets have this effects, the dominance cancels out. The effects last for 1d6 rounds. |
Level 1: 1d6; 8 Soul Level 2: 2d6; 16 Soul Level 3: 3d6; 24 Soul Level 4: 4d6; 32 Soul |
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| Damaging Shrill | 3 Soul | Also cause Runic Energy + 1d8 damage with Sickening Tones. |
Level 1: 1d8; 3 Soul Level 2: 2d8; 6 Soul Level 3: 3d8; 9 Soul Level 4: 4d8; 12 Soul |
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| Restoring Tones | 4 Soul | Adds 1d8 Soul restore to Relaxing Tones. |
Level 1: 1d8; 4 Soul Level 2: 2d8; 8 Soul Level 3: 3d8; 12 Soul Level 4: 4d8; 16 Soul |
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| First Aid | 5 Soul | Heal wounds and restore 1d8 Vitality. |
Level 1: 1d8; 5 Soul Level 2: 2d8; 10 Soul Level 3: 3d8; 15 Soul Level 4: 4d8; 20 Soul |
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| Magic Theory | N/A | +1d8 to Runic Energy per level of mastery. |
Level 1: 1d8 Level 2: 2d8 Level 3: 3d8 Level 4: 4d8 |
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| Tracking | N/A | Easily find and follow tracks up to 2 days old per level of mastery. |
Level 1: 2 days Level 2: 4 days Level 3: 6 days Level 4: 8 days |
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| Quick Endurance | 2 Soul | Occasionally the Dwarf will need a boost of extra Endurance The Dwarf can get that by using this ability. Using this ability the Dwarf can exchange Soul for Endurance at a cost of 2 Soul per 1 Endurance. |
Level 1: 2 Soul = 1 Endurance Level 2: 2 Soul = 2 Endurance Level 3: 2 Soul = 3 Endurance Level 4: 2 Soul = 4 Endurance |
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| Energy Enrichment | N/A |
Able to spend stat points into potions to increase their effect.
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Level 1: 2 stat restore in potion Level 2: 4 stat restore in potion Level 3: 6 stat restore in potion Level 4: 8 stat restore in potion |
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| Druid Speech | 10 Soul | Your speech reduces the movement rate by 20% for 1d4 rounds and has a 10% chance to daze for 1 round any target within a 3x3 area, friend or foe. |
Level 1: 20%, 10% chance; 10 Soul Level 2: 40%, 20% chance; 20 Soul Level 3: 60%, 30% chance; 30 Soul Level 4: 80%; 40% chance; 40 Soul |
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| Wholesale | N/A | Reduces the total price by 20% if bought 10 or more items. |
Level 1: 20% Level 2: 40% Level 3: 60 % Level 4: 80% |
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| Dwarven Tuck | N/A | When in defensive stance, the dwarf can sacrifice his or her movement action for the next round and pull him or herself in even further, tucking into the dwarf's armor. This will increase the dwarf's Defense and Spirit by 20% for the duration of the defensive round. |
Level 1: 20% Level 2: 40% Level 3: 60% Level 4: 80% |
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| Block or Parry Chance | 5 Endurance | First digit of Speed + 20 per level of mastery chance to block or parry. So if your Speed is 68, at level 1 this skill will give you a 26% chance to block or parry. That means you'd have to roll 26 or less. If you have this at level 4, that would give you an 86% chance, meaning you'd have to roll 86 or less. |
Level 1: 20, 5 Endurance Level 2: 40, 10 Endurance Level 3: 60, 15 Endurance Level 4: 80, 20 Endurance |
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| 2-Handed Proficiency | N/A | Increase Melee Power by 25% (x 1.25) for each level of mastery. This is an increase to the Melee Power for each hand. Since you are using a 2-handed weapon, you are already applying Melee Power twice. If your Melee Power is 12, this would be 12 x 1.25 = 15, so you'd use 15 + 15 + weapon attack value. |
Level 1: 25% (x1.25) Level 2: 50% (x1.5) Level 3: 75% (x1.75) Level 4: 100% (x2) |
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| Repair | 10 Endurance | Repair an item by 25% per level of mastery, with the use of repair tools. |
Level 1: 25%; 10 Endurance Level 2: 50%; 20 Endurance Level 3: 75%; 30 Endurance Level 4: 100%; 40 Endurance |
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| Magic Break | N/A | Allows you to throw up to 25% of Soul per level to break a spell lock or trap. |
Level 1: 25% Level 2: 50% Level 3: 75% Level 4: 100% |
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| Potion Administration | N/A | Increases potion's effects when using it by 25%. |
Level 1: 25% Level 2: 50% Level 3: 75% Level 4: 100% |
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| Elemental Blood | N/A | Soul regenerates by your amount of Runic Energy per level of mastery per round or hour. |
Level 1: 30% Level 2: 60% Level 3: 90% Level 4: 120% |
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| Demonic Protection | 10 Soul | A demon of Xodod protects you and allies from 4d20 damage and counters half damage. |
Level 1: 4d20; 10 Soul Level 2: 8d20; 20 Soul Level 3: 12d20; 30 Soul Level 4: 16d20; 40 Soul |
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| Conversion | 5 Soul |
The SA Cost of the skill is used to give the target 2 moral points to the alignment of your choice per level of mastery. You can place those moral points in light, dark, order, or chaos. The rate is 5 SA = 2 moral points. Neutral Alignment |
Level 1: 5 Soul = 2 moral points Level 2: 5 Soul = 4 moral points Level 3: 5 Soul = 6 moral points Level 4: 5 Soul = 8 moral points |
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| Piercing Spell | 4 Soul | Causes spells to pierce 5% per level beyond spirit and affect Vitality. |
Level 1: 5%; 4 Soul Level 2: 10%; 8 Soul Level 3: 15%; 12 Soul Level 4: 20%; 16 Soul |
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| Damage Absorb | 5 Endurance | Absorb 5% of the physical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next melee strike, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal. |
Level 1: 5%; 5 Endurance Level 2: 10%; 10 Endurance Level 3: 15%; 15 Endurance Level 4: 20%; 20 Endurance |
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| Magic Absorb | 5 Soul | Absorb 5% of the magical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next spell cast or any attack that uses Runic Energy, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal, or healing power. |
Level 1: 5%; 5 Soul Level 2: 10%; 10 Soul Level 3: 15%; 15 Soul Level 4: 20%; 20 Soul |
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| Assassin | 5 Soul | Use with Stealth. 5% chance of instantly killing target when attacking with stealth. |
Level 1: 5%; 5 Soul Level 2: 10%; 10 Soul Level 3: 15%; 15 Soul Level 4: 20%; 20 Soul |
