This Rulebook is intended to be used in conjunction with the DyingLight Core Rulebook.
This will Rulebook details out the specifics of both the skills, and feats purchased with Path Skills.
All characters begin the game with 75 Skill Points to spend. Each skill has both a cost next to the name and a brief description. A more comprehensive explanation of the skills will follow the list. Costs for skills are fixed; the prices are the same at character creation as they are later in the game. Skill names followed by an asterisk indicate that the skill may be purchased multiple times at the same cost.
Through the purchases of skills the character then possesses the expertise needed to perform the associated action. Those skills that may be purchased multiple times will include whatever benefits come from additional ranks.
All Skills that grant the use of equipment also allow the character to conduct standard repairs on that equipment, if it’s Shattered. By spending 10 minutes of work and (the CP value x 5) credits, a character may repair a single item they are skilled in the use of. Engineering and Ritual Magic allow characters to repair all items that don’t require a skill to use.
Skill Lists
Armor Skills | SP Cost | Description |
Light Armor Proficiency | 2 | Light supple armor; provides 2 point of armor |
Medium Armor Proficiency | 4 | Light rigid armor; provides 4 points of armor |
Heavy Armor Proficiency | 6 | Heavy rigid armor; provides 6 points of armor |
Armor Master | 10 | Combines all Armor Skills |
Melee Trainings | SP Cost | Description |
Unarmed | 2 | Simulated fists; provides base of 2 damage |
Small | 2 | Daggers, hand axes; provides base of 2 damage |
1-Handed | 4 | Short swords, maces, clubs; provides base of 4 damage |
2-Handed | 8 | Long swords, great mauls; provides base of 8 damage |
Man at Arms | 12 | Combines all the melee weapon trainings |
Ranged Trainings | SP Cost | Description |
Blowgun | 2 | Provides 1 damage |
Bow | 6 | Provides base of 15 damage |
Thrown Weapons | 2 | Explosives, thrown daggers, rocks, ect; provides base of 1 damage |
Deadeye | 8 | Combines all the ranged weapon trainings |
Gun Trainings | SP Cost | Description |
Artillery | 8 | Both low and high tech artillery, provides average base damage of 50 |
Pistols | 4 | Both low and high tech pistols; provides average base damage of 10 |
SMGs | 5 | Both low and high tech SMGs; provides average base damage of 15 |
Rifle | 6 | Both low and high tech rifles; provides average base damage of 20 |
Sharpshooter | 19 | Combines all the ranged weapon trainings |
Fighting Styles | SP Cost | Description |
Shield | 2 | Allows use of a shield or buckler |
Two Weapons | 3 | Allows use of dual weapons |
Scatter Shot | 5 | Allows the use of the scatter call |
Combat Master | 7 | Combines all Fighting Styles |
Sneaky Skills | SP Cost | Description |
Disguise | 10 | Masquerade as another race; unable to impersonate a specific character |
Escapology | 8 | Escape from most restraints and Bind effects with counted action |
Poisoner | 3 | Provides knowledge of how to apply poison to weapons |
Waylay* | 5 | Knock out a victim from behind |
Holistic Skills | SP Cost | Description |
First Aid | 2 | Allows diagnosis of specific statuses in others with counted action |
Medic* | 5 | Provides healing of 10 HP per purchase, revives normal unconsciousness |
See Spirits | 2 | Allows the character to see spirits |
Resurrection* | 5 | Allows the character to return a spirit to its body; additional purchases reduce time |
Magical Skills | SP Cost | Description |
Detect Magic | 5 | Allows the detection of persistent magical effects and to discover the nature of the magical effect with counted action |
Ritual Casting* | 5 | Allows the performance of rituals; additional purchases increases the character’s competency |
Magic Channeling* | 10 | Allows the character to channel a magic path into a weapon or armor |
Technical Skills | SP Cost | Description |
Identify Tech | 5 | Allows the identification of a low, high, or Morpheus tech , and to discover an item’s nature with a counted action |
Engineering* | 5 | Allows the engineering of tech items; additional purchases increases the character’s competency |
General Skills | SP Cost | Description |
Contact* | 5 | Allows the development of a NPC resource |
Research* | 5 | Allows the character to access and search recorded knowledge for specific questions |
Poison Sense | 2 | Allows the detection of poisons in food and drink with counted action |
R/W: Terran | 2 | Read and write in Terran |
R/W: Fey | 2 | Read and write in Fey |
R/W: Beastman | 2 | Read and write in Beastman |
R/W: Dwarf | 2 | Read and write in Dwarven |
R/W: Felinae | 2 | Read and write in Felinae |
Linguist | 8 | Combines all the above languages |
Taunt* | 5 | Forces a victim to engage in combat with you |
Armor is the broad term used to describe protective gear; it does not require the character to conform to a medieval concept and may encompass styles from fantasy through science fiction. Though the physical representation of armor can differ, all armor must be present in costume and must be approved by a safety staff member at character sign in. Armor phys reps must cover the torso of the player at minimum, or provide equivalent coverage over the body.
The equipping of armor inhibits the use of any called dodges and the quickness path that the character may possess. Armor must be worn to grant the associated points in armor. All armors apply bonuses from the Constitution stat as well as the Armor Skill Path. As a final note, a character wearing a helmet is immune to the skill Waylay.
Light Armor Proficiency – 2 sp
This style of armor provides 2 point of armor. Light Armor can be flexible and it is intended to protect the wearer from abrasions.
Medium Armor Proficiency – 4 sp
This style of armor provides 4 points of armor. Medium Armor can be represented as light rigid plates.
Heavy Armor Proficiency – 6 sp
This style of armor provides 6 points of armor. Heavy Armor can be seen as large rigid plates.
Armor Master – 10 sp
This skill allows the character proficiency with all the armor skills.
Weapons in this category are considered a part of hand-to-hand combat. Listed under each weapon skill name is the base damage which the weapon provides, a brief description of its physical representation, and the signature damage call of the weapon. The damage call indicates the type of damage the weapon inflicts as well as the amount of damage. All melee weapons apply bonuses from the Strength stat as well as the Warrior Skill Path. Characters may at any time choose to call damage for less than they are capable of. Mundane weapons do not require tags, but must be approved by a representative of the safety committee. The physrep of the boffer determines the kind of damage it can do. Swords and similar edged weapons may only call for the “Edge” damage type, there is no striking with the flat of the blade to call for “Blunt”. Similarly blunt weapons only call for “Blunt” damage type.
Unarmed
SP: 2
Base Damage: 2
Damage Type: Blunt
This weapon proficiency simulates bare handed fighting styles. However, the player must use two small boffer-safe weapons—as approved by the safety committee—to represent the character’s fists. These boffers must be marked with out of game orange strip. Attacks can be blocked with these boffers without taking damage, the same as with standard weapons.
Signature Call: <Damage Amount> Blunt
Small Weapons
SP: 2
Base Damage: 2
Damage Type: Edge, Blunt
This weapon proficiency allows the use of small weapons fighting styles. These weapons may include daggers, hand axes, and small clubs.
Signature Call: <Damage Amount> Edge, <Damage Amount> Blunt
One Handed Weapons
SP: 4
Base Damage: 4
Damage Type: Edge, Blunt
This weapon proficiency allows the use of one-handed weapon styles. These weapons include short sword, maces, hammers, or clubs—any weapon that is wielded with one hand.
Signature Call: <Damage Amount> Edge, <Damage Amount> Blunt
Two Handed Weapons
SP: 8
Base Damage: 8
Damage Type: Edge, Blunt
This weapon proficiency allows the use of two-handed weapon styles. These weapons include long swords, giant axes, and greater mauls.
As a special consideration, some weapons can be utilized for either one hand or two-handed combat. If a character possesses both the one-handed weapon and two-handed weapon trainings they may alternate the damage calls between the base damages of these skills dependent on how they are wielding the weapon.
Signature Call: <Damage Amount> Edge, <Damage Amount> Blunt
Man at Arms
SP: 12
This skill allows the character proficiency with all the melee weapon trainings.
Weapons in this category are considered a part of long distance combat. Guns are covered under the Gun Weapon Training. Listed under each weapon skill name is the base damage which the weapon provides, a brief description of its physical representation, and the signature damage call of the weapon. The damage call indicates the type of damage the weapon inflicts as well as the amount of damage. All ranged weapons apply bonuses from the Marksman Skill Path and from the Strength stat, with the exception of blowguns. Characters may at any time choose to call damage for less than they are capable of. Mundane weapons do not require tags, but must be approved by a representative of the safety committee.
Blowguns
SP: 2
Maximum Damage: 1
Damage Type: Edge
This weapon proficiency allows the use of blowguns which are an air powered device that launches a Nerf dart. These weapons cannot exceed a damage call of one;
Signatures calls must precede attack.
Signature Call: One Edge
Bows
SP: 6
Base Damage: 15
Damage Type: Edge
This weapon proficiency simulates archery. These weapons include bows, crossbows, or other arrow driven systems. The player may physically represent the bow and choose to throw spell packets or use Nerf style bows. If using spell packets, you must delay 3 seconds between each throw.
The use of an actual bow with safety committee approved LARP safe, modified arrows may be sanctioned by the ownership after the player’s proficiency is tested. The pull of the bow may not exceed 25 pounds.
Signature Call: <Damage Amount> Edge
Thrown Weapons
SP: 2
Base Damage: 1
Damage Type: Edge, Blunt
This weapon proficiency allows the use of thrown weapons. These boffers must be coreless. These weapons include small daggers, hand axes, or even rocks.
This training is also required to throw explosives, corrosives, pulse grenades, Greek fire, ect. When throwing one time use items, you do not benefit from any skills or feats.
Spell packets cannot be used to physically represent thrown weapons.
Signature Call: <Damage Amount> Edge, <Damage Amount> Blunt
Deadeye
SP: 8
This skill allows the character proficiency with all the ranged weapon trainings.
Weapons in this category are considered a part of long distance combat. Listed under each weapon skill name is the base damage which the weapon provides, a brief description of its physical representation, and the signature damage call of the weapon. The damage call indicates the type of damage the weapon inflicts as well as the amount of damage. All gun weapons apply bonuses from the Gunslinger Skill. Characters may at any time choose to call damage for less than they are capable of. All gun weapons require tags, and must be approved by a representative of the safety committee.
Artillery
SP: 8
Average Base Damage: 50
Damage Type: Gun
This weapon proficiency allows the use of low tech and high tech artillery. These weapons have differing base damages and ammunition counts based upon the individual item. The actual numerical damage will be detailed on the item tag for the weapon. Physreps for this class are large and encumbering, generally three feet in length or larger
Signature Call: <Damage Amount> Gun
Pistols
SP: 4
Average Base Damage: 10
Damage Type: Gun
This weapon proficiency allows the use of low tech and high tech pistols. These weapons have differing base damages based upon the individual item. The actual numerical damage will be detailed on the item tag for the weapon. Physreps for this class must be a reasonable approximation of a pistol. No butt stock, or barrel long enough to require the use of a second hand.
Signature Call: <Damage Amount> Gun
SMGs
SP: 5
Average Base Damage: 15
Damage Type: Gun
This weapon proficiency allows the use of low tech and high tech SMGs. These weapons have differing base damages based upon the individual item. The actual numerical damage will be detailed on the item tag for the weapon. Physreps for this class must be a reasonable approximation of a Sub Machine Gun. A collapsible butt stock, or barrel long enough to require the use of a second hand.
