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DyingLight Skills and Feats Rulebook

How to use this rulebook

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.

Skills

All characters begin the game with 50 Skill Points to spend. New players are granted 75 Skill Points to start with, for their first character.  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.

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; allows the ranged delivery of poison
Bow 6 Provides base of 15 damage
Thrown Weapons 2 Explosives, thrown daggers, rocks; 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
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 Skills

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.  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.

Melee 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
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
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
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
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
This skill allows the character proficiency with all the melee weapon trainings.

Ranged Skills

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
Maximum Damage: 1
Damage Type: Edge, Poison
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; however the weapon is capable of delivering poisons and feats.

Signatures calls must precede attack.

Signature Call: One Edge, <Poison Type>

Bows
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
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
This skill allows the character proficiency with all the ranged weapon trainings.

Gun Skills

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
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
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

Rifles
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
This skill allows the character proficiency with all the gun weapon trainings.

Fighting Style Skills

Shield

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

This proficiency allows the use for two weapon fighting styles: handling a weapon in each hand.

Scatter Shot

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

This skill allows the character proficiency with all the fighting style skills.

Holistic Skills

First Aid

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*

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.

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.

 

Upon the fifth purchase of the Medic Skill, the character gains the ability to mend crippled limbs.  This requires ten minutes per limb that is crippled.

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

This skill allows the character to see and converse with spirits, as represented by a white headband.

Resurrection*

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

Magical Skills

Detect Magic

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*

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.

Magic Channeling*

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, 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. The character must rest for 10 minutes to restore all spent uses of this skill.

Technical Skills

Identify Tech

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*

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.

Sneaky Skills

Disguise

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

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

Waylay

Target: Other Only
Duration: Instant
Delivery: Boffer*
Resist By: Helmet, Deflect, Hold the Line,Dodge, Melee Dodge, Riposte, Toughness, Berserk, and Redirect

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

General Skills

Contact*

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*

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

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*

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

This skill allows the character to read and write all of the languages listed above.

Taunt

Target: Other Only
Duration: Instant
Delivery: Boffer*
Resist By: Deflect, Hold the Line,Dodge, Melee Dodge, Riposte, Toughness, 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.

Signature Call: Taunt

Racial Feats and Skills

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 too as “Racials”.  In the Core Rulebook we covered what Racials 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 None-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

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Claws

Uses Per Event: N/A

Duration: Always

This Ability is used to represent all forms 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 the shatter, and fumble feats.

Claws have a base damage of four. Furthermore both Strength and the Warrior path further modify damage dealt by claws.

Signature Call:  <base damage call> Claw

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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

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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

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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 normal poison to a weapon that can accept it.

Signature Call:  Poison Touch Or Poison <base damage call>

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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 effected by the one minute restriction to healing magic.

Signature Call:  Undying

Path Skills, Feats, and Epic Feats

Path Skills

Aare those skills which provide access to Feats and provide numeric bonus’s to damage calls or defenses.  All Path Skills can be purchased multiple times; for every purchase of the skill path the player may select a Feat at no additional cost.  This is the only means for characters to attain Feats through the expense of Skill Points.  Each Path Skill has both a cost next to the name and a brief description, representing the developed knowledge of the character. Costs for Path Skills are fixed; the prices are the same at character creation as they are later in the game.

Feats

Are special effects or actions activated by the character.  They are categorized into three types—physical (P), magical (M), exceptional (E), or (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.

Defensive Paths

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.

Armor Path

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

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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.

Signature Call:  Armor Boost
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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.

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.

Signature Call:  Deflect
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Dissipation (Armor, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Centered on Character

This Feat allows the character to dissipate a none 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.

Signature Call:  Dissipate
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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.

Signature Call:  Mage Armor
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Provoke (Armor, Defense)

Type: Physical
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

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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.

Signature Call:  Resilience
.

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 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.  When the character wishes to activate the stance again, they simply reenter their shattering stance while making the signature call.  The ½ hour timer does not stop when the character breaks the stance to move.

Signature Call:  Shatter Stance

Body Path

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
Toughness P S I T

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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 affected by a standard 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.

Signature Call:  Intercept
.

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.

Signature Call:  Numb
.

Resist Magic (Body, Defense)

Type: Magical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to resist magical attacks and standard magical feats that target the character.

This is a Magical Prevention countermeasure.

Signature Call:  Resist
.

Poison Immunity (Body, Defense)

Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to resist poison effects delivered from attacks or ingested for 30 minutes.

Signature Call:  Poison Immunity
.

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

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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 makes the character immune to all non-damage effects both negative and positive.

Signature Call:  Combat Focus
.