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| Quick Evasion | 6 Endurance | 5% chance to completely evade an attack, even if the attacker successfully rolled their Hit Chance to hit you. |
Level 1: 5%; 6 Endurance Level 2: 10%; 12 Endurance Level 3: 15%; 18 Endurance Level 4: 20%; 24 Endurance |
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| Break Chance | 8 Endurance | 5% chance to break the attacker's weapon when you are parrying with your weapon. A penalty may be applied if the attacker's weapon is stronger than your weapon, just like a bonus may be applied if your weapon is stronger than the attacker's weapon. There will always at least be a chance with this skill. |
Level 1: 5%; 8 Endurance Level 2: 10%; 16 Endurance Level 3: 15%; 24 Endurance Level 4: 20%; 32 Endurance |
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| Control Defense | N/A | 5% chance of immunity to possession or control per level of mastery. |
Level 1: 5% Level 2: 10% Level 3: 15% Level 4: 20% |
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| Dual Fist / Throw Proficiency | N/A | By default you do not add Melee Power or Throw Power to your second hand when you are using both hands to punch or throw. This skill allows you to add some melee power or throw to your second hand when punching or throwing, thusly allowing you to punch and throw effectively with both hands. |
Level 1: Add 1/2 Melee or Throw Power to 2nd Hand Level 2: Add full Melee or Throw Power to 2nd Hand |
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| Dual Wielding Proficiency | N/A | By default you do not add Melee Power to your second hand when you are dual wielding. This skill allows you to add some melee power to the weapon in your second hand, making it more powerful. |
Level 1: Add 1/2 Melee Power to 2nd Hand Level 2: Add full Melee Power to 2nd Hand |
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| Point Market | N/A |
Buy or sell character points in point markets. Buy 1 character point for 50 shillings. Sell 1 character point for 25 shillings. The worth of character points increases per level, so at level 4 you would get to buy 4 character points for 50 shillings or sell 0.25 character points for 25 shillings. You can use Haggle with this skill. Please Note: You will not gain extra character points for using this skill.You will however gain the extra character points for using Haggle. |
Level 1: Buy 1 cp for 50 shillings, sell 1 cp for 25 shillings Level 2: Buy 2 cp for 50 shillings, sell 0.75 cp for 25 shillings (1 cp for 31.25) Level 3: Buy 3 cp for 50 shillings, sell 0.5 cp for 25 shillings (1 cp for 37.50) Level 4: But 4 cp for 50 shillings, sell 0.25 cp for 25 shillings (1 cp for 43.75) |
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| Dragon Kinship | 20 Soul | Gives you kinship with dragons that gives you certain benefits depending upon your level of mastery. |
Level 1: Dragon Speech; 20 Soul Level 2: Luck Chance for Aid; 40 Soul Level 3: Able to mount and ride for 1 trip a dragon; 60 Soul |
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| Familiar Sync | 10 Soul | Able to sync with your natural familiar and have certain benefits depending upon level of mastery. |
Level 1: Familiar's Sight; 10 Soul Level 2: Become one with familiar; 20 Soul Level 3: Switch places on map with familiar; 30 Soul Level 4: Transform into familiar for 1 hour; 40 Soul |
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| Create Arcane Potions | N/A | Lets you combine spell components into your potions to make magical potions. Follows the same rules as Spell Crafting, meaning that you would need to have higher levels of this skill to us different components. |
Level 1: Level 1 complexity Level 2: Level 2 complexity Level 3: Level 3 complexity Level 4: Level 4 complexity |
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| Arcane Crafting | N/A | Lets you add spell components to your items to make magical items based on level of mastery. Follows the same rules as Spell Crafting, meaning that you would need to have higher levels of this skill to us different components. |
Level 1: Level 1 complexity Level 2: Level 2 complexity Level 3: Level 3 complexity Level 4: Level 4 complexity |
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| Crafting | N/A | Lets you create weapons, armor, and other items based on level of mastery. |
Level 1: Level 1 crafting Level 2: Level 2 crafting Level 3: Level 3 crafting Level 4: Level 4 crafting |
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| Runic Tech Crafting | N/A | Able to craft runic technology from blueprints per level of mastery. |
Level 1: Level 1 crafting Level 2: Level 2 crafting Level 3: Level 3 crafting Level 4: Level 4 crafting |
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| Design Improvement | N/A | Lets you improve blueprints based on level of mastery. |
Level 1: Level 1 improvement Level 2: Level 2 improvement Level 3: Level 3 improvement Level 4: Level 4 improvement |
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| Pick Locks | 4 Soul | Pick Locks using lockpicks. Level of mastery determines the difficulty level of the lock that you can pick. You must roll a 1d6 with every use of this skill, with a 6 = broken lock pick. |
Level 1: Level 1 lock; 4 Soul Level 2: Level 2 lock; 8 Soul Level 3: Level 3 lock; 12 Soul Level 4: Level 4 lock; 16 Soul |
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| Create Medicines | N/A | Lets you create medicines based on your level of mastery. |
Level 1: Level 1 medicines Level 2: Level 2 medicines Level 3: Level 3 medicines Level 4: Level 4 medicines |
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| Create Potions | N/A | Lets you create potions based on your level of mastery. |
Level 1: Level 1 potions Level 2: Level 2 potions Level 3: Level 3 potions Level 4: Level 4 potions |
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| Vehicle Upgrade | N/A | Able to craft upgrades for vehicle based on level of mastery. |
Level 1: Level 1 upgrades Level 2: Level 2 upgrades Level 3: Level 3 upgrades Level 4: Level 4 upgrades |
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| Mech Suit Upgrade | N/A | Able to craft upgrades for mech suits based on level of mastery. |
Level 1: Level 1 upgrades Level 2: Level 2 upgrades Level 3: Level 3 upgrades Level 4: Level 4 upgrades |
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| Runic Tech Upgrade | N/A | Able to craft upgrades for existing runic technology based on level of mastery. |
Level 1: Level 1 upgrades Level 2: Level 2 upgrades Level 3: Level 3 upgrades Level 4: Level 4 upgrades |