Signature Call: <Damage Amount> Gun
Rifles
SP: 6
Average Base Damage: 20
Damage Type: Gun
This weapon proficiency allows the use of low tech and high tech rifles. These weapons have differing base damages based upon the individual item. The actual numerical damage will be detailed on the item tag for the weapon. Physreps for this class is any blaster that has a butt stock or requires the use of two hands to operate.
Signature Call: <Damage Amount> Gun
Sharpshooter
SP: 19
This skill allows the character proficiency with all the gun weapon trainings.
Shield
SP: 2
This proficiency allows the use of a shield. While the shield will block all offensive type effects—with the exception of Shatter, Fumble, and AOEs—any magical effects that hit the shield are considered to have successfully landed.
Two Weapons
SP: 3
This proficiency allows the use for two weapon fighting styles: handling a weapon in each hand.
Scatter Shot
SP: 5
This proficiency allows the use of the Scatter signature call. Using the Scatter skill requires 10 seconds of uninterrupted concentration, allowing the character to use up to 5 projectiles at a time. Regardless the number of projectiles another character is struck with, they will only receive a single instance of the damage call made with the Scatter call. This skill only allows to character to call for base damage, and is not compatible with any feats.
Combat Master
SP: 7
This skill allows the character proficiency with all the fighting style skills.
First Aid
SP: 2
This skill allows the character to question a target’s specific physical status. A three count action is required to perform this skill for each question. The only available First Aid questions are in the list below.
Valid First Aid Status Questions
Status | |
Are You… | |
Poisoned? | |
Injured? | |
Disguised? | |
Unconscious? | |
Dead? | |
Regenerating? |
Signature Call: First Aid Are You <Question>
Medic*
SP: 5
Prerequisite: First Aid
This skill allows the character to heal 10 health points per purchase for every 60 count of uninterrupted care. Should the Medic be interrupted, the action is unsuccessful and must be reattempted. Medic may be purchased multiple times for a maximum of five total purchases.
In the advent of the target’s death, a character with the Medic skill may begin to heal the target. This will pause the ten minute countdown associated with death. Should the Medic be interrupted, the action is unsuccessful and the countdown is resumed.
Upon the first purchase of Medic Skill, the character gains the ability to wake those from normal unconsciousness at a 60 count action.
Upon the third purchase of the Medic Skill, the character gains the ability to mend crippled limbs. This requires ten minutes per limb that is crippled.
At five purchases of Medic the character is able to install and remove Augments. This requires that the character have identified the augment prior to the installation of it using the appropriate advanced identify skill. To locate Augments in a host requires a 60-count examination of the patient. It takes a total of ten minutes to both locate and remove an augment as a single counted action. To insert Augments requires ten minutes for each piece.
A medic performing a counted action may be assisted by a second medic, reducing the counted actions time by up to half. This is most easily done by starting to count by two’s as soon as the second medic starts assisting. The assistant must already have the medic level to perform the action they are assisting with. The amount of health restored is always dependent on the first medic to start treatment.
A medic is able to apply medical attention to themselves, however this is limited to only restoring HP to themselves.
Ranks of Medic
Ranks in Medic | Performed Actions |
1 | Heal 10HP; Awaken normal unconscious |
2 | Heal 20HP |
3 | Heal 30HP; Mend Crippled Limbs |
4 | Heal 40HP |
5 | Heal 50HP; Install Augments (Requires augment to be identified by surgeon prior to install) |
See Spirits
SP: 2
This skill allows the character to see and converse with spirits, as represented by a white headband.
Resurrection*
SP: 5
Prerequisite: See Spirits
This skill allows the character to resurrect a deceased target which has gone to spirit in 30 minutes. Simple Resurrection may be purchased multiple times for a maximum of five total purchases. Each additional purchase reduces the time required to resurrect the character. If the target’s body is not present or a Body Kit item is unavailable, Simple Resurrection requires the full 30 minutes. This time is required to fashion a new body. Resurrection may take no less than 2 minutes.
At the fifth purchase of this skill it allows the character to resurrect a target that has been shattered. Shattered Resurrections are role play events which require 1 hour. For more information ask plot.
Resurrection Times
Ranks in Simple Resurrection | Time to Resurrect With Body |
1 | 30 Minutes |
2 | 15 Minutes |
3 | 8 Minutes |
4 | 4 Minutes |
5 | 2 Minutes, Shattered Resurrection |
SP: 5
This skill allows the character to examine an item and determine if it is magical in nature. Magical or enchanted items appear mundane to the untrained. Detect Magic can also be used to determine if a character is under a magical effect. A three count action is required to perform this examination.
This skill also allows the character to examine an item and specifically determine what the magical item does or the nature of the magic present on a character. A sixty count action is required to perform this examination.
Signature Call: Detect Magic
Ritual Casting*
SP: 5
This skill allows the character to perform rituals. Rituals are role play events that accomplish actions normally unable to be carried out through feats and skills. For more information ask plot.
Ritual Casting may be purchased multiple times for a maximum of five total purchases.
By spending 10 minutes of work and (the CP value x 5) credits, a character skilled in Ritual Magic may repair a single shattered Magic item that does not require a skill to use.
Magic Channeling*
SP: 10
This skill allows the character to channel a magic path into their weapons or armor. While channeling a path, the character is unable to gain the benefits from the path or use base numeric calls. Feats will still be available for the magic path, but must be delivered normally through packets or touch casting. The current base value of the channeled path is added to the base value of the weapon or armor that the character is using. The character must choose to use this skill offensively for weapons, or defensively for armor when it is activated and can not be changed until the skill is activated again. The benefit is only active for equipment the character is actively using, and will be transferred if the character changes equipment.
When used offensively, all attacks gain the ‘magic’ damage call, the same as when using a magic weapon. The full call then becomes <Damage> Magic <type>, aka “15 Magic Blunt”.
When used defensively, it adds to the physical armor value, and does not affect the magical protection value.
This is an active magical effect and may be removed with Nullify or other valid ways to negate active magical effects.
Each activation of this skill lasts for 30 minutes, and can be canceled at any time to regain access to base Path magic. The character must rest for 10 minutes to restore all spent uses of this skill.
Identify Tech
SP: 5
This skill allows the character to examine an item and determine if it is technological in nature. Technological items can appear mundane to the untrained. A three count action is required to perform this examination.
This skill also allows the character to examine an item and specifically determine what the technological item does. Identify Tech can also be used to specifically determine the nature of Morpheus Tech. A sixty count action is required to perform this examination.
Signature Call: Identify Tech
Engineering*
SP: 5
This skill allows the character to perform feats of Engineering. Engineering is a role play event that allows a character to modify or combine technological items.
Engineering may be purchased multiple times for a maximum of five total purchases.
By spending 10 minutes of work and (the CP value x 5) credits, a character skilled in Engineering may repair a single shattered Technological item that does not require a skill to use.
Engineering can be used to create new items by modifying or combining existing items with a Plot referee present. By default, Engineering a new item has a failure rate of 40%, takes one hour, and has a 5% chance of critical failure and critical success. Each point of Engineering in excess of the difficulty of the item decreases failure rate by 10%, time by 10 minutes, and increases chance of critical success by 5%. Likewise, each point of difficulty beyond the character’s Engineering increases failure rate by 20%, time by 10 minutes, and chance of critical failure by 5%. The failure chance is further reduced by 2% per point of Dexterity or Intelligence the character has; the relevant stat is chosen by the player at the start of the Engineering process. At the conclusion, the Plot referee will have the player roll percentile (d100) and let them know the result of their Engineering.
Disguise
SP: 10
This skill allows the character disguise themselves to be a different race. The character cannot impersonate a specific person. This skill may be used as many times in an event as the character desires. The disguise will last throughout the event or until it is removed, this persists through death.
The counted action of First Aid Skill can reveal that a character is disguised. A three count action will remove the disguise.
The player must physically represent the disguise by changing costumes and makeup. When impersonating another race, the player must adhere to the Racial Costume Requirements.
Escapology
SP: 8
This skill allows the character to break free from bonds and fetters of a mundane nature with a ten count action. Bind effects and the feat may be escaped with a sixty count action. Escapology may be performed as often as the character is tied up.
Signature Call: Escapology
Poisoner
SP: 3
This skill allows the character to apply a poison tag to a weapon with a 3 second counted action. The next attack call made from that weapon changes to <Poison> <Damage type> I.E. “Poison Edge”.
Signature Call: Applying poison 1, Applying poison 2, Applying poison 3
Waylay *
SP: 5
Target: Other Only
Duration: Instant
Delivery: Boffer*
Resist By: Helmet, Dodge, Physical avoidance feats, and Physical Resistance feats
This skill allows the use of an incapacitating attack from behind which will induce normal unconsciousness. The method of delivery of this strike can be any boffer safe weapon or object. The target must be touched from behind the target in the back and shoulder area with the boffer. Each purchase provides one use that recharges after 10 minutes of rest and can be purchased up to five times. Waylay does not deal damage.
Signature Call: Waylay
Contact*
SP: 5
This skill allows the character to develop in-game contacts with NPCs. This can either be an individual or a network per purchase. While the character has the ability to create contacts through this skill, the maintenance of this relationship is dependent upon role play.
Current commonly known networks
Network Name | Network areas of knowledge |
Merchants | Procuring and sales of goods |
Lawmen | Judges, bounties for lawbreakers |
Underground | Contact with the local criminal elements |
Black Market | Procuring and sales of illegal or questionable goods |
<Known religious organization> | Areas pertaining to that religious groups expertise |
Research*
SP: 5
This skill allows the character to develop the ability to access and search recorded knowledge for a specific question. Players may ask one question in between games via email per purchase. Please either e-mail your question to plot@dyinglight.org or use the Research form here to submit it.
Use the following format in the e-mail –
Research:
————————————-
Goal/Question: <Detail the end results you are looking for.>
Research points spent on this question: <If doing research with other people specify the amount per person>
Supporting information: <Details what information your character is operating under, on your sources of information, draw a picture of a ritual sigil, make some mock up blue prints, provide as much detail as you can that pertains to your question, and the resources you have towards this>
Poison Sense
SP: 2
This skill allows the character the ability to detect poisons in food or drink, and on items that have been poisoned. Poisoned items may appear mundane to the untrained. A three count action is required to perform this skill.
Signature Call: Poison Sense
Read/Write*
SP: 2
This skill allows the character to read and write one language from the following list. To indicate what language a block of text is written in, the name of the language must be placed at the beginning and end of a text, circled with an arrow pointing at the block of text.
Languages
Languages |
Terran |
Fey |
Beastman |
Dwarven |
Felinae |
Linguist
SP: 8
This skill allows the character to read and write all of the languages listed above.
Taunt *
SP: 5
Target: Other Only
Duration: Instant
Delivery: Boffer*
Resist By: Deflect, Hold the Line, Dodge, Melee Dodge, Riposte, Toughness, Steel Mind, Berserk, and Redirect
This skill allows the character to taunt other characters to engaging with them. For the duration of the effect, the effected character becomes obsessed with fighting the provocateur so long as the provocateur is target-able and does not appear dead.
