Social Mastery Social Mastery Skill Perk All social skills gain +2 to their level cap.Cannot take another "Mastery" Perk.
Silver Tongue Silver Tongue Social Perk Always reroll 1's and 2's when making social tests.When the party is making a group social test, up to three allies gain a free re-roll.
Leadership Leadership Social Perk Spend 1 Willpower to grant up to five nearby allies Willpower this round.
Etiquette Etiquette Social Perk Once per session, you can reroll a social test as a 1d12+8 and take the best result.This ability cannot be combined with Willpower.
Guile Guile Social Perk Gain +5 to concealing your intentions.This is not the same as fabricating a lie.
First Impressions First Impressions Social Perk Gain +3 to your first social roll with each new person you meet.
Centered Centered Arcane Perk Automatically succeed at retaining 'Concentration,' such as when you are hit by an opponent.
Chi: Prana Chi: Prana Chi Power Holy Protection Immune to dark magic, corruption, fear, and despair. Indomitable Immune to domination magic. Resist Evil Innate, Mana Reduce 5 damage from an attack from a dark creature. Detect Evil Focus, Mana, Medium Detect dark creatures, enchantments, and artifacts within medium range. Disrupt Evil Innate, Mana Add +5 holy damage to any melee attack against a dark creature.
Chi: Hearing Chi: Hearing Chi Power Enhanced Hearing Improved hearing. Add +5 to sound-based perception tests. Filter Hearing Focus, Medium Can filter and isolate unwanted sounds; e.g. eavesdrop across a room.This can overhear hushed conversations within medium range in line of sight. Protected Hearing Cannot be Deafened. Ignore penalties from unwanted noise.
Light Light Sorcery - Light Light Mana, Short Scene Create simple lighting effects.Includes ambient lighting, spotlights, flares, light beams, hovering lights, etc.Can attach a faint glow or marking light to a visible target.Can choose the color, focus, intensity, and simple properties of the light.The light is not bright enough to blind or distract. Light Show Minor, Scene Create a complex lighting environment up to long range.Can cast the equivalent of ten 'Create Light' spells.
Flash Flash Sorcery - Light Requires Power: Light Flash Major Conjure a blinding flash within short range, or as a 15 meter cone.Affected creatures save vs. Perception or are blinded for 2 rounds. Half-save for 1 round.
Glamour Glamour Sorcery - Light Recolor Mana, Long Scene Recolor an object, outfit, surface, or willing creature.Targeting a creature can recolor their skin, hair, eye color, and similar cosmetics. Glamour Minor, Long Scene Disguise an object or outfit as something of similar size and shape.Tactile inspection may reveal the distorted shaping effects.
Sound Control Sound Control Sorcery - Air Requires Power: Control Wind Suppress Sound Concentration, Mana All sound is silenced within a chosen area up to 5 meters.This area can follow a chosen target. Sound Weave Focus, Mana Create sounds or speak within medium range.While 'Concentrating', you can mimic voices and accents that you've heard before. Bellow Focus Triple the range you can be heard, such as to address a large crowd.
Presence Presence Sorcery - Psionics Presence Minor Choose how others instinctively read you for a scene. Does not stack.Charming: Advantage on persuasion, diplomacy, etiquette, socializing, etc.Credible: Advantage when trying to pass yourself off in a particular role.Forgettable: Advantage when trying to be inconspicuous in public spaces.Harmless: Opponents likely to disregard you in combat unless given a reason to focus on you.Innocent: Advantage to resist blame, suspicion, public shaming, or accusations.Inspiring: Advantage on receiving, gathering, and holding attention.Menacing: Advantage on taunts, threat appeal, intimidation, rallying morale, etc.Sincere: Advantage when bluffing, using guile, or trying to appear genuine.
Charm Charm Sorcery - Psionics Charm Major Victim resists vs. Resolve or is devoted to you for a day.Must be cast on neutral or friendly parties. They revert to normal when the effect ends.Victim becomes deeply loyal, and will go to significant lengths to appease you.Victim retains their personality and motivations, but prioritizes your needs highly.When the charm ends, the victim can save vs. Wits to recognize they were charmed.
Message Message Sorcery - Telepathy Message Concentration Send a telepathic message to a target within short range. Telepath Minor, Short Scene Communicate telepathically up to far range.Can only communicate with one person at a time, but can switch between any known subject.Connected subjects can sense the connection and telepathically respond. Broadcast Major, Short Scene Broadcast a telepathic message across a wide area.Affects a familiar area up to {Resolve * 100} meters, located within a few kilometers.