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 that increase a characters health are not used in the calculation of the new health value, they do still however take effect by adding to the overall health of the character.  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

Quickness Path

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

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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 affected by any feat or attack within arms-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.

Signature Call:  Intercept
.

Magic Dodge (Quickness, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to dodge magical attacks and Feats that target the character.

This is a Magical Avoidance countermeasure.

Signature Call:  Magic Dodge
.

Melee Dodge (Quickness, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to dodge Physical attacks and Feats that target the character or anything they are holding or wearing.

This is a Physical Avoidance countermeasure.

Signature Call: Melee Dodge
.

Ranged Dodge (Quickness, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to dodge projectile damage attacks and feats delivered by guns and feats delivered by ranged weapons that target the character.

This is a Physical Avoidance countermeasure.

Signature Call:  Ranged Dodge
.

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 charter 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 melee weapon in hand 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

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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.

Signature Call:  Blur
.

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

Magic Paths

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.

Path of Death

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, O 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
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.  Death Turning is a single target, directed feat PHYS REP’ED by the player pointing a finger at another player to denote targeting.  So long as the character points a finger at a target, that target may not approach closer than 5 feet, perform melee attacks, nor perform ranged attacks against the character.  Additionally the character may advance on the single target or choose to switch to another single target through a change in direction. *This effect lasts for 10 Minutes or until the character lowers their pointed finger.

Signature Call:  Death Turning

Feign Death (Death, Magic)

Type: Magical
Target: Self
Duration: 10 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. 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.

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 stealth 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, Other
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 an unintelligent undead, control the actions of any unintelligent undead, and 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.

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.

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.  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

Path of Life

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, O 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 cannot be used concurrently to increase the multiplier it provides.

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 thought altering durational 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 unresistable.

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 any durational poison effect on a single target.

Signature Call:  Cure Poison

Empower (Life, Magic)

Type: Magical
Target: Self, Other
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.

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 after 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: Other Only
Duration: 10 Minutes*
Delivery: Directed

This Feat allows the character to hold off unintelligent undead.  Turn Undead is a single target, directed feat PHYS REP’ED by the player pointing a finger at another player to denote targeting.  So long as the character points a finger at a target, that target may not approach closer than 5 feet, perform melee attacks, nor perform ranged attacks against the character.  The character may not advance on the single target, but is free to retreat or hold their ground.  The character may choose to switch to another single target through a change in direction. *This effect lasts for 10 Minutes or until the character lowers their pointed finger.

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 them-selves 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

Path of Pain

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, O 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: 1o Minutes
Delivery: Touch, Packet

This Feat allows the character to send a single 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 10 minutes.

Signature Call:  Banish

 

Control Emotion (Pain, Magic)

Type: Thought Altering
Target: Self, Other
Duration: 1o 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 Love, Fear, Surprise, Disgust, Sad, or Happy. 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.

Signature Call:  Control Emotion <Emotion>

Fear (Pain, Magic)

Type: Thought Altering
Target: Self, Other
Duration: 1o 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; 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, Other
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: 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.

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.  The effect does not channel through weapons or packets, only touching the individual with the palm of the character’s hand, may transfer this pain.  Those afflicted by someone with Wracking Touch are unable to move, cast magic, dodge, attack, or use Feats until the contact is broken.

*Characters may use an avoidance countermeasure to prevent wracking touch from affecting them on a per touch basis. Physical avoidance such as a standard dodge may also 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.

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

Path of Protection

The Protection Path Skill allows the character limited immunity to magic damage.  This magical path focuses on protection against magical damage and effects.  While the follower of Protection Path Skill may not choose to call for generic magic, 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.  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: <Amount> Protection

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 Others 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: 3o 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 Nexus 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 Nexus.  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, which are not mental status effects. The following feats are counted as mental status effects; Control Emotion, Fear, Obsession, Phantasm, Enthrall and Compulsion. The passive magical immunity which Protection Magic provides is included in this removal.

*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: 3o 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 normal 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: 3o 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.

Signature Call:  Protect Other <Amount>

Protect vs. Feat (Protection, Magic)

Type: Magical
Target: Self, Other
Duration: 3o 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.

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.  The Reflect will affect any standard magical feat or damaging attack 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.

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 any “Magical” type Feats, or magic damage that target the character.

This is a Magical Prevention countermeasure.

Signature Call:  Resist Magic

Sanctuary (Protection, Magic)

Type: Magical
Target: Area of Effect
Duration: 3o 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 normal physical and magical 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.

Signature Call:  Sanctuary

Silence (Protection, Magic)

Type: Thought Altering
Target: Self, Other
Duration: 1o Minutes
Delivery: Touch, Packet

This Feat allows the character to silence a single target for 10 Minutes.  The target is unaware that they are under the effects of this feat until its duration ends.  No magical damage or feats can be cast while under its influence. The character is unable to create any sound, including speech.