Each purchase grants one use of a melee targeted Taunt. After 10 minutes of rest all expended uses of the Taunt skill are restored.
This is a Thought Altering effect.
Signature Call: Taunt
All races in Nexus have a small selection of natural knacks, abilities or a physical attributes that are common among all members of that race. These are generally referred to as “Racial Abilities”. In the Core Rulebook we covered what Racial Abilities each race has available to them. Some of these are standard Path Feats, but others are specific to members of those races. Below we cover those non-Path Feats and skills.
Racial Feats and Skills
Feat Name | Type | Duration |
Claws | Attribute | Always |
High Magic | Ability | Always |
High Tech | Ability | Always |
Poison Touch | Feat | I |
Undying | Feat | I |
Claws
Uses Per Event: N/A
Duration: Always
This Ability is used to represent all forms of natural weaponry. This will vary from creature to creature, but most frequently is in the form of sharpened fingertips. For example, cats have claws that are cuticles, more like fingernails, where as zombies and skeletons are attacking with elongate bones. Mutants may have a club-like appendage or a tentacle.
Claws are not affected by any Shatter effects and cannot be dropped (e.g., Fumble Strike has no effect).
Claws have a base damage of four. Furthermore, both Strength and the Warrior path boost damage dealt by claws.
Claws can affect creatures that can normally only be affected by magic (such as Incorporeal creatures).
Base Magic calls and Magic feats can be touch-cast by claws, as they are an extension of the caster’s body. Base magic calls are still subject to the three-second lockout after physical damage is taken, however.
Signature Call: <base damage call> Claw
High Magic
Uses Per Event: N/A
Duration: Always
This Ability represents the natural connection that these creatures have with magic. Having that connection and being able to attune to an object’s natural magic is what allows characters with High Magic to use “High Magic” type items, found in the items rule book here. Without this ability, or something that replicates it, High Magic items are beyond a characters ability to use.
Signature Call: N/A
High Tech
Uses Per Event: N/A
Duration: Always
High Tech represents more the luck of coming from the right gene pool than anything else. After Terrans became aware of other races that had learned to use their own technology, they developed a way to integrate a basic gene tester into the most powerful gear that they were producing. This prevents any character that does not have the High Tech ability from using High Tech items. List of items that qualify as high-tech are found here.
Signature Call: N/A
Poison Touch
Uses Per Event: 3
Duration: Instant
Resist By: Melee/Ranged Dodge
This Feat allows the character to character to apply poison to the next attack using natural weaponry or allows them to apply one dose of poison to a weapon. The called poison may be either a standard poison, or a stat poison.
Signature Call: Poison Touch Or Poison <base damage call>
Undying
Uses Per Event: 3
Duration: Instant
This Feat allows a character to instantly fully restore their body to working order. They will regenerate any lost limbs and be returned to full health. The character does not have to be conscious to active this ability. This is not subject to the one-minute restriction to healing magic after damage is taken.
Signature Call: Undying
Path Skills
These skills provide access to Feats and provide numeric bonuses to damage calls and defenses. Each purchase of a Path Skill costs 5 SP, and all Path Skills can be purchased multiple times. For every purchase of the Path Skill, the player may also select a Feat at no additional cost. This is the only method by which characters attain Feats through Skill Points.
Feats
Are special effects or actions activated by the character. They are categorized into four types—physical (P), magical (M), exceptional (E), and (T) thought altering. The entry of a Feat further includes the targeting which can be self (S), other (O) and area of effect (AOE); as well as the delivery methods of touch (T), packet (P), Nerf (N), directed (D), boffer (B), thrown boffer (TB), and centered on character (CoC). Some Feats have an instantaneous effect (I), while other Feats have a prolonged effect which is measured in time and indicated numerically. Times followed by an asterisk indicate that the Feat has special conditions associated with the duration.
The type (T) thought altering is a little special. These effects can only be avoided when they are packet delivered. If they are touch delivered, the target is unaware of the feat usage and thus cannot negate or avoid it.
The list of valid targets is an inclusive list, this means that if the target value is not listed, it is not considered a valid targets. As such feats that only contain the (S) tag can only target Self.
Descriptor Key
Descriptor | Tag | Key |
Type | (P) (M) (E) (T) |
Physical Magical Exceptional Thought Altering |
Target | (S) (O) (AoE) (I) |
Self Other Area of Effect Item |
Delivery | (T) (P) (N) (D) (B) (TB) (CoC) |
Touch Packet Nerf™ Directed Boffer Thrown Boffer Centered On Character |
Duration | (I) ## |
Instantaneous Duration – Time stated in minutes |
Epic Feats
Are special effects or actions activated by the character. Epic Feats are like standard Feats, the notable difference being that they are always Exceptional and require a defensive Epic Feat to circumvent them. A player chooses an Epic Feat, in addition to a standard feat, on the fifteenth purchase in a path skill.
These are the skill paths that are primarily utilized defensively. The three non-magically sourced paths are Armor, Body, and Quickness which influence armor scores, health points, and available called dodges.
The Armor Path Skill allows the character to increase their armor score while wearing any type of armor with which they are proficient. Therefore characters must have the associated armor skills and display PHYS REP for the item to receive the bonus. This bonus is an additional +1 to armor score at each purchase; the Armor Path Skill may be purchased multiple times. All armors apply bonuses from the Constitution stat as well as the Armor Skill Path. For every purchase of this skill, the player may select a Feat from the following list. Your character must have a current armor value to use any of the feats in the Armor Path.
Armor List of Feats
Feat Name | Type | Target | Duration | Delivery |
Armor Boost | P | S | 30 | T |
Armor Other | P | O | 30 | T |
Deflect | P | S | I | T |
Dissipation | P | S | I | CoC |
Hold the Line | P | S | 30* | T |
Empowered Defense | P | S | I | T |
Mage Armor | P | S | 30 | T |
Provoke | P | AOE | 10 | CoC |
Armor Boost (Armor, Defense)
Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to increase their personal armor score by 5 points for ½ hour. The character may choose to use Armor Boost separately or may stack multiple uses to provide a larger bonus.
No more than three Armor Boosts can affect a single character simultaneously.
Armor Other (Armor, Defense)
Type: Physical
Target: Other Only
Duration: 30 Minutes
Delivery: Touch
Resist By: Unwilling Target
This Feat allows the character to grant another willing individual the effects of wearing armor with an armor score equal to their own for ½ hour. This replaces the target’s Armor score if it is higher than what they already have. A character under the effects of this feat is unable to use called dodges or Quickness Path feats, as they are effectively wearing armor for the duration.
Signature Call: Armor Other <Amount>
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Deflect (Armor, Defense)
Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch
This Feat allows the character to deflect a weapon-based blow within weapons-reach. The character must have a melee weapon in hand to perform this Feat. This feat does not apply to AOE type attacks, however does work on other physical ranged and melee feats.
This is a Physical Avoidance countermeasure.
Dissipation (Armor, Defense)
Type: Physical
Target: Self Only
Duration: Instant
Delivery: Centered on Character
This Feat allows the character to dissipate a non-exceptional area of effect attack within weapons-reach. The effect that would normally be done to the character and others within the indicated range is prevented.
Hold the Line (Armor, Defense)
Type: Physical
Target: Self Only
Duration: 30 Minutes*
Delivery: Touch
This Feat allows the character to defend an area or passage way designated by drawing a line on the ground and planting one foot. So long as the character’s foot remains placed, no damage calls are taken and the character is immune to all standard non-magical feats.
This defends as Physical Avoidance countermeasure; call “No Effect” for any attack prevented in this way. When this feat ends your character dies immediately.
*The character may keep their foot planted for the full ½ hour duration; but should their foot move—willingly or otherwise—the feat ends.
Signature Call: Hold the Line
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Empowered Defense (Armor, Defense)
Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch
This Feat allows the character to multiply their armor rating by ten to lessen the damage of one attack.
This is a Physical Reduction countermeasure.
Signature Call: Empowered Defense
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Mage Armor (Armor, Defense)
Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to transform their armor rating to a magical protection rating for 30 minutes. This has the same effect as protection magic. The value can stack with existent levels of protection magic.
Provoke (Armor, Defense)
Type: Physical, Thought Altering
Target: Area of Effect
Duration: 10 Minutes
Delivery: Touch
This Feat allows the character to cause an area effect Taunt. Any character within weapons reach of the character falls under the effect of a Taunt, per the skill. For the duration of the effect, the effected characters may only move towards, attack, or otherwise engage with the provocateur so long as the provocateur is target-able and does not appear dead.
Signature Call: Provoke
Epic Armor Feats
Epic Feat Name | Type | Target | Duration | Delivery |
Resilience | E | S | 30 | T |
Shatter Stance | E | S | 30 | T |
Resilience (Armor, Defense)
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat grants the character an additional +30 to their armor rating, +30 points of magical resistance, and makes the character’s armor and any item held in hand unable to be shattered for 30 minutes. This feat does not stack with Armor Boost.
Shatter Stance (Armor, Defense)
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat allows the character to enter a shatter stance (a clearly altered stance, see Ref) for 30 minutes. Anything which strikes the character directly is shattered—weapons are shattered, claws and fists are crippled. Maintaining the stance takes all of your focus; thus, you are unable to attack or move while holding the stance. While you are holding the stance you are unaffected by all feats and damage. Moreover, the character may choose to move at will, breaking the stance. When the character wishes to activate the stance again, they simply reenter their shattering stance while making the signature call. The 30 minute duration is not paused when the character breaks the stance to move.
Signature Call: Shatter Stance
The Body Path Skill allows the character to increase their Health Points. This bonus is an additional +10 Health Points at each purchase; the Body Path Skill may be purchased multiple times. Health Points apply bonuses from the Constitution stat as well as the Both Skill Path. For every purchase of this skill, the player may select a Feat from the following list.
Feat Name | Type | Target | Duration | Delivery |
Intercept | P | S | I | T |
Numb | P | S | 30 | T |
Resist Magic | M | S | I | T |
Poison Immunity | P | S | 30 | T |
Steel Mind | P | S | 30 | T |
Toughness | P | S | I | T |
Intercept (Body, Defense)
Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch
This Feat allows the character to take an attack that was meant for another. If an individual is targeted by any feat or attack within weapons-reach, the character may choose to intercept that attack. Damage or Feat effects are then considered to have targeted the character having performed the interception; armor and damage mitigation can be used thereafter. This feat can not be used to re-target a self-targeted feat or attack.
Numb (Body, Defense)
Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat prevents the character from feeling the pains of damage for ½ hour. The unmodified base health of the character is temporarily doubled and they are healed for their base health. The character is also immune to Wracking Touch for the duration. At the end of the duration of this feat, the character dies.
Resist Magic (Body, Defense)
Type: Magical
Target: Self Only
Duration: Instant
Delivery: Touch
This Feat allows the character to resist a standard “Magical”- or “Thought Altering”-type Feat or magic damage that targets the character.
This is a Magical Prevention countermeasure.
Poison Immunity (Body, Defense)
Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to resist all poison effects for 30 minutes. This immunity includes both attack-delivered and ingested poisons.