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| Purify Object | 5 Soul | Allows you to break curses on objects, not people. Level of curse that you can break depends on level of mastery of this skill. It is up to the GM to determine how powerful of a curse it is in a level 1 to level 4 system, which should be decided upon when using Identify Curse. Please understand, for some epic cursed objects, this skill will not work. |
Level 1: lift Level 1 Curse; 5 Soul Level 2: lift Level 2 Curse; 10 Soul Level 3: lift Level 3 Curse; 15 Soul Level 4: lift Level 4 Curse; 20 Soul |
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| Revoke Curse | 5 Soul | Allows you to break curses on people, not objects. Level of curse that you can break depends on level of mastery of this skill. It is up to the GM to determine how powerful of a curse it is in a level 1 to level 4 system, which should be decided upon when using Identify Curse. |
Level 1: lift Level 1 Curse; 5 Soul Level 2: lift Level 2 Curse; 10 Soul Level 3: lift Level 3 Curse; 15 Soul Level 4: lift Level 4 Curse; 20 Soul |
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| Store Master | N/A | Operate a store making Luck increased by 25% (Luck x 1.25) in shillings per game week. |
Level 1: Luck x 1.25 Level 2: Luck x 1.50 Level 3: Luck x 1.75 Level 4: Luck x 2 |
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| Mix Potions | N/A | Lets you mix a number of potions based on mastery to make a new combined potion. |
Level 1: Mix 2 potions Level 2: Mix 3 potions Level 3: Mix 4 potions Level 4: Mix 5 potions |
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| Mix Compounds | N/A | Lets you mix a number of potions based on mastery to make a new combined potion. |
Level 1: Mix 2 potions Level 2: Mix 3 potions Level 3: Mix 4 potions Level 4: Mix 5 potions |
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| Inner Chi | 5 Soul | Add Runic Energy to Attack. Adds runic energy once per level of mastery. |
Level 1: Runic Energy + Attack; 5 Soul Level 2: Runic Energy x 2 + Attack; 10 Soul Level 3: Runic Energy x 3 + Attack; 15 Soul Level 4: Runic Energy x 4 + Attack; 20 Soul |
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| Telekinesis | 5 Soul | Powers of the mind that are unique to Xodians. |
Level 1: Mind Speak: Speak into the mind of another that you know for a minute, no matter the distance; 5 Soul Level 2: Mind Search: Able to find out the location of another that you know no matter the distance; 10 Soul Level 3: Mind Control: Able to make Influence Check to control another person that you know, no matter the distance, target gets to make an opposing will check to remain in control; 15 Soul Level 4: Mind Possession: Able to leave your body and possess another person that you know for 1d4 hours or rounds, no matter the distance, the target can make a will check with the difference in the target's and your will being the penalty or bonus; 20 Soul |
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| Survive Bullet | 8 Endurance | 10% chance to reduce gun shot damage by 10% of your Fortitude. |
Level 1: 10% chance, 10% , 8 Endurance Level 2: 20% chance, 20% , 16 Endurance Level 3: 30% chance, 30% , 24 Endurance Level 4: 40% chance, 40% , 32 Endurance |
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| Treat Poison | 8 Soul | Able to treat up to 4 levels of poison without meds. |
Level 1: 1d4 Poisons; 8 Soul Level 2: 1d6 Poisons; 16 Soul Level 3: 1d8 Poisons; 24 Soul Level 4: 1d10 Poisons; 32 Soul |
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| Richochet Projectile | 6 Soul | Puck Shot + 1 extra target within 6 spaces per level of mastery. Hit Chance drops by 5 per target. |
Level 1: +1 target; 6 Soul Level 2: +2 targets; 12 Soul Level 3: +3 targets; 18 Soul Level 4: +4 targets; 24 Soul |
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| Potion Save | 10 Soul | +10 to react to use Vitality restoring potion before killing blow can kill you. |
Level 1: +10; 10 Soul Level 2: +20; 20 Soul Level 3: +30; 30 Soul Level 4: +40; 40 Soul |
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| Medicine Save | 10 Soul | +10 to react to use Vitality restoring medicine before killing blow can kill you. |
Level 1: +10; 10 Soul Level 2: +20; 20 Soul Level 3: +30; 30 Soul Level 4: +40; 40 Soul |
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| Inner Knowledge | 15 Soul | Gives you a +10 to Mental per level of mastery for the day. |
Level 1: +10; 15 Soul Level 2: +20; 30 Soul Level 3: +30; 45 Soul Level 4: +40; 60 Soul |
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| Skill Focus | 15 Soul | Gives you a +10 chance to successfully perform your skill. If this means making a stat check, you will have a +10 bonus to making that stat check, for example. |
Level 1: +10; 15 Soul Level 2: +20; 30 Soul Level 3: +30; 45 Soul Level 4: +40; 60 Soul |
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| Herbal Knowledge | 5 Soul | +10 to Perceive to identify a plant and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
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| Alchemical Identify | 5 Soul | +10 to Perceive to identify a potion and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
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| Material Identify | 5 Soul | +10 to Perceive to identify a material and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
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| Pharmaceutical Identify | 5 Soul | +10 to Perceive to identify a medicine and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
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| Intimidation | 5 Soul |
Makes you appear more intimidating giving you an extra 3 to Influence and targets a -3 penalty to Will when using Glamour. Neutral Alignment |
Level 1: +3, -3; 5 Soul Level 2: +6, -6; 10 Soul Level 3: +9, -9; 15 Soul Level 4: +12, -12; 20 Soul |
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| Axe Berserk | 10 Endurance | 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 ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra swings with your axe, no melee power added however. |
Level 1: +5, 1d4, 10 Endurance Level 2: +10, 2d4, 20 Endurance Level 3: +15, 3d4, 30 Endurance Level 4: +20, 4d4, 40 Endurance |
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| Hammer Berserk | 10 Endurance | 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. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra swings with your hammer, no melee power added however. |
Level 1: +5, 1d4, 10 Endurance Level 2: +10, 2d4, 20 Endurance Level 3: +15, 3d4, 30 Endurance Level 4: +20, 4d4, 40 Endurance |