If this feat is delivered by touch, it is undetectable and thus un-counterable.

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 of the recipients choosing, effect 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 be cast on the target.  Any previous magical effects are removed. The passive protection granted by Protection magic is also removed the duration of this feat.

Signature Call:  Suppression

Path of War

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
Enchant Weapon M S, O 30 T
Halo M AOE I CoC
Empowered Feat M S, O 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

Enchant Weapon (War, Magic)

Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to imbue a weapon or Claws.  The enchanted target grants a +3 bonus and allows the wielder to call for magic damage.

Signature Call:  Enchant Weapon

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 effected targets take 100 points of magical fire damage.  The character is immune to Halos which they cast.

Signature Call:  Halo

Empowered Feat (War, Magic)

Type: Magical
Target: Self, Other
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, which are not mental status effects. The following feats are counted as mental status effects; Control Emotion, Fear, Obsession, Phantasm, Enthrall and Compulsion. The passive magical immunity which Protection Magic provides is included in this removal.

*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.

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 where the packet landed.

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

Offensive Paths

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.

Marksman Path

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.

 

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, O 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, Other
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.

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.  The character must hit the item intended to be shattered.

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 Only
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer

This Feat allows the character to imbue their next normal damage call with the ability to bypass all armor and quickness.  Additionally this attack will bypass all standard defensive feats from the protection, quickness, body, and armor path.  True-Shot may not be combined with any other feats.

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, i.e. if a player is brought back to life still within the 10 minute duration of the poison, they will be sick for one minute before dying.

Signature Call: 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’s ranged attacks a true effect for ½ hour.  This grants you unlimited use of the Marksman True-shot feat.

Signature Call:  Unstoppable

Gunslinger Path

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. If you are using packets instead of darts, you must delay 1 second between each thrown packet.

Feat Name Type Target Duration Delivery
Lethal Shot P S, O I N, P
Deep Wound P S, O 10 N, P
Explosive Shot P S, O I N, P
Speed Load P S I T
Subdual Shot P S, O I N, P
Thunder Shot P S, O I N, P
True-Shot P S I T

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

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 6 foot diameter from the point of contact.

Signature Call:  Explosive Shot <Damage Call>

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

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

Thunder 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:  Thunder Shot

True-Shot (Gunslinger, Offensive)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer

This Feat allows the character to imbue their next normal damage call with the ability to bypass all armor and quickness.  Additionally this attack will bypass all standard defensive feats from the protection, quickness, body, and armor path.  True-Shot may not be combined with any other feats.

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

Warrior Path

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.

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, O 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.

Signature Call:  Fumble Strike

Empowered Feat (Warrior, Offensive)

Type: Physical
Target: Self, Other
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.

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 then whatever is struck becomes the target and is shattered.

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 preform 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 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

Utility Paths

These are the skill paths that are primarily for representation of a mastery of skills used outside of combat and life threatening situations.

Craft Path

The Craft Path Skill allows the character to manufacture the bulk of the items listed in the item tags section. The production point values are listed in the item description and will not be repeated here. The character will earn 1 CP (Craft Point) 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. Each crafting point requires 10 credits of value in materials, which must be handed in at the start of a project, and must be in full.

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.

In example, you have 10 CP available, but wish to craft something that has a 15 CP value. You can start the project, turning in 150 Credits and a note will be made on your character sheet. The next event attended you could apply the remaining 5 CP to this project and have 5 remaining to create or start another project.

Please see the PDF for the current Craft Points Item list.

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
Keen P I I T
Mending P I Varies T
Potency P I Varies T
QuickFix 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

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 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. The duration of time it takes to affect a repair depends on the character’s purchases of the Craft Path and the items CP value.

Comparing the CP value of the item to the characters total CP value yields the following times.

An item CP value less than half characters CP total takes 60 seconds to mend.

An item CP value greater than half, but less than or equal to the characters CP value takes 10 minutes to mend.

An item value greater than, but less than or equal to double the characters CP value takes 30 minutes to mend.

An item value greater than double the characters CP value takes 60 minutes to mend.

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

QuickFix (Physical, Support)

Type: Physical
Target: Item
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to temporarily bring a damaged item back into service. This restores the functionality of an item affected by the shatter effect and prevents it from being effected by further use of the shatter effect for the duration of the feat. And the end of the feat the item is restored to the condition it was before this feat was used on it.

Signature Call:  QuickFix

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. The compound generated is produced at an effect value of 5x the characters CP value.

Signature Call:  Unstable Compound <X Explosive or X 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

Special Powers

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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>