Signature Call: Poison Immunity
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Steel Mind (Body, Defense)
Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to resist all standard “Thought Altering”-type effects for 30 minutes. This immunity includes both attack-delivered and ingested effects. If a Thought Altering effect is touch-delivered while this feat is active, it is still undetectable but is resisted – call “No Effect”.
Toughness (Body, Defense)
Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch
This Feat allows the character to resist any “Physical”-type, non-damage dealing calls which specifically target the character. Note that this does not apply to shatter effects, as shatter targets items.
This is a Physical Prevention countermeasure.
Signature Call: Resist
Epic Body Feats
Epic Feat Name | Type | Target | Duration | Delivery |
Combat Focus | E | S | 30 | T |
Fortitude | E | S | 30 | T |
Combat Focus (Body, Defense)
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat causes the character to enter into a highly focused state of mind for 30 Minutes. This allows the character to end any durational effects (e.g., Death Hex, Control Emotion) on them, then makes the character immune to all incoming non-numeric effects, both negative and positive, for the duration. This Feat cannot be used to end an effect on the character that prevents them from using Feats, such as Bind or normal unconsciousness.
Signature Call: Combat Focus
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Fortitude (Body, Defense)
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat multiplies the unmodified base health points of the character by five. Any additional feats (e.g., Numb or Bestow) that increase a characters health are not used in the calculation of the new health value, but can still add to the character’s maximum health. The current health of the character does not increase along with the change to the character’s maximum health points. If the player focuses for 60 seconds while activating this feat it will also fill the characters health points to their new maximum.
Signature Call: Fortitude
The Quickness Path Skill allows the character to increase their ability to dodge normal attacks—this excludes Feats and guns. Characters in mundane armor are unable to utilize any dodges or Feats provided by the Quickness Path. If a character expends all of their called Dodges they must rest for ten minutes at which point all called dodges are available once more. Dodges are considered Limited Avoidance Countermeasures, in that they only work on base calls. This bonus is an additional +1 Dodge at each purchase; the Quickness Path Skill may be purchased multiple times. The Dexterity stat provides the bonus of an additional dodge for each point in Dexterity. For every purchase of this skill, the player may select a Feat from the following list.
Feat Name | Type | Target | Duration | Delivery |
Intercept | P | O | I | T |
Magic Dodge | P | S | I | T |
Melee Dodge | P | S | I | T |
Ranged Dodge | P | S | I | T |
Riposte | P | S | I | T |
Intercept (Quickness, Defense)
Type: Physical
Target: Other
Duration: Instant
Delivery: Touch
This Feat allows the character to take an attack that was meant for another. If an individual is targeted by any feat or attack within weapons-reach, the character may choose to intercept that attack. Damage or Feat effects are then considered to have targeted the character having performed the interception; armor and damage mitigation can be used thereafter. This feat can not be used to re-target a self-targeted feat or attack.
Magic Dodge (Quickness, Defense)
Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch
This Feat allows the character to dodge “Magical”-type attacks and Feats that target the character.
This is a Magical Avoidance countermeasure.
Melee Dodge (Quickness, Defense)
Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch
This Feat allows the character to dodge “Physical”-type attacks and Feats delivered by boffer or touch that target the character or anything they are holding or wearing.
This is a Physical Avoidance countermeasure.
Ranged Dodge (Quickness, Defense)
Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch
This Feat allows the character to dodge “Physical”-type attacks and feats delivered by ranged weapons or guns that target the character.
This is a Physical Avoidance countermeasure.
Signature Call: Ranged Dodge
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Riposte (Quickness, Defense)
Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch
This Feat allows the character to turn an opponent’s melee attack that is targeting your character back upon the attacker. The Riposte will affect any standard physical feat or damaging attack. A Riposte cannot be used in response to another Riposte. The character must have a physrep in hand, and the appropriate skill to use it as a weapon, to perform this Feat.
This is a Physical Avoidance countermeasure.
Signature Call: Riposte
Epic Quickness Feats
Epic Feat Name | Type | Target | Duration | Delivery |
Blur | E | S | 30 | T |
Redirect | E | S, O | I | T |
Blur (Quickness, Defense)
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat grants the character unlimited uses of normal dodge as well as the ability to dodge guns for ½ hour. Feats and explosives still effect as normal.
Redirect (Quickness, Defense)
Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Touch
This Epic Feat allows the character to avert any feat, epic feat, or damaging attack that was intended for the character or another within arms-reach. The character may then redirect the attack or effect to anyone within arms-reach, weapons-reach or harmlessly into the air or ground.
Signature Call: Redirect
All basic magical calls apply bonuses from the Intelligence stat as well as the associated Skill Path of magic. Magic cannot be used without purchases in one of the following path skills. The first purchase of a magical path skill provides +2 and allows the character to utilize magic. Thereafter, each purchase provides an additional +1 to that path of magic. Magic is not cumulative across paths. The delivery method for basic magic calls is either touch or packet. Magical calls penetrate normal armor and shields. Additionally packet delivered magic calls that hit weapons are considered successful.
Base magic calls cannot be performed when a character is under physical attack. Unless under the effects of feat that says otherwise, a character must be free of physical attack for 3 seconds before they can perform basic magic calls again. Feats are still usable.
Characters may at any time choose to perform a basic call for less than they are capable of. When calling damage, practitioners of Death, Pain, and War may choose between the generic term “Magic” and the name of their path. Generic spell packets do not require tags, but must be approved by a representative of the safety committee.
The Death Path Skill allows the character to cast Death Magic. This magical path focuses on necromancy. The first purchase of the Death Path Skill provides a +2 to damage calls. Subsequent purchases of this skill provide an additional +1 bonus to Death Magic at each purchase; the Death Path Skill may be purchased multiple times. All magic Skill Paths apply bonuses from the Intelligence stat as well as the appropriate path skill. For every purchase of this skill, the player may select a Feat from the following list.
Signature Call: <Damage Amount> Death or <Damage Amount> Magic
Feat Name | Type | Target | Duration | Delivery |
Death Hex | M | S, O | 10 | T, P |
Death Turning | M | S | 10* | D |
Feign Death | M | S | 10* | T |
Leach | M | S | 30 | T, P |
Empowered Feat | M | S | I | T |
Necromancy | M | O | 30 | T, P |
Power Boost | M | S | I | T |
Slay | M | S, O | I | T |
Death Hex (Death, Magic)
Type: Magical
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet
This Feat allows the character to deny the target from any ability of healing for 10 Minutes. This includes Feats as well as the Medic Skill or racial abilities.
Signature Call: Death Hex
Death Turning (Death, Magic)
Type: Magical, Thought Altering
Target: Self Only
Duration: 10 Minutes
Delivery: Directed
This Feat allows the character to instill a sense of repulsion as the character takes on the visage of death. For the duration of this feat, the character is granted unlimited use of the Death Turning effect.
The Death Turning effect is a single target, directed effect, indicated by the player pointing a finger at another character to denote a target and calling “Death Turning”. So long as the character points a finger at a target, that target may not approach closer than 5 feet or perform any attacks against the character, though they are free to retreat or hold their ground if advanced on. Additionally, the character may advance on the single target or choose to switch to another single target through a change in direction.
The Death Turning effect may be countered by immunity countermeasures, such as Protect Vs (Feat) and Steel mind.
Signature Call: Death Turning
Feign Death (Death, Magic)
Type: Magical
Target: Self
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to temporarily cheat death by becoming a shade. This leaves the characters body and all possessions where the feat was used. The shade is not detectable by any means, and the body will appear to be without a spirit. The caster is fully aware of their surroundings and is able to end the feat at any time. If the character ends this feat while touching the body they left, they reinhabit their body. Otherwise, when this feat ends a new body is created, returning the character to the state they were in upon casting of this feat. Using this feat will pause the duration of all other active effects on the character for the duration of this feat.
To indicate that the character is a shade, the character must wear a headband of mixed black and white in equal quantities. This can be checkers, stripes, intertwined black and white bands, etc.
Signature Call: Feign Death
Leach (Death, Magic)
Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch, Packet
This Feat allows the character to imbue their normal Death magic call with the ability to steal health points for ½ hour. The character still does their normal damage, and the character receives that amount in healing.
Signature Call: <Damage Call> Leach
Empowered Feat (Death, Magic)
Type: Magical
Target: Self
Duration: Instant
Delivery: Touch, Packet
This Feat allows the character to imbue their next normal damage call related to this Path Skill with greater power. The character multiplies their basic damage call by ten.
Signature Call: Empowered <Damage Call>
Necromancy (Death, Magic)
Type: Magical
Target: Other Only
Duration: 30 Minutes
Delivery: Touch, Packet
This Feat allows the character to animate one corpse into a mindless undead, control the actions of any mindless undead, or to control the actions of a spirit for ½ hour.
When used to create an undead, the risen undead has full health points, armor, and dodges, along with their standard damage of the character prior to death; however, the undead is unable to use any feats or specialty powers. At the end of the duration, the undead will die and the corpse will renew the ten minute countdown towards spirit pop. At any time after the standard one minute healing limitation, the Restore Feat will return the undead to its natural living state. Mindless Undead take damage from Life magic.
Unintelligent undead targeted by this feat will be under the control of the character.
To use this feat to control spirits, the character must have the skill See Spirits. A spirit is depicted as any player wearing a white headband.
Signature Call: Necromancy
Power Boost (Death, Magic)
Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to increase their basic damage call related to this Path by 5 points for ½ hour. The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.
No more than three Power Boosts can affect a single Path simultaneously.
Signature Call: Power Boost (Death)
Slay (Death, Magic)
Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet
This Feat allows the character to instantly kill a single target. The character is fully healed as a result of successfully casting Slay, regardless of the target using any avoidance or preventative measures.
Signature Call: Slay
Epic Death Feats
Epic Feat Name | Type | Target | Duration | Delivery |
Create Greater Undead | E | S, O | 30 | T, P |
Sever Spirit | E | S, O | I | T, P |
Create Greater Undead (Death, Magic)
Type: Exceptional
Target: Self, Other
Duration: 30 Minutes
Delivery: Touch, Packet
This Epic Feat allows the character to target either a living creature or animate a corpse, transforming the target into a Greater Undead for ½ hour. The Epic Feat restores all of the target’s health, refreshes all standard and epic feats—with the exception of Create Greater Undead and Spiritual Refresh—, grants the monster racial regeneration, and places the target under the complete control of the character. Greater Undead are able to fully understand the intent of the character’s commands and must act as if they are fully on the character’s side. At the end of the duration, the undead will die and the corpse will renew the ten minute countdown towards spirit pop.
Signature Call: Create Greater Undead
Sever Spirit (Death, Magic)
Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet
This Feat allows the character to instantly kill a single target and causes the target to immediately pop to spirit.
Signature Call: Sever Spirit
The Life Path Skill allows the character to cast Life Magic. This magical path focuses on healing. While the follower of Life Path Skill may not choose to call for generic magic, Life magic has been known to damage undead.
The standard effect of Life magic is to restore hit points to the target character. Normally, all magical healing effects that restore hit points require the receiving character to have not received damage for 60 seconds. If a character receives healing before this duration, they must call “No Effect”. This rule is true of both standard calls and feats unless noted.
The first purchase of the Life Path Skill provides a +2 to healing calls. Subsequent purchases of this skill provide an additional +1 bonus to Life Magic at each purchase; the Life Path Skill may be purchased multiple times. All magic Skill Paths apply bonuses from the Intelligence stat as well as the appropriate path skill. For every purchase of this skill, the player may select a Feat from the following list.