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| Dagger Berserk | 10 Endurance | Dark Elves are masters of the dagger, and can use daggers better than most other races. As long as the dark elf wields a dagger, he or she can use this ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra attacks with your dagger, no melee power added however. |
Level 1: +5, 1d4, 10 Endurance Level 2: +10, 2d4, 20 Endurance Level 3: +15, 3d4, 30 Endurance Level 4: +20, 4d4, 40 Endurance |
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| Spirit Armor | 10 Soul |
Coats armor of self with spirit energy giving +5 Runic Spirit for 1d4 rounds. If a priest of Zodo increase spirit by 1d6. Neutral Alignment |
Level 1: +5; 10 Soul Level 2: +10; 20 Soul Level 3: +15; 30 Soul Level 4: +20; 40 Soul |
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| Spirit Barrier | 10 Soul | Coats allies with spirit energy giving +5 Spirit for 1d4 rounds. This skill only works on allies, not yourself. It works on all allies. If you are a follower of Zodo, increase spirit by 1d6. |
Level 1: +5; 10 Soul Level 2: +10; 20 Soul Level 3: +15; 30 Soul Level 4: +20; 40 Soul |
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| Spirit Guard | 10 Soul | Grants +5 to save checks for 1 day to self. If you are a follower of Kymara or Spector, increase this by 1d4. |
Level 1: +5; 10 Soul Level 2: +10; 20 Soul Level 3: +15; 30 Soul Level 4: +20; 40 Soul |
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| Spirit Energy | 15 Soul | Restores self and those in a 3x3 area (ally and enemy) with 5 Vitality, Soul, and Endurance. The effect lasts for 1d4 rounds. If you are a follower of Kymara, Nikolai, or Zodo, increase the restoration by 1d6. |
Level 1: +5; 15 Soul Level 2: +10; 30 Soul Level 3: +15; 45 Soul Level 4: +20; 60 Soul |
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| Blind Shot | 3 Soul | +5 to Luck to hit the target without rolling for hit chance. Basically, with this skill you can shoot and hit the target even if you can't clearly see the target. You can also hit the target even if your hit chance falls under the target's evade. |
Level 1: +5; 3 Soul Level 2: +10; 6 Soul Level 3: +15; 9 Soul Level 4: +20; 12 Soul |
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| Extra Piercing | 5 Endurance | Increases Piercing Rate by 5. |
Level 1: +5; 5 Endurance Level 2: +10; 10 Endurance Level 3: +15; 15 Endurance Level 4: +20; 20 Endurance |
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| Positive Energy | 5 Soul |
Grants self and those in 3x3 area +5 to any skill roll or stat check while in the area of effect. The area of effect lasts for 1 round. If you are a priest of Nikolai increase the bonus by 1d4. Light Alignment |
Level 1: +5; 5 Soul; 1 round Level 2: +10; 10 Soul; 2 rounds Level 3: +15; 15 Soul; 3 rounds Level 4: +20; 20 Soul; 4 rounds |
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| Counterfeiting | N/A | Make convincing copies of objects, documents, or money. 10 penalty to other's perceive to notice. |
Level 1: -10 Level 2: -20 Level 3: -30 Level 4: -40 |
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| Forgery | N/A | Make convincing false signatures. 10 penalty to other's perceive to notice. |
Level 1: -10 Level 2: -20 Level 3: -30 Level 4: -40 |
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| Misreading the Scriptures | 10 Soul |
Causes enemies in a 3x3 area around you to need to make a will check with a 5 penalty or be controlled by you for 1 round. A priest of Joasri increases the penalty by 1d6. A priest of Zodo increases the penalty by 1d4 and the area of effect to 4x4. Dark Alignment |
Level 1: -5; 10 Soul Level 2: -10; 20 Soul Level 3: -15; 30 Soul Level 4: -20; 40 Soul |
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| Sneak | 4 Endurance | Move about without being noticed once you've already hidden. -5 to enemy's perceive. |
Level 1: -5; 4 Endurance Level 2: -10; 8 Endurance Level 3: -15; 12 Endurance Level 4: -20; 16 Endurance |
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| Stealth | 4 Endurance | Use with Hide and Sneak. Attack without being noticed so that the enemy cannot defend or retaliate. -5 to enemy's perceive. |
Level 1: -5; 4 Endurance Level 2: -10; 8 Endurance Level 3: -15; 12 Endurance Level 4: -20; 16 Endurance |
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| Spiritual Glow | 4 Soul |
Gives the target a -5 Will penalty against you when you are using Glamour. Neutral Alignment |
Level 1: -5; 4 Soul Level 2: -10; 8 Soul Level 3: -15; 12 Soul Level 4: -20; 16 Soul |
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| Hide in Plain Sight | 4 Soul | Hide out in the open. -5 to enemy's perceive. |
Level 1: -5; 4 Soul Level 2: -10; 8 Soul Level 3: -15; 12 Soul Level 4: -20; 16 Soul |
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| Negative Energy | 5 Soul |
Causes enemies in a 3x3 area around you to have a 5 penalty to any skill roll or stat check. The area of effect lasts for 2 rounds. If you are a priest of Joasri increase the penalty by 1d4. Dark Alignment |
Level 1: -5; 5 Soul; 2 rounds Level 2: -10; 10 Soul; 4 rounds Level 3: -15; 15 Soul; 6 rounds Level 4: -20; 20 Soul; 8 rounds |
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| Disguise | N/A | Wear convincing disguises. 5 penalty to other's perceive to notice that it is indeed you. |
Level 1: -5 Level 2: -10 Level 3: -15 Level 4: -20 |
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| Chi Heal | 8 Soul | Self Heal by Runic Energy per level of mastery |
Level 1: 1 x Runic Energy; 8 Soul Level 2: 2 x Runic Energy; 16 Soul Level 3: 3 x Runic Energy; 24 Soul Level 4: 4 x Runic Energy; 32 Soul |
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| Space Saving | N/A | Increase the storage space by 15% per level of mastery. This increases the space that your storage devices can hold, whether it be bag, belt, or pocket. This is not for liquid storage, only for dry storage. Basically, you have learned how to pak things tighter and make more use of the available space that you can store more. |
Level 1: 15% increase in storage space. Level 2: 30% increase in storage space. Level 3: 45% increase in storage space. Level 4: 60% increase in storage space. |
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| Study Session | N/A | Increase your End of Session bonus by 1d20 per level of mastery. |
Level 1: 1d20 Level 2: 2d20 Level 3: 3d20 Level 4: 4d20 |
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| Breath Holding | 5 Endurance | Can hold breath for 1d4 +1 minutes, the 1d4 increases with level of mastery. Basically, with this skill you could hold your breath from 2 minutes to 5 minutes, at the first level of mastery. |