Signature Call: <Healing Amount> Life
Feat Name | Type | Target | Duration | Delivery |
Bestow | M | S, O | 30 | T, P |
Bind | M | S, O | 10 | T, P |
Cure Madness | T | S, O | I | T, P |
Cure Poison | M | S, O | I | T, P |
Empower | M | S | I | T |
Power Boost | M | S | 30 | T |
Restore | M | S, O | I | T, P |
Regrowth | M | S, O | 1 | T |
Turn Undead | M | O | 10* | D |
Bestow (Life, Magic)
Type: Magical
Target: Self, Other
Duration: 30 Minutes
Delivery: Touch, Packet
This Feat allows the character to grant a single target increased health for ½ hour. The base health of the character is temporarily doubled. This Feat does not stack with itself to increase the multiplier it provides; a second Bestow on a target merely refreshes the duration.
Signature Call: Bestow
Bind (Life, Magic)
Type: Magical
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet
This Feat allows the character to magically bind a single target for 10 minutes. The target cannot move their arms or legs; therefore the target is unable to cast any magic, dodge, or use weapons and cannot use Feats.
Signature Call: Bind
Cure Madness (Life, Magic)
Type: Thought Altering
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet
This Feat allows the character to cure any durational “Thought Altering”-type feat. As an additional role-play element, this may optionally temporarily relieve any permanent mental ailments that are related to a character’s personality.
If this feat is delivered by touch, it is undetectable and thus un-counterable.
Signature Call: Cure Madness
Cure Poison (Life, Magic)
Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet
This Feat allows the character to cure all durational poison effects on a single target.
Signature Call: Cure Poison
Empower (Life, Magic)
Type: Magical
Target: Self
Duration: Instant
Delivery: Touch
This Feat allows the character to imbue their next normal healing call related to this Path Skill with greater power. The character multiplies their basic healing call by ten. In addition, this feat bypasses the normal 60 second duration that prevents healing after a character has taken damage.
Signature Call: Empower <Healing Amount> Life
Power Boost (Life, Magic)
Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to increase their basic healing call related to this Path by 5 points for ½ hour. The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.
No more than three Power Boosts can affect a single Path simultaneously.
Signature Call: Power Boost (Life)
Regrowth (Life, Magic)
Type: Magical
Target: Self, Other
Duration: 1 Minute
Delivery: Touch
This Feat allows the character to regrow and heal crippled or missing limbs on a single target by focusing on them for 1 minute. All crippled or missing limbs are regrown at the end of the duration. Should the character be interrupted during this time, the Feat will fail; however the Feat is not considered expended.
Signature Call: Regrowth
Restore (Life, Magic)
Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet
This Feat allows the character to fully restore the health points of a single target. The target may be injured or dead. Targets which have popped to spirit may also be brought back in this way, however, a body is required. Restore does not cure any effects which persist through death.
Signature Call: Restore
Turn Undead (Life, Magic)
Type: Magical
Target: Self Only
Duration: 10 Minutes
Delivery: Directed
This Feat allows the character to hold off mindless undead. For the duration of this feat, the character is granted unlimited use of the Turn Undead effect. The Turn Undead effect is a single target, directed effect, indicated by the player pointing a finger at another character to denote a target and calling “Turn Undead”. So long as the character points a finger at a target, that target may not approach closer than 5 feet or perform any attacks against the character, though they are free to retreat or hold their ground if advanced on. Additionally, the character may advance on the single target or choose to switch to another single target through a change in direction.
The Turn Undead effect may be countered by immunity countermeasures, such as Protect Vs (Feat), Reflect, and Resist Magic, though any non-durational Feat only stops the Death Turning effect for three seconds, after which the user may call Death Turning again.
Signature Call: Turn Undead
Epic Life Feats
Epic Feat Name | Type | Target | Duration | Delivery |
Life-Giver | E | S | 30 | T |
Spiritual Refresh | E | S, O | I | T, P |
Life-Giver (Life, Magic)
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat grants the character the ability to restore anyone to full health regardless of the 1-minute rule or whether or not the target is in combat for ½ hour. Life-Giver is uninterruptable, as though the character were also under the effects of Combat God. This Feat does not allow the character to heal themselves in this fashion.
Signature Call: Life-Giver, Full Life
Spiritual Refresh (Life, Magic)
Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet
This Epic Feat grants the character the ability to reset all of a single target’s standard and epic feats—with the exception of Spiritual Refresh.
Signature Call: Spiritual Refresh
The Pain Path Skill allows the character to cast Pain Magic. This magical path focuses on inflicting physical and mental anguish. The first purchase of the Pain Path Skill provides a +2 to damage calls. Subsequent purchases of this skill provide an additional +1 bonus to Pain Magic at each purchase; the Pain Path Skill may be purchased multiple times. All magic Skill Paths apply bonuses from the Intelligence stat as well as the appropriate path skill. For every purchase of this skill, the player may select a Feat from the following list.
Signature Call: <Damage Amount> Pain or <Damage Amount> Magic
Feat Name | Type | Target | Duration | Delivery |
Agony | M | S, O | I | T, P |
Banish | M | S, O | 10 | T, P |
Control Emotion | T | S, O | 10 | T, P |
Fear | T | S, O | 10 | T, P |
Empowered Feat | M | S | I | T |
Obsession | T | S, O | 10 | T, P |
Power Boost | M | S | 30 | T, P |
Wither | M | S, O | I | T, P |
Wracking Touch | M | S | 30 | T |
Agony (Pain, Magic)
Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet
This Feat allows the character to temporarily stun and disarm a target. The target must drop any items held in their hands and fall down (safely) or go down to one knee. The target must act agonized for 3 seconds and is unable to attack or move at a pace faster than a walk during that time.
Signature Call: Agony
Banish (Pain, Magic)
Type: Magical
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet
This Feat allows the character to send the target into a personal dimension of chaos. The target is tortured for 10 minutes, and then released at the nearest chaos portal. Players are considered OOG for those 10 minutes.
Note: This personal hell is always your character’s worst nightmare, not just pain. You never get used to it – it’s as bad the tenth time as the first.
Signature Call: Banish
Control Emotion (Pain, Magic)
Type: Magical, Thought Altering
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet
This Feat allows the character to influence the emotional state of a single target. The target is unaware of the fact that their emotions have been tampered, as is everyone else. While this Feat does affect the emotions of a target, it does not control their thoughts or actions, and the target will behave as their personality and background dictate. These must be emotions and cannot be Anger, Fear, Surprise, Disgust, Sad, or Happy, or Love. Please refer to the two outer rings in the image to the right for a list of valid emotions.
If this feat is delivered by touch, it is undetectable and thus un-counterable.
Note: In keeping with Dying Light’s rules, this Feat cannot act as a ‘love’ or ‘lust’ potion – you cannot force the target to feel sexual in any way.
Signature Call: Control Emotion <Emotion>
Fear (Pain, Magic)
Type: Magical, Thought Altering
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet
This Feat allows the character to instill fear in a single target for 10 Minutes. The target will initially run in fear at the sight of the character, out to 30′ distance or until the character is out of sight. After the initial effect, the target will be afraid and unable to attack or approach the character.
If this feat is delivered by touch, it is undetectable and thus un-counterable.
Signature Call: Fear
Empowered Feat (Pain, Magic)
Type: Magical
Target: Self
Duration: Instant
Delivery: Touch, Packet
This Feat allows the character to imbue their next normal damage call related to this Path Skill with greater power. The character multiplies their basic damage call by ten.
Signature Call: Empowered <Damage Call>
Obsession (Pain, Magic)
Type: Magical, Thought Altering
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet
This Feat allows the character to cause a single target to become obsessed with whatever they are currently doing for 10 Minutes.
If this feat is delivered by touch, it is undetectable and thus un-counterable.
Signature Call: Obsession
Power Boost (Pain, Magic)
Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to increase their basic damage call related to this Path by 5 points for ½ hour. The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.
No more than three Power Boosts can affect a single Path simultaneously.
Signature Call: Power Boost (Pain)
Wither (Pain, Magic)
Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet
This Feat allows the character to render a single limb permanently crippled. Crippled limbs are considered useless. The caster must include the affected limb in the call to be crippled.
Signature Call: Wither <Affected Limb>
Wracking Touch (Pain, Magic)
Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat grants the character the ability to cause debilitating pain to anyone they touch for 30 Minutes. For the duration of this feat, the character is granted unlimited use of the Wracking Touch Effect.
Characters may use an avoidance countermeasure feat to prevent wracking touch from affecting them on a per touch basis. Physical avoidance, such as a standard dodge, may be used to avoid the character from laying a hand on them. Prevention countermeasures will only block that single touch and does not protect them from the next touch. Immunity countermeasures, such as Protect vs (Feat), will grant immunity to the wracking touch effect.
The Wracking Touch effect does not channel through weapons or packets, only through touching the individual with the palm of the character’s hand. Those successfully afflicted by the Wracking Touch effect are unable to move, cast magic, dodge, attack, or use Feats until the contact is broken.
Signature Call: Wracking Touch
Epic Pain Feats
Epic Feat Name | Type | Target | Duration | Delivery |
Curse of Doom | E | S, O | 10 | T, P |
Metamorphosis | E | S, O | I | T, P |
Curse of Doom (Pain, Magic)
Type: Exceptional
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet
This Epic Feat allows the character to inflict horrible pain on a single target for 10 Minutes. The individual is unable to call damage, heal others, and use Feats or Skills. The victim of this feat must role play out being in pain for the duration.
Signature Call: Curse of Doom
Metamorphosis (Pain, Magic)
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat allows the character to transform into a being of chaos for 30 Minutes. The character’s Pain Magic calls are increased by +15, they only take damage from magic, and heal from Pain. Players must PHYS REP Metamorphosis by wearing a mask for the duration of the Epic Feat. While you are putting on the mask you are immune to all feats and damage. Standard rules apply to using magic base damage and feats while under the effects of Metamorphosis.
Signature Call: Metamorphosis
The Protection Path Skill allows the character limited immunity to magic damage. This magical path focuses on protection against magical damage and effects. The Protection Path Skill does not give the ability to call for generic magic damage; instead, Protection magic provides passive magical damage defense. This does not include physical weapons that are able to strike with magical properties. The first purchase of the Protection Path Skill provides +2 points of immunity to magical damage, and subsequent purchases of this skill provide an additional +1 bonus to Protection Magic at each purchase; the Protection Path Skill may be purchased multiple times. All magic Skill Paths apply bonuses from the Intelligence stat as well as the appropriate path skill. For every purchase of this skill, the player may select a Feat from the following list.
Signature Call: N/A (Passive)
Feat Name | Type | Target | Duration | Delivery |
Invisibility | M | S, O | 30 | T, P |
Nullify | E | S, O | I* | T, P |
Personal Ward | M | S, O | 30 | T, P |
Protect Other | M | O | 30 | T, P |
Protect vs. Feat | M | S, O | 30 | T, P |
Reflect | M | S | I | T |
Resist Magic | M | S | I | T |
Sanctuary | M | AOE | 30 | T, P |
Silence | M | S, O | 10 | T, P |
Invisibility (Protection, Magic)
Type: Magical
Target: Self, Other
Duration: 30 Minutes
Delivery: Touch, Packet
This Feat allows the character to grant Invisibility on a single target for 30 Minutes. When in a state of Invisibility, the character is actually in the dimensional spaces between the Nexxus and the Void. Characters that are invisible can see and be seen by others that are also invisible as well as others with the ability to see or sense invisible targets. Due to the conditions in the invisible plane, the character cannot hear or speak to those invisible nor can they eavesdrop on conversations occurring in the Nexxus. If the character attacks or touches an individual while invisible, they will instantly lose Invisibility. Players must PHYS REP this by wearing a Blue Headband.
Signature Call: Invisibility
Nullify (Protection, Magic)
Type: Magical
Target: Self, Other
Duration: Instant / 10 Minutes*
Delivery: Touch, Packet
This Feat allows the character to removes any durational “Magical”-type statuses on a single target. The passive magical immunity which Protection Magic provides is included in this removal.
This Feat does not affect “Thought Altering”-type effects. The following feats are counted as “Thought Altering” effects: Control Emotion, Fear, Obsession, Phantasm, Enthrall and Compulsion.
*The duration of the removal of the passive protection granted by Protection magic is 10 minutes.
Signature Call: Nullify
Personal Ward (Protection, Magic)
Type: Magical
Target: Self, Other
Duration: 30 Minutes*
Delivery: Touch, Packet
This Feat allows the character to construct a ward around either themselves or another individual for 30 minutes. The ward is centered on the target and extends to arms-reach. Additionally, the ward is unseen by the eye and unable to be breached by standard “Physical”, “Magical”, and “Thought-Altering” effects. Spirits and the Invisible cannot penetrate a Personal Ward; however, incorporeal creatures may pass at will. Characters may enclose others within this ward, provided they are within arms-reach. This ward is immobile. The player should physrep this barrier with a twenty foot length of rope to be placed on the ground.
*Any character that is caught in this ward may force their way out by actively pressing against the barrier for 10 minutes. Interruptions will restart this time.
Signature Call: Personal Ward
Protect Other (Protection, Magic)
Type: Magical
Target: Other Only
Duration: 30 Minutes
Delivery: Touch, Packet
Resist By: Unwilling Target
This Feat allows the character to grant another willing individual the effects of protection magic with a protection score equal to their own for ½ hour. This replaces the target’s Protection score if it is higher than what they already have. As this grants merely the effects of protection magic, and not Protection Path, it cannot be used for Magic Channeling.
Signature Call: Protect Other <Amount>
Protect vs. Feat (Protection, Magic)
Type: Magical
Target: Self, Other
Duration: 30 Minutes
Delivery: Touch, Packet
This Feat allows the character to grant the target immunity from a specific standard path feat, determined at the time of casting, for 30 Minutes. This cannot grant immunity from others using Self-targeted feats, such as Power Boost, True-Shot, or an Empowered feat.
Signature Call: Protect vs. <Feat Name>
Reflect (Protection, Magic)
Type: Magical
Target: Self Only
Duration: Instant
Delivery: Touch
This Feat allows the character to turn an opponent’s magical attack back upon the attacker. Reflect will affect any standard “Magical”- or “Thought Altering”-type Feat or magic damage and will consider the character to be the caster. A Reflect cannot be used in response to another Reflect. Reflect cannot be used against feats which grant abilities to another character that allows them to affect others (such as Wracking Touch).
This is a Magical Prevention countermeasure.
Signature Call: Reflect
Resist Magic (Protection, Magic)
Type: Magical
Target: Self Only
Duration: Instant
Delivery: Touch
This Feat allows the character to resist a standard “Magical”- or “Thought Altering”-type Feat or magic damage that targets the character.
This is a Magical Prevention countermeasure.
Signature Call: Resist Magic
Sanctuary (Protection, Magic)
Type: Magical
Target: Area of Effect
Duration: 30 Minutes
Delivery: Touch, Packet
This Feat allows the character to magically seal a room—as defined by possessing a free standing roof—preventing entry for 30 Minutes. Additionally, the ward is unseen by the eye and unable to be breached by standard “Physical”, “Magical”, and “Thought Altering” effects. Spirits and the Invisible cannot penetrate Sanctuary; however, incorporeal creatures may pass at will. Characters may enclose others within this ward, provided they are within the room at the time of casting.
While the barrier prevents all standard effects from passing either way, creatures inside the room may exit freely, though they may not re-enter the room unless they are incorporeal.
Signature Call: Sanctuary
Silence (Protection, Magic)
Type: Magical
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet
This Feat allows the character to silence a single target for 10 Minutes. No magical damage or feats can be cast while under its influence. The character is unable to create any sound, including speech.
Signature Call: Silence
Epic Protection Feats
Epic Feat Name | Type | Target | Duration | Delivery |
Great Shield | E | S, O | 30 | T |
Suppression | E | S, O | 10 | T, P |
Great Shield (Protection, Magic)
Type: Exceptional
Target: Self, Other
Duration: 30 Minutes
Delivery: Touch
This Epic Feat allows the character to gather with up to 10 other people in a circle and instantly grant their magical protection score as well as one Protection vs. Feat effect of the recipients choosing. Both effects last for 30 Minutes.
Signature Call: Great Shield <Protection Amount>
Suppression (Protection, Magic)
Type: Exceptional
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet
This Epic Feat allows the character to create an anti-magic field around a single target. The target is unable to cast base magic or feats; similarly, magical effects cannot affect the target. Any previous magical effects are removed.
Signature Call: Suppression
The War Path Skill allows the character to cast War Magic. This magical path focuses on damage output. The first purchase of the War Path Skill provides a +2 to damage calls. Subsequent purchases of this skill provide an additional +1 bonus to War Magic at each purchase; the War Path Skill may be purchased multiple times. All magic Skill Paths apply bonuses from the Intelligence stat as well as the appropriate path skill. For every purchase of this skill, the player may select a Feat from the following list.
Signature Call: <Damage Amount> War or <Damage Amount> Magic
Feat Name | Type | Target | Duration | Delivery |
Combat God | M | S | 30 | T |
Halo | M | AOE | I | CoC |
Imbue Item | M | I | 30 | T |
Empowered Feat | M | S | I | T |
Nullify | M | S, O | I* | T, P |
Power Boost | M | S | 30 | T |
Sleep | M | S, O | 10 | T, P |
Shatter | M | I | I | T, P |
Combat God (War, Magic)
Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to cast magic while under direct physical attack for ½ hour. The character still cannot be healed while under direct attack.
Signature Call: Combat God
Halo (War, Magic)
Type: Magical
Target: Area of Effect
Duration: Instant
Delivery: Centered on Caster
This Feat allows the character to perform an explosive area of effect attack to applicable targets within arms or weapons-reach. All affected targets take 100 points of magical fire damage. The character is immune to Halos which they cast.
Signature Call: Halo
Imbue Item (War, Magic)
Type: Magical
Target: Item
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to imbue armor, a weapon, or Claws. If the target is a weapon or Claws, the target deals +5 damage and allows the wielder to call for magic damage. If the target is armor, the armor grants +5 base Armor.
In either case, only a single Imbue Item can affect an item at a time.
Signature Call: Imbue <Item>
Empowered Feat (War, Magic)
Type: Magical
Target: Self
Duration: Instant
Delivery: Touch, Packet
This Feat allows the character to imbue their next normal damage call related to this Path Skill with greater power. The character multiplies their basic damage call by ten.
Signature Call: Empowered <Damage Call>
Nullify (War, Magic)
Type: Magical
Target: Self, Other
Duration: Instant*
Delivery: Touch, Packet
This Feat allows the character to removes any durational “Magical”-type statuses on a single target. The passive magical immunity which Protection Magic provides is included in this removal.
This Feat does not affect “Thought Altering”-type effects. The following feats are counted as “Thought Altering” effects: Control Emotion, Fear, Obsession, Phantasm, Enthrall and Compulsion.
*The duration of the removal of the passive protection granted by Protection magic is 10 minutes.
Signature Call: Nullify
Power Boost (War, Magic)
Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to increase their basic damage call related to this Path by 5 points for ½ hour. The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.
No more than three Power Boosts can affect a single Path simultaneously.
Signature Call: Power Boost (War)
Shatter (War, Magic)
Type: Magical
Target: Item
Duration: Instant
Delivery: Touch, Packet
This Feat allows the character to break any weapons, armor, or items. If utilized through touch casting, the character must be in contact with the intended item. If the feat is packet delivered, the character may choose any object the target is carrying regardless of what item the packet hit.
Shatter only targets items, thus is unable to effect claws.
Signature Call: Shatter
Sleep (War, Magic)
Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet
This Feat allows the character force a single target into a state of normal unconsciousness.
Signature Call: Sleep
Epic War Feats
Epic Feat Name | Type | Target | Duration | Delivery |
Battle Surge | E | SO | 30 | T |
Nuke | E | AOE | I | CoC |
Battle Surge (War, Magic)
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat grants the character a significant increase in War magic calls for ½ hour. The character triples their unmodified base War magic damage calls.
Signature Call: Battle Surge
Nuke (War, Magic)
Type: Exceptional
Target: AOE
Duration: Instant
Delivery: Centered on Character
This Epic Feat allows the character to perform an explosive area of effect attack to applicable targets within arms or weapons-reach. All effected targets take 300 points of true fire damage. The character is immune to Nukes which they cast.
Signature Call: Nuke 300 true fire
These are the skill paths that are primarily utilized offensively. The two non-magically sourced paths are Marksman and Warrior which influence ranged and melee damage.
The Marksman Path Skill allows the character to increase their ranged damage. Therefore characters must have the associated ranged weapon skill to receive the bonus. This bonus is an additional +1 to damage calls at each purchase; the Marksman Path Skill may be purchased multiple times. With the exception of Blowguns, all Ranged weapons apply bonuses from the Strength stat. For every purchase of this skill, the player may select a Feat from the following list. Marksman feats with a target of ‘Other’ must be delivered using a Ranged weapon.
Feat Name | Type | Target | Duration | Delivery |
Lethal Shot | P | S, O | I | N, P, TB |
Deep Wound | P | S, O | 30 | N, P, TB |
Empowered Feat | P | S | I | T |
Power Boost | P | S | 30 | T |
Shatter Shot | P | S, O | I | N, P, TB |
Subdual Shot | P | S, O | I | N, P, TB |
True-Shot | P | S | I | N, P, TB |
Binding Shot | P | S, O | I | N, P, TB |
Poison Shot | P | S, O | I | N, P, TB |
Lethal Shot (Marksman, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to instantly kill a single target.
Signature Call: Lethal Shot
Deep Wound (Marksman, Offensive)
Type: Physical
Target: Self, Other
Duration: 10 minutes
Delivery: Nerf, Packet
This Feat allows the character to inflict an aggravated wound on their target. This prevents the victim from being able to move at a pace faster than a walk. Neither are they able to receive any forms of magical healing. A 60 count using the medic skill will end the duration of this feat.
Signature Call: Deep Wound
Empowered Feat (Marksman, Offensive)
Type: Physical
Target: Self
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to imbue their next normal damage call related to this Path Skill with greater power. The character multiplies their basic damage call by ten.