Level 1: 1d4; 5 Endurance Level 2: 2d4; 10 Endurance Level 3: 3d4; 15 Endurance Level 4: 4d4; 20 Endurance |
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| Binding of the Natural Spirits | 10 Soul | 20% chance to inflict 1d10 poison or remove poison by touch. |
Level 1: 20% chance, 1d10, 10 Soul Level 2: 40% chance, 2d10, 20 Soul Level 3: 60% chance, 3d10, 30 Soul Level 4: 80% chance, 4d10, 40 Soul |
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| Increased Spoils | N/A |
Increase the end of session character point reward, found treasures, and any money found by 20%. Please Note: You will not gain extra character points for using this skill. |
Level 1: 20% increase Level 2: 40% increase Level 3: 60% increase Level 4: 80% increase |
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| Phantom Hunter | 3 Soul | Increase damage done against spirits by 25% per level of mastery. |
Level 1: 25%; 3 Soul Level 2: 50%; 6 Soul Level 3: 75%; 9 Soul Level 4: 100%; 12 Soul |
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| Armor Hardening | 5 Soul | 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 a Flat defense or spirit rate of their choosing at a cost of 5 Soul per 1 defense or spirit point. The effect lasts for 6 rounds and this ability cannot be used again until the effect wears off. |
Level 1: 5 Soul to 1 Level 2: 5 Soul to 2 Level 3: 5 Soul to 3 Level 4: 5 Soul to 4 |
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| Mortal Shot | 10 Soul | 5% chance per level of shot killing target. |
Level 1: 5%; 10 Soul Level 2: 10%; 20 Soul Level 3: 15%; 30 Soul Level 4: 20%; 40 Soul |
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| Anima Stone Theory | 10 Soul | This ability allows you to create an Anima Stone in the same way you might create a rune stone. You can also bond with and use Amina Stones. |
Level 1: Blood Stones; 10 Soul Level 2: Bestia Stones; 20 Soul Level 3: Angelus and Daemon Stones; 30 Soul Level 4: Aduro and Umbra Stones; 40 Soul |
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| Study Habits | N/A | Increase your Character Point Rate by +0.15 per level of mastery. |
Level 1: Character Point Rate +0.15 Level 2: Character Point Rate +0.3 Level 3: Character Point Rate +0.45 Level 4: Character Point Rate +0.6 |
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| Lore | 5 Soul | Grants you knowledge of the basic lore of the area. With this skill you can know the basic history and folk tales of the area, granting you the knowledge a common citizen of the area would have. This could be useful for helping you to blend in as someone who lives there, or to give you some idea of what kind of dangers and rewards you might expect to find. | N/A - there's only 1 level. | |||
| Wall Clinging | 2 Endurance | Deztunians can cling to walls and ceilings, allowing them to scale walls and walk on ceilings almost as effortless as walking. | N/A: only one level | |||
| Low Light Vision | N/A | Dwarves are used to working and living in areas of limited light, so while they can't fully see in the dark, they can see better than most. Their eyes quickly pick up the slightest light sources allowing them to make out basic details in shades of gray. | N/A: only one level | |||
| For the Clan | 5 Endurance | Dwarves are loyal. They will defend their clan and their friends with fierce determination. Whenever their friends are attacking a target that is in range, the dwarf can make a reaction check with a 10 point bonus, or 20 point bonus by spending 10 SA. If the roll is a succeess, the dwarf will attack in unison with his or her ally, adding their damage to their ally's damage. | N/A: only one level | |||
| Create Magical Totem | 10 Soul | Create a magical totem. This ability allows you to transform something you already possess into a magical totem. The totem decreases the casting costs of any spell you are casting by 1 and the stat cost by 10%. However, the totem has only as much Soul that you put into it. The totem will lose the spell's Soul cost in Soul each time you cast a spell while holding the totem, and once the Soul cost is depleted, the totem becomes a normal object again, no longer providing its effect. To create a totem, simply hold the object you wish to enchant and spend your Soul into it, 10 Soul at a time, until you are satisfied. Every 10 Soul spent takes 1 minute of game time. This ability can't be used in combat. This is best used when using spells you've already mastered from your rune stones. | N/A: only one level | |||
| Sorcery | N/A | Allows use of alchemical ingredients for spell crafting. Refer to the rules for Sorcery. | N/A: only one level | |||
| Tone & Rhythm | N/A | Able to hold a beat and sing or play instruments. | N/A: only one level | |||
| Sense Alignment | 5 Soul |
Can sense alignment of target within 10 feet of you. If a priest of Taal double the range and target can't mask alignment. Neutral Alignment |
N/A: only one level | |||
| Runic Block | 5 Soul | Allows for block value using shields to be used to block magic. | N/A: only one level | |||
| Critical Chance | 10 Endurance | Allows for critical hits with a crossbow and long guns. Without this skill, crossbows or long guns wouldn't have the ability to make critical hits. The critical hit damage of a crossbow or long gun will be double ammo damage. | N/A: only one level | |||
| Dual Guns Proficiency | N/A | Allows for using skills with hand gun in second hand. This can only be used with hand guns. Basically, this allows you to have a hand gun in each hand. Normally you would only be able to use the gun skills with the hand gun in your prominent hand, however with this skill you can also use those skills with the gun in your off hand. | N/A: only one level | |||
| Free Reload | N/A | Get 1 free reload of your long gun every other turn. This lets you load your rifle or shot gun without spending your support action to do so. | N/A: only one level | |||
| Child of Magic | N/A | This skill allows you to have the effects of a protection, armor, or status effect, or weapon spell on you for an extended period of time. This spell takes all of your Soul from you to power the protection spell. The spell then takes its cost from that pool every other round. You could use this spell to give you Scorched Aura or Sun's whip, for example, with the spell's cost slowly taking from the pool every other round instead of from you. Once you've used this skill, you can restore your Soul through use of a potion and continue to cast other spells and such. Once the pool of Soul is depleted, the effect of the spell is gone. | N/A: only one level | |||