Signature Call: Empowered <Damage Call>
Power Boost (Marksman, Offensive)
Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to increase their basic damage call related to this Path by 5 points for ½ hour. The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.
No more than three Power Boosts can affect a single Path simultaneously.
Signature Call: Power Boost (Marksman)
Shatter Shot (Marksman, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to break any weapons, armor, or items. When calling a Shatter Shot you may name the item that you are intending to shatter, this item must be visible to the player using Shatter Shot. If the shot lands on the person or target it is shattered, but if it is blocked then it will not have an effect. If a item is not named then whatever is struck becomes the target and is shattered.
Shatter Shot only targets items, thus will not effect claws.
Signature Call: Shatter Shot
Subdual Shot (Marksman, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character force a single target into a state of normal unconsciousness.
Signature Call: Subdual Shot
True-Shot (Marksman, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to make a single attack that deals True damage, which ignores any armor score the target has. The damage is equal to the character’s base unmodified damage call for the weapon being used (ignoring damage modifiers from other sources such as Magic Channeling or Keen). Additionally, this attack bypasses (cannot be resisted, mitigated, or avoided by) all standard defensive feats from the Armor and Quickness Paths, except for Hold the Line. The projectile will also pass through Personal Wards of the Protection path.
Signature Call: <Damage Amount> True-Shot
Binding Shot (Marksman, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to magically bind a single target for 10 minutes. The target cannot move their arms or legs; therefore the target is unable to cast any magic, dodge, or use weapons and cannot use Feats.
Signature Call: Binding-Shot
Poison Shot (Marksman, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to poison a target for 10 minutes. while poisoned the victim is disoriented and sick for one minute before dying. Poison continues to be in effect after death, and must be purged before normal healing will restore them to life. This feat may use either a standard poison, or a stat poison.
Signature Call: <poison type> Poison-Shot
Epic Marksman Feats
Epic Feat Name | Type | Target | Duration | Delivery |
Sunder Shot | E | S, O | I | N, P, TB |
Unstoppable | E | S | 30 | T |
Sunder Shot (Marksman, Offensive)
Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to instantly kill a single target and causes the target to immediately pop to spirit.
Signature Call: Sunder Shot
Unstoppable (Marksman, Offensive)
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat grants the character the ability to ignore armor and quickness with basic ranged attacks; for the next half hour, the character has unlimited uses of the Marksman “True-Shot” feat.
Signature Call: Unstoppable
The Gunslinger Path Skill allows the character to increase their gun damage. Therefore characters must have the associated gun weapon skill to receive the bonus. This bonus is an additional +2 to damage calls at each purchase; the Gunslinger Path Skill may be purchased multiple times. For every purchase of this skill, the player may select a Feat from the following list. Gunslinger feats with a target of ‘Other’ must be delivered using a gun. If you are using packets instead of darts, you must delay 1 second between each thrown packet.
Feat Name | Type | Target | Duration | Delivery |
Breach | P | S, O | I | N, P |
Deep Wound | P | S, O | 10 | N, P |
Explosive Shot | P | S, O | I | N, P |
Lethal Shot | P | S, O | I | N, P |
Speed Load | P | S | I | T |
Stun Shot | P | S, O | I | N, P |
Subdual Shot | P | S, O | I | N, P |
True-Shot | P | S, O | I | N, P |
Breach (Gunslinger, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to break a gaping hole in an opponent’s armor. If the projectile is blocked by a shield, the shield becomes shattered instead of the feat dealing its normal effect. A target struck by this feat ceases to benefit from any armor score for the duration, which also prevents them from using Armor Path Feats.
The effect of this feat ends only when the target has spent 10 minutes resting (out of combat) as it is understood they will have been able to repair the breach in that time. The feat will also end early if the target receives the effects of an Armor Other Feat.
Signature Call: Breach
Deep Wound (Gunslinger, Offensive)
Type: Physical
Target: Self, Other
Duration: 10 minutes
Delivery: Nerf, Packet
This Feat allows the character to inflict an aggravated wound on their target. This prevents the victim from being able to move at a pace faster than a walk. Neither are they able to receive any forms of magical healing. A 60 count using the medic skill will end the duration of this feat.
Signature Call: Deep Wound
Explosive Shot (Gunslinger, Offensive)
Type: Physical
Target: Self
Duration: Instant
Delivery: Nerf, Packet
This Feat allows the character to imbue their next normal damage call related to this Path Skill with an AoE effect. The damage remains the same, and has a 3 foot radius from the point of contact.
Signature Call: Explosive Shot <Damage Call>
Lethal Shot (Gunslinger, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet
This Feat allows the character to instantly kill a single target.
Signature Call: Lethal Shot
Speed Load (Gunslinger, Offensive)
Type: Physical
Target: Self Only
Duration: Instant*
Delivery: Touch
This Feat allows the character to bypass the standard recharge time for one gun weapon.
*The duration is as long as it takes for you to fully reload your phys rep.
Signature Call: Speed Load
Stun Shot (Gunslinger, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet
This Feat allows the character to temporarily stun and disarm a target. The target must drop any items held in their hands and fall down (safely) or go down to one knee. The target must act stunned for 3 seconds and is unable to attack or move at a pace faster than a walk during that time.
Signature Call: Stun Shot
Subdual Shot (Gunslinger, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet
This Feat allows the character force a single target into a state of normal unconsciousness.
Signature Call: Subdual Shot
True-Shot (Gunslinger, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to make a single attack that deals True damage, which ignores any armor score the target has. The damage is equal to the character’s base unmodified damage call for the weapon being used (ignoring damage modifiers from other sources such as Magic Channeling or Keen). Additionally, this attack bypasses (cannot be resisted, mitigated, or avoided by) all standard defensive feats from the Armor and Quickness Paths, except for Hold the Line. The projectile will also pass through Personal Wards of the Protection path.
Signature Call: <Damage Amount> True-Shot
Epic Gunslinger Feats
Epic Feat Name | Type | Target | Duration | Delivery |
Disintegrate | E | S, O | I | N, P, TB |
Rapid Fire | E | S | 30 | T |
Disintegrate (Gunslinger, Offensive)
Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to instantly kill a single target and causes the target to immediately pop to spirit.
Signature Call: Disintegrate
Rapid Fire (Gunslinger, Offensive)
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat grants the character’s unlimited ammunition for guns that they are firing. All other rules regarding timing of throwing packets instead of darts still apply.
Signature Call: Rapid Fire
The Warrior Path Skill allows the character to increase their melee damage. Therefore characters must have the associated melee weapon skill to receive the bonus. This bonus is an additional +1 to damage calls at each purchase; the Warrior Path Skill may be purchased multiple times. All melee weapons apply bonuses from the Strength stat as well as the Warrior Skill Path. For every purchase of this skill, the player may select a Feat from the following list. Warrior feats with a target of ‘Other’ or ‘Area of Effect’ must be delivered using a melee weapon.
Feat Name | Type | Target | Duration | Delivery |
Lethal Strike | P | S, O | I | B |
Cripple Strike | P | S, O | I | B |
Fumble Strike | P | S, O | I | B |
Empowered Feat | P | S | I | B |
Power Boost | P | S | 30 | T |
Shatter Strike | I | S, O | I | B |
Subdual Strike | P | S, O | I | B |
Sweeping Strike | P | AOE | I | CoC |
Lethal Strike (Warrior, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Boffer
This Feat allows the character to instantly kill a single target.
Signature Call: Lethal Strike
Cripple Strike (Warrior, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Boffer
This Feat allows the character to render a single limb permanently crippled. Crippled limbs are considered useless. The character must hit the limb intended to be crippled.
Signature Call: Cripple Strike
Fumble Strike (Warrior, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Boffer
This Feat allows the character to disarm an opponent. The character must hit the item intended to be fumbled. If the strike is successful, the individual must drop the item so long as it is not physically attached to their body. The fumbled item cannot be picked up for 10 seconds. If the item is handheld, but can’t safely be removed, then the item is rendered unusable for 10 seconds and should moved out of the way.
Signature Call: Fumble Strike
Empowered Feat (Warrior, Offensive)
Type: Physical
Target: Self
Duration: Instant
Delivery: Boffer
This Feat allows the character to imbue their next normal damage call related to this Path Skill with greater power. The character multiplies their basic damage call by ten.
Signature Call: Empowered <Damage Call>
Power Boost (Warrior, Offensive)
Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to increase their basic damage call related to this Path by 5 points for ½ hour. The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.
No more than three Power Boosts can affect a single Path simultaneously.
Signature Call: Power Boost (Warrior)
Shatter Strike (Warrior, Offensive)
Type: Physical
Target: Item
Duration: Instant
Delivery: Boffer
This Feat allows the character to break any weapons, armor, or items. When calling a shatter strike you may name the item that you are intending to shatter; this item must be visible to the player using shatter strike. If the strike lands on the person or target it is shattered, but if it is blocked then it will not have an effect. If a item is not named, whatever is struck becomes the target and is shattered.
Shatter strike only targets items, and thus will not affect claws or fists.
Signature Call: Shatter Strike
Subdual Strike (Warrior, Offensive)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Boffer
This Feat allows the character force a single target into a state of normal unconsciousness.
Signature Call: Subdual Strike
Sweeping Strike
Type: Physical
Target: Area of Effect
Duration: Instant
Delivery: Centered on Caster
This Feat allows the character to perform a melee area of effect attack to other all applicable targets within arms or weapons reach. The damage is the characters base damage call for the melee weapon being used.
Signature Call: Mass Strike <Damage> <Type>
Epic Warrior Feats
Epic Feat Name | Type | Target | Duration | Delivery |
Sunder Strike | E | S, O | I | B |
Warrior’s Wrath | E | S | 30 | T |
Sunder Strike (Warrior, Offensive)
Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Boffer
This Feat allows the character to instantly kill a single target and causes the target to immediately pop to spirit.
Signature Call: Sunder Strike
Warrior’s Wrath (Warrior, Offensive)
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat grants the character additional damage as well as the ability to call for any damage type for ½ hour. The character doubles their unmodified base damage calls. This also changes the characters melee damage to “Wrath”. Wrath counts as all damage types, including whatever type of damage a character is vulnerable to.
Signature Call: Warrior’s Wrath
These are the skill paths that are primarily for representation of a mastery of skills used outside of combat and life threatening situations.
The Craft Path Skill allows the character to manufacture the bulk of the items listed in the item tags section. The character will earn 5 CP (Craft Points) per purchase of the path. These may be applied to any of the items listed with a CP value.
Characters will turn in the crafting they wish to accomplish at check in with logistics, and be provided tags for the ones they are able to complete.
You may start a project that requires more CP than you have available. Each character may only have three of these active projects at a time.
(For example, you have 10 CP available, but wish to craft something that has a 15 CP value. You can start the project and a note will be made on your character sheet. At the next event you attend, you could apply the remaining 5 CP to this project and have 5 remaining to create or start another project.)
Costs:
Please see the PDF for the current Gear Costs Item list.
A complete list of item CP values can be found here. This is for reference only, the Gear Costs item sheet above are the only items that can be crafted with this path.
Repairs:
Characters may repair a shattered item they are skilled in the use of by spending 10 minutes of work and paying 2 x the CP cost in credits. Engineering and Ritual grant the ability to repair all non-skill associated items that are Technological or Magical, respectively.