| Magic Grace | N/A | Causes spells that affect everyone in an area to not harm allies or benefit enemies. | N/A: only one level | |||
| Magic Ink | 8 Soul | Allows for writing spell scrolls. The spells written on these scrolls can be used as if they were from rune stones, however they will be 75% as effective. You must have mastered the spell from a rune stone before you can write it into a scroll. | N/A: only one level | |||
| Spell Modification | N/A | Modify and upgrade mastered spells using spell components. You can use this with Spell Modification Components as is. | N/A: only one level | |||
| Advanced First Aid | 20 Soul | Heals broken bones, impalement, and other serious conditions with First Aid. | N/A: only one level | |||
| Avian Kinship | N/A | Birds in the area will treat you as friend and not attack you. Luck chance for aid from area birds. | N/A: only one level | |||
| Creature Bonding | 10 Soul | Bond tamed creature to make creature a permanent companion. Limit of 2. | N/A: only one level | |||
| Dragon Lore | N/A | With this skill you have knowledge of dragons and their customs. | N/A: only one level | |||
| Familiar Growth | N/A | This skill allows you to spend character points into a familiar to boost their stats or skills. | N/A: only one level | |||
| Natural Familiar | 30 Soul | Change 1 bonded creature into a spiritually linked creature that you can control. You can only have 1 natural familiar. | N/A: only one level | |||
| Battle Waltz | 10 Endurance | Allows you to move with your dance, affecting a 3x3 area along your movement path. | N/A: only one level | |||
| Dance Training | N/A | Causes your dancing skills to cost 25% less Endurance to use. | N/A: only one level | |||
| Runic Shuffle | 10 Soul |
Adds runic elemental effect to Tap Dance.
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N/A: only one level | |||
| Runic Sonata | 10 Soul |
Adds runic elemental effect to Sickening Tones.
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N/A: only one level | |||
| Seduced Haggle | 5 Soul | Causes the skill Haggle to always be successful against seduced targets. | N/A: only one level | |||
| Soul Moves | 4 Soul | Adds Runic Energy as Vitality damage to affected targets of Tap Dance. | N/A: only one level | |||
| Tone & Rhythm | N/A | Able to hold a beat and sing or play instruments. | N/A: only one level | |||
| Voice Training | N/A | Causes your singing skills to cost 25% less Soul to use. | N/A: only one level | |||
| Weapon Dance | 5 Endurance | Adds weapon attack to Tap Dance, hitting those around you. Do full weapon damage to all targets, ally or enemy, including melee power. This skill can only be used with melee weapons or punching or kicking. | N/A: only one level | |||
| Appraisal | 5 Soul | Identify the value of an item by sight. | N/A: only one level | |||
| Disregard Tax | N/A | Automatically reduces the costs of all items by 20%. | N/A: only one level | |||
| Resell for Cost | N/A | Resell item not damaged at purchase price. | N/A: only one level | |||
| Calming Aura | 10 Soul |
Removes and prevents the effects of rage or fear from self and allies in a x1x area for 10 SA. Neutral Alignment |
N/A: only one level | |||
| Fear | 10 Soul |
Causes targets to need to make a will check or run from you for 1d4 rounds. If you are a priest of Joasri, Spector, or Zodo, add your Runic Energy as a penalty to their will check. Dark Alignment |
N/A: only one level | |||
| Gift of Tongues | 40 Soul |
Grants self and those in a 3x3 area (allies and enemies) double of each action type (can attack twice, use two potions, move twice, etc), double runic speed, and double movement for 1d3 rounds. Double the duration if you are a priest of the Four Winds. Light Alignment |
N/A: only one level | |||
| Inner Peace | N/A |
Grants you the benefits of rage and not the negatives when in rage. This skill doesn't give you the rage status effect. Instead, should you become enraged or get the rage status effect, because you possess this skill you will only get the benefits and not the negatives. If you are a Priest of Arameas, this becomes an aura effect, affecting yourself and anyone right next to you. Neutral Alignment |
N/A: only one level | |||
| Prayer | 45 Soul |
The effects of this skill depend largely upon your character's deity. This can only be used once a battle. Arameas: targets with negative alignments will receive Runic Energy Vitality damage. Targets with positive alignments will restore Vitality, Soul, and Endurance by Runic Energy. Those with neutral alignments are ignored. Light Alignment El Anon: You and your allies armor and weapons restored, enemies dazed for 1d6 rounds and you and allies will not have to roll to hit for 1d6 rounds. Neutral Alignment Joasri: The great trickster responds by whispering into the minds of all but the priest, asking for a sacrifice of 100 vitality, allies and enemies. Those who refuse must make a will check. If they fail the will check, they begin to hallucinate and begin to attack themselves to try and rid themselves of the monsters they imagine are on them. The temptation then comes in the second round where they are promised that they would be cured of their fears if they would sacrifice 200 vitality. If they refuse, the will continue to attack themselves and hallucinate for two more rounds. Dark Alignment Kymara: You and your allies Vitality, Soul, and Endurance is restored by 1.5 x your runic energy, any possessions, negative status effects, and mind control is removed as well. Ky'Yurei may (with luck check) embody the priest's weapon doubling its attack power and causing instant death to anyone of a negative alignment for 1d6 rounds. Light Alignment Nikolai: Beams of light batter the battlefield and the enemies, appearing very much like lightning bolts. All enemies are dealt 12d% damage, though if they have reflective armor such as glass the light will be reflected harmlessly away. All enemies will also suffer visual instability for the remainder of the battle, having to make perception checks to move or act. The priest and his or her allies are unharmed. Light Alignment Norvus: Spiritual energy washes over you increasing your Strength and Fortitude by your runic energy temporarily for 1d6 rounds. Neutral Alignment Ova: You call upon the power of Ova to protect you and your friends. She does so by providing all of you a protective layer of magical tree bark which covers your abdomen, legs, chest, and arms. This natural armor gives you a Defense and Spirit of 1d% for 1d6 rounds. Neutral Alignment Spector: You call upon the power of Spector, the god of death, asking for him to vanquish your enemies. His power comes onto the battlefield to judge your enemies. Each enemy must roll a 1d6. If they roll a 6, they are instantly killed. If they roll a 1, they are restored completely. Any other number is multiplied by 1d20 (per target) and dealt against them as vitality damage. Neutral Alignment The Four Winds: You call upon the power of the four winds to help you in combat. The four winds respond, with Eros giving your weapon an extra 1d% magic damage plus 1d10 stackable poison damage. Zephyr blesses your feet giving you double movement. Solara blesses your armor so that is neglects 20% of any physical or magical damage. Tyria increases your reflexes letting you make a second attack action. This all lasts for 1d6 rounds. Neutral Alignment Zodo: Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 1d%. Once the duration of the summon is over, your weapon returns to normal. This lasts for 1d6 rounds. Dark Alignment Taal: All enemy targets must roll a 1d6. If the target rolls a 6, the target falls instantly asleep, and is unable to awaken for a for 1d6 rounds, no matter what happens to the target. Light Alignment |
N/A: only one level | |||
| Religious Might | N/A |
Damage done against opposite alignment targets doubled and always crit. Either Light Alignment or Dark Alignment - cannot be neutral |
N/A: only one level | |||
| Sense Emotion | 5 Soul |
Can sense emotion of target within 10 feet of you. If a priest of Taal double the range, sense intent as well. Neutral Alignment |
N/A: only one level | |||
| Sigil Identify | 10 Soul |
Recognize and understand the meaning of a sigil and to what deity or religion it belongs to. Neutral Alignment |
N/A: only one level | |||
| Spiritual Communication | 2 Soul |
Grants 1 minute to talk to any spirits in the area, whether they are good, neutral, or dangerous. Neutral Alignment |
N/A: only one level | |||
| Horsemanship | N/A | x3 your move rate on a horse instead of x2. Basically riding a horse doubles your movement rate. With this skill however, you have greater control over a horse and can triple your movement rate. | N/A: only one level | |||
| Survival Skills | N/A | Have the skills to make camp fires, purify water, and make basic shelter. Basically, you have the basic knowledge to survive in the wilds. This is very helpful if you do not have enough clean water, rations, and a tent. With this skill you can make a lean-to or other basic shelter that would provide the same benefits of a tent, be able to drink water from around you without worry (unless it is very acidic or toxic), forage for food, and well, make a fire for warmth, security, and cooking. | N/A: only one level | |||
| Double Attack | 25 Endurance | Able to attack twice a round. | N/A: only one level | |||
| Magical Counter | 10 Soul | Allows your counter attack action to be a spell cast. | N/A: only one level | |||
| Dogma | N/A | If the enemy targets you, the enemy must make a will check at 15% penalty to attack you instead of itself. So if the enemy's will is 100, the enemy must roll 85 or less. If they enemy's will is 25, the enemy must roll 22 or less. The penalty is doubled if the person is a servant of Taal. | N/A: only one level | |||
| Mech Suit Operation | N/A | Able to use mech suits | N/A: only one level | |||
| Mech Suit Repair | N/A | Able to use repair skills on mech suits | N/A: only one level | |||
| Runic Tech Creation | N/A | Able to create new kinds of runic technology. | N/A: only one level | |||
| Vehicle Repair | N/A | Able to use repair skills on simple vehicles. | N/A: only one level | |||
| Advanced Vehicle Repair | N/A | Able to use repair skills on Advanced vehicles. | N/A: only one level | |||
| Runic Tech Combination | N/A | Able to combine similar runic technologies to make a new and improved technology. | N/A: only one level | |||
| Carving | N/A | Lets you carve wood, bone, and stone materials with a knife, dagger, or any other blade. | N/A: only one level | |||
| Dwarven Forge | 5 Soul and 2 Endurance | 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 spirit for defense or defense for 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 | N/A: only one level | |||
| Dwarven Prospector | N/A | Dwarves are naturals at prospecting for new mines. They can easily sense the mineral or ore that they are looking for if they are nearby it. The dwarf simply needs to think on the type of ore he or she is looking for and if the dwarf is within 50 feet the dwarf will have a distinct ringing in the ears sensation, which will get louder as the dwarf gets closer. If the dwarf is a geomancer, multiply the range by the dwarf's runic energy. | N/A: only one level | |||
| That only counts as 1! | 5 Endurance | Dwarven warriors love combat and are very competitive. If they see their friend get a kill, and the dwarf is in attacking range without moving of another target, the dwarf will immediately make a basic attack with no melee power added. | N/A: only one level | |||
| Blood Empowering | 2 Soul | Dwarves can use their blood to empower their talisman. This allows them to give their talisman extra Soul at that moment to increase a spell's effects. With every 2 Soul you can increase a spells healing or damaging power by 1, if using a totem. | N/A: only one level | |||
| Dwarven Runes | N/A | Dwarves can use ylem stones to make small dwarven runes, with dwarven runic words etched into the stone. Unlike a traditional rune stone, these are much smaller and have very little real power. Instead they will have instant effects that are 20% as strong as the actual spell put into the stone. For example, you could make a dwarven healing rune that when pleaced on the head of the target would heal the target for 20% of what Essence Bolt would. Or perhaps a dwarven fire rune that when thrown at the target would do 20% of what firestreak would do. The upside here is that you can make 10 dwarven runes from one ylem, instead of just 1 rune stone, and these stones could be fashioned into things like arrow heads, or simply thrown or used quickly. Dwarven runes cannot be recharged however, and their use is 20% of that of a traditional rune stone. | N/A: only one level | |||
| Creature Lore | N/A | This skill grants you the knowledge of the creature you are looking at and how to identify them and their variants. With this skill you will know the creature's stats, skills, behavior, and more. | N/A: only one level | |||