Feats:
For every purchase of this skill, the player may select a Feat from the following list.
Feat Name | Type | Target | Duration | Delivery |
HeatSink | P | S,O | I | T |
Imbue Item | M | I | 30 | T |
Keen | P | I | I | T |
Mending | P | I | Varies | T |
Potency | P | I | Varies | T |
Fortify | P | I | 30 | T |
Unstable Compounds | P | S,O | I | T |
HeatSink (Physical, Support)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Touch
This Feat allows the character to reset the cooldown timer for up to 5 items on the target. The character will inform the target of what items have had their timers reset. These items will be usable again immediately upon the statement of the signature call
Signature Call: HeatSink
Imbue Item (Magic, Support)
Type: Magical
Target: Item
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to imbue armor, a weapon, or Claws. If the target is a weapon or Claws, the target deals +5 damage and allows the wielder to call for magic damage. If the target is armor, the armor grants +5 base Armor.
In either case, only a single Imbue Item can affect an item at a time.
Signature Call: Imbue <Item>
Keen (Physical, Support)
Type: Physical
Target: Item
Duration: Instant
Delivery: Touch
Resist By: Unwilling Target
This Feat allows the character to enhance the effectiveness of the next attack by a weapon. The user must make a 3 second roleplay action of adjusting the item before the effect can be used. This effect only lasts through the first attack made by the weapon and doubles the damage of the next, and only the next attack. An item may only have one active keen modifier on it at a time.
Signature Call: Keen
Mending (Physical, Support)
Type: Physical
Target: Item
Duration: Varies
Delivery: Touch
This Feat allows the character to repair broken items. The usage of this feat requires a variable amount of time roleplaying the repairing of the item or items it’s targeting. The feat is consumed on initiating the repair of the item. If the process is interrupted the repair fails and the feat is still spent.
This feat can be used in two ways: The first allows the character to repair a single item in one minute; the second allows the character to repair a number of items equal to their purchases in the Craft Path by spending ten minutes repairing them. Both uses consume a single use of this feat.
This Feat cannot be used to repair Arcane Grafts, Morpheus Tech, or Artifacts.
Signature Call: Mending
Potency (Physical, Support)
Type: Physical
Target: Item
Duration: Varies
Delivery: Centered on Character
This Feat allows the character to double the durational effect upon activating an item. This feat is only valid for items that have a durational effect.
Signature Call: Potency
Fortify (Physical, Support)
Type: Physical
Target: Item
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to temporarily protect an item against the shatter effect. If the item is shattered, it further instantly restores the functionality of the item for the duration. When this feat ends, the item is restored to the condition it was before this feat was used on it.
Signature Call: Fortify
Unstable Compounds (Physical, Support)
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Touch
This Feat allows the character to rapidly generate a compound that is either explosive or healthful in nature. The compound must be immediately put to use, otherwise the effect of the feat is lost. If the compound is explosive, it deals 5 x (purchases of Craft Path) Explosive damage. If the compound is healthful, it provides 5 Mass Health within 3 feet of the impact point.
Signature Call: Unstable Compound <X Explosive> or <Mass 5 Health>
Epic Craft Feats
Epic Feat Name | Type | Target | Duration | Delivery |
Insightful Restitution | E | I | I | T |
Overclock | E | S,O | 30 | T |
Insightful Restitution (Physical, Support)
Type: Exceptional
Target: Item
Duration: Instant
Delivery: Touch
This Epic Feat grants the character insight in how to repair an exceptional item. Upon the use of this feat the player must contact plot and plot will provided the relevant details of the steps necessary to affect the repair of the exceptional item that this feat is used on.
Signature Call: Insightful Restitution
Overclock (Physical, Support)
Type: Exceptional
Target: Self, Other
Duration: 30 Minutes
Delivery: Touch
This Epic Feat allows the character to double the numeric bonuses provided by items in use by that character. This in addition allows a character to exceed their racial maximums for the duration of the feat.
Signature Call: Overclock
The creatures of the Nexus and the Voidling monsters from other worlds may have some unique powers. In addition to the player accessible feats, creatures have access to additional abilities. These powers occur much less frequently than other abilities and it is not necessary that you memorize each of their effects. It is helpful to have an idea of how each power functions and how you should respond when it is inflicted.
If there is any question to the nature of these powers, please ask an available encounter head or (if unavailable) ask the monster a quick out of game question on how a power functions.
Some of these powers may be available to players through specialized rituals.
To determine how to dodge or resist these skills, refer to the normal rules for dodging and Resisting Physical or Magical Feats.
Note that some monsters are capable of using enhanced versions of the powers. This will be indicated by a prefix added to the abilities signature call.
A “Greater” skill that is called cannot be dodged or resisted in any way.
A “Mass” skill that is called now has an AOE effect associated with it.
For example, if a monster calls “Greater Mass Paralyze” then anyone within a six foot radius of the monster will become paralyzed and the effect cannot be resisted or dodged.
Special Powers List
Feat Name | Type | Target | Duration | Delivery |
Anti-Tolerance | P | S | * | N/A |
Berserk | E | S | 30 | T |
Incorporeal | E | S | * | N/A |
Paralyze | P | O | 10 | T,P |
Frost Nova | M | AOE | 10 sec | CoC |
Thunder Shock | P | AOE | I | CoC |
Enthrall | T | O | 10 * | T,P |
Compulsion | T | O | 10 | T,P |
Phantasm | T | O | 10 | T,P |
Blind | P | O | 10 | T,P |
Regeneration | P | S | 60 sec | N/A |
Name: Anti-Tolerance
Type: Physical
Target: Self Only
Duration: Always Active
Delivery: N/A
Resist By: None
Anti-Tolerance represents a resistance to large damage calls. This power could manifest as thick skin, magical barriers or other forms of protection. If a creature has an unspoken Anti-Tolerance level, no damage call will ever exceed that maximum threshold. Monsters with Anti-tolerance will show no reaction to high damage calls.
Name: Berserk
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat causes the character to berserk for 30 Minutes. While this makes the character immune to all non-damage effects both negative and positive; it also prompts the character to experience a killing rage. The character will attack enemies first; however anyone that interferes with the character will also be attacked.
Signature Call: Berserk
Name: Incorporeal
Type: Exceptional
Target: Self Only
Duration: Varies
Delivery By: N/A
Resist By: None
An Incorporeal being has magically left it’s body or grown beyond it. They are visible, but unaffected by the physical world. They can pass through magical barriers such as Sanctuary and Personal Ward. They cannot pick things up and can pass through traps undetected. They can only be harmed by magic or magical damage delivered by an enchanted weapon. To indicate that a creature is incorporeal, it must wear a Pink headband. Pink LEDs can be worn at night. Some creatures may transition back and forth through an incorporeal state using an uninterruptable three count.
Signature Call: Phasing 1, phasing 2, phasing 3
Name: Paralyze
Type: Magical
Target: Other
Duration: Ten Minutes
Delivery By: Touch, Packet
Resist By: Reflect
The target of this skill is frozen in place. They cannot move or speak, but they are conscious of the world around them. They can still see and hear everything that happens around them and will still take any damage inflict upon them. Any other feats cast on the target before or after the paralysis will still be in effect, but paralysis will always take priority.
Signature Call: Paralyze
Name: Frost Nova
Type: Magical
Target: AOE
Duration: Ten Seconds
Delivery By: Centered On Character
Resist By: Prevention, Reduction*
All players within weapons reach radius from the caster takes twenty five damage and are under the effects of lesser paralyze (see above) for ten seconds.
*The paralyze effect cannot be dodged, but the damage done is lessoned by your magical protection level just liked other magic paths.
Signature Call: Frost Nova
Name: Thunder Shock
Type: Physical
Target: AOE
Duration: Instant
Delivery By: Centered On Character
Resist By: Prevention
All players within a six feet radius from the caster are knocked to the ground and are under the effects of a fumble strike (Warrior Feats).
Signature Call: Thunder Shock
Name: Enthrall
Type: Thought Altering
Target: Other
Duration: Ten Minutes unless otherwise specified
Delivery By: Touch, Packet
Resist By: None
The target is under the influence of the monster for the specified time period. The player loses all will and can only respond to its master. If told to attack, the player must defend the monster. Using Feats while Enthralled is optional, unless the monster requests usage of a specific Feat. If the monster is killed, the spell is broken.
Signature Call: “Enthrall!” (Ten Minutes) or “Enthrall, one minute!”
Name: Compulsion
Type: Thought Altering
Target: Other
Duration: Ten Minutes
Delivery By: Touch, Packet
Resist By: None
The victim is under a specific Compulsion effect and for ten minutes, or until cured, is consumed by it. They can use Feats, but they cannot cure themselves of their Compulsion. They can still fight, but must indulge their Compulsion simultaneously. If they must make any choice, the compulsion will always win, even if it means running away to be alone with it. Death or unconsciousness does not end this effect, it pauses its timer. The physical symptoms will stop until being brought back to life or made conscious, but the mind will still be plagued by the compulsion and its inability to be indulged during that time. Only the compulsions listed under table 8.2 can be used. Please see below for details.
Signature Call: Compulsion <type>!
Table 8.2 – Compulsion List
Compulsion | Target | Duration |
Itch | O | 10 |
Counting | O | 10 |
Hoard | O | 10 |
Safety | O | 10 |
Love | O | 10 |
Compulsion Types:
- Itch – One or multiple parts of the victim’s body will not stop itching. The victim must uncomfortably itch themselves until the duration has passed or there are cured.
- Counting – It is of vital importance that the victim count and catalog a number of mundane details. It is not enough to count the same thing multiple times.
- Hoard – The victim must surround themselves with as much of their stuff as possible. They want to wall themselves in with everything they own and accumulate more stuff if needed. They will not steal unless that is already a part of their personality. Theft can be easily justified in this state. Remember to get a rules ref if you’re going to steal from someone’s bunk or tent.
- Safety – The victim is obsessed with protecting everyone. Friend or foe, it is their mission to keep everyone safe. They will move obstacles, pick up debris, make worried safety suggestions or anything else to keep everyone safe. They will not put themselves in any danger and cannot engage in combat.
- Love – The victim loves everything in sight and cherishes it. There are many kinds of love and the victim of this compulsion may choose how they wish to demonstrate that love.
Name: Regeneration
Type: Physical
Target: Self Only
Duration: 60 seconds
Delivery: N/A
Resist By: None
Regeneration will restore a character to full health points and restore all lost limbs. It takes 60 seconds to perform regeneration, depending on the character this count may or may not be interruptible. The default is that it cannot be interrupted and will be activated at the end of the count. The character does not have to be conscious or alive to use this feat.
Signature Call: Regeneration <Not required>
Name: Phantasm
Type: Thought Altering
Target: Other
Duration: Ten Minutes
Delivery By: Touch, Packet
Resist By: None
Everyone the victim sees appears to be the object of their most extreme emotion, or the creature stated with the call. It could be a lover just lost, an enemy long hated, an ex-lover they just want to avoid, an imaginary monster that terrifies them or anything else that suits the character. There will be no reasoning with someone in this state, they will remember events in any way that justifies the presence of the phantasms and if confused, will forget all recent interactions.
Signature Call: Phantasm <optional name>