| Other Sight | 10 Soul | Wood Elves are at one with nature. The wood elf can use his or her connection with nature and natural creatures to see through their eyes. The wood elf relaxes for a moment, going into a meditative state, searching for any natural, non-hostile creature. Once found, the wood elf can see through its eyes to see what it sees for up to ten minutes. This can only work on natural creatures such as birds, horses, rats, bats, and the like - nothing that can be considered unnatural, hostile, or found in the bestairy. | N/A: only one level | |||
| Silent Hunter | N/A | Wood Elves can slow down their movement to half movement (or each action is two adventure actions) so that they are not making any sound, no matter what they are walking on. In this way, the wood elf can easily sneak up on a target and ambush the target, assuming no one else is around the wood elf to alert the target. This would allow the wood elf to attack before the battle starts. | N/A: only one level | |||
| Safe Footing | N/A | Ignore unstable terrain. Walking on loose rocks, floors that may collapse, or slippery ice may normally cause you difficulty. Not with this skill. With this skill you can walk on such surfaces as if it were normal ground. | N/A: only one level | |||
| Shadow Hide | N/A | Dark Elves are at home in the shadows and can hide in them easily. When using Hide, if the place is low lit or they are in a shadowy area, other targets are unable to perceive them. | N/A: only one level | |||
| Alchemical Application | N/A | Apply potion to weapon giving weapon its effects. | N/A: only one level | |||
| Puck Shot | 10 Soul | Roll hit chance to 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. You would roll hit chance on that target as well, and if you succeed, your ammo will bounce off the first target and hit the second target. Same damage will be dealt to both targets. | N/A: only one level | |||
| Critical Chi | N/A | Any Critical Hit with an attack that uses Chi also adds double Runic Energy. | N/A: only one level | |||
| Magic Channeling | N/A | Increase spell damage by extra runic energy for each casting round added. If the spell calls for 1 casting round and you increase it to 2, you get to double your runic energy into the spell. | N/A: only one level | |||
| Rune Stone Theory | N/A |
Create rune stones and use rune stones more effectively, including applying effects before mastery. Basically, with this skill you can do the following:
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N/A: only one level | |||
| Spell Bomb | 10 Soul | Changes a single target spell into a spell that affects all surrounding spaces around the target. | N/A: only one level | |||
| Spell Necessity | N/A | Allows you to use Vitality to fuel spell if you do not have enough Soul. Basically, without this skill, if you used a spell that cost 10 Soul and you only had 5, the other 5 would come from your Awareness. With this skill that other 5 would come from your Vitality. | N/A: only one level | |||
| Equip Potion | N/A | This allows you to always have a potion in hand as long as you have enough of that potion without having to waste your support action to get another potion. | N/A: only one level | |||
| Resuscitation | 20 Soul | Able to restore target to consciousness using First Aid as long as Vitality remains above -10. | N/A: only one level | |||
| Use Potion as Defense | N/A | Able to use a potion in defensive stance. | N/A: only one level | |||
| Invention | N/A | Lets you create new designs from scratch. | N/A: only one level | |||
| Aura of Lust | N/A | Adds seduction effect to singing or dancing, affecting a 3x3 area around you. | N/A: only one level | |||
| Cursed Ground Tango | 25 Endurance | Anyone in a 3x3 space area around you will suffer your Runic Energy worth of Vitality damage with each space they move for 1d6 rounds. | N/A: only one level | |||
| Musical Instruments | 5 Soul | Increases the effects of singing or dancing by your runic energy. | N/A: only one level | |||
| Purifying Tones | 5 Soul | Adds poison, nausea, and sickness removal to Relaxing Tones. | N/A: only one level | |||
| Energy Trade | N/A | Trade Soul, Endurance, or Power with an ally for equal amount in opposite stat. Must be next to ally you wish to trade with. Can be used with your supportive action in battle, or outside of battle. The trade is permanent. | N/A: only one level | |||
| Curse of Tongues | 40 Soul |
Causes enemies in a 3x3 area around you to be unable to move and have half evade and runic speed for 1d3 rounds. Neutral Alignment |
N/A: only one level | |||
| Holy Hands | 25 Soul |
Either remove the effects of poison by touch or cause 1d6 Vitality poison (non-stacking) by touch. If you are a priest of Spector, the poisoning increases to 1d8. Neutral Alignment |
N/A: only one level | |||
| Reading the Scriptures | 30 Soul |
Grants self and those in a 3x3 area immunity to any kind of control for 1d4 rounds. Double duration and area of effect if you are a priest of Kymara. Light Alignment |
N/A: only one level | |||
| Summoning | 45 Soul |
This powerful skill allows you to summon forth a spiritual being. Depending upon your Will check, the summoning can vary.
Neutral Alignment |
N/A: only one level | |||
| Racial Lore | 5 Soul | Grants you knowledge of races you encounter and their customs. This skill won't teach you their language, but it will make you aware of how the race typically reacts with outsiders and their customs and beliefs, which could help you not to get on their bad side. | N/A: only one level | |||
| Swimming While Armored | 5 Endurance | Lets you ignore armor weight while swimming. When you are swimming in deep water, if you are wearing armor, the GM may normally require you to make a strength check with some penalty to not sink. This skill allows you to ignore that and keep on swimming. | N/A: only one level | |||
| Double Movement | 10 Endurance | Able to move twice a round. | N/A: only one level | |||
| Pharmaceutical Application | N/A | Apply compound to weapon giving weapon its effects. | N/A: only one level | |||
| Use Medicine As Defense | N/A | Able to use a medicine in defensive stance. | N/A: only one level | |||
| Equip Medicine | N/A | This allows you to always have a medicine in hand as long as you have enough of that medicine without having to waste your support action to get another medicine. | N/A: only one level | |||
| Advanced Vehicle Operation | N/A | Able to drive and operate advanced vehicles. | N/A: only one level | |||
| Vehicle Operation | N/A | Able to drive and operate simple vehicles. | N/A: only one level | |||
| Airship Operation | N/A | Able to drive and operate airships. | N/A: only one level | |||
| Airship Repair | N/A | Able to use repair skill to repair airships. | N/A: only one level |


