Perks
Religion
Religion
Knowledge Perk
- Gain +5 to relevant knowledge tests involving theology, mythology, cult psychology, priestly subjects, etc.
Runner
Runner
Mobility Perk
- Increase your base movement speed by 5 meters.
Social Mastery
Social Mastery
Skill Perk
- All social skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
Nature
Nature
Knowledge Perk
- Gain +5 to relevant knowledge tests involving survival, animal handling, navigation, traps, tracking, rope use, hunting, cooking, etc.
Enduring
Enduring
Combat Perk
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
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.
History
History
Knowledge Perk
- Gain +5 to relevant knowledge tests involving world history, local history, ancient ruins or items, etc.
Powers
Purify
Purify
Sorcery - Prana
Detect Status
Innate, Mana
- Detect a target's wounds, status effects, and mental and emotional stress levels.
Purify
Mana
- Cure a target of all poisons, curses, sickness, fatigue, slowness, coldness, fear, and stuns.
Holy Strike
Holy Strike
Sorcery - Prana
Requires Power: Purify
Holy Strike
Major
- Make a spellcasting attack vs. a dark creature. Deals {5d6 + Arcana} holy damage.
- Victim must save vs. Resolve or be 'Stunned' for 1 round.
Darkburn
Minor
- Make a spellcasting attack vs. a dark creature. Deals {1d6 + Arcana} holy damage.
- Victim must save vs. Resolve or be 'Stunned' for 1 round.
Prana Wave
Major
- Apply successful "Darkburn" attacks on all dark creatures within short range.
- Can optionally cast as a 25 meter cone.
Protect
Protect
Sorcery - Prana
Requires Power: Purify
Taunt Evil
Innate, Mana
- Taunt any number of chosen dark creatures within medium range.
- Affected creatures suffer disadvantage to all actions except attacking you.
- Affected creatures must half-save vs. Resolve or they must move toward you and attack.
Protect
Minor
- Target ally within long range cannot be attacked this round, directly or indirectly.
- Opponents cannot include the ally in an AOE effect that would negatively impact them.
Sanctify
Major
- Bless a 50 meter zone for a scene. Within the zone, dark creatures have disadvantage.
- Intelligent dark creatures may recognize their disadvantage and avoid the sanctified area.
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.
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.
Bless
Bless
Sorcery - Prana
Requires Power: Purify
Bless
Major
- Two allies gain +2 to all skill tests for the next scene. Cannot be stacked.
Buff
Minor
- Chosen target gains +5 on a single skill test. Cannot be used retroactively.
- Only works for actions that complete in one round. It cannot affect extended tests.
Synchronicity
Major
- Grant yourself or a companion a special retry on a failed skill test.
- Target rerolls with 1d12+10 instead of a 1d20. Use the better result. Natural 12s crit.
- Only works for actions that complete in one round. It cannot affect extended tests.
Phantasm
Phantasm
Sorcery - Light
Requires Power: Glamour
Hologram
Mana, Short Scene
- Create a static hologram within a {Arcana} meter area.
- Appear as semi-translucent hologram projections. Viewers know they are illusions.
- You can alter the hologram's appearance while 'Concentrating' on it.
Phantasm
Minor, Scene
- Conjure a static illusion up to {Arcana + 1} meters in size.
- The phantasm appears fake to anyone within melee range.
- Can be positioned above ground, such as to paint hardlight designs in the air.
- The Phantasm blocks vision from the outside only; you can hide inside it.
Scenecraft
Major, Scene
- Conjures up to ten 'Phantasm' spells in the area.
- Can optionally be combined into a single illusion up to {Arcana + 5} meters in size.
Heal
Heal
Sorcery - Prana
Requires Power: Purify
Heal
Minor, Touch
- Target creature heals 2d6 HP from wounds taken within the last short scene.
Full Heal
Major, Touch
- Heal all HP on a chosen target.
- This power heals lost limbs, life-threatening medical conditions, fractured spines, etc.
Traits
Zealot
Zealot
Pursues belief absolutely.
Reputation
Reputation
Has a known public identity or record.
Humble
Humble
Downplays status and accepts limits.
Equipment
Regalia
Regalia
Armor
12 Defense; refined magical armor that counts as unarmored.
Spear
Spear
Weapon
Polearm Proficiency; versatile thrusting weapon with reach.
Adventurer's Kit
Adventurer's Kit
Kit
General travel gear for dungeoneering, errands, and field work.
Caving Kit
Caving Kit
Kit
Tools for navigating, marking, and working through confined underground routes.
Health Potion
Health Potion
Equipment
Recipient-specific recovery of physical health and stamina
Divine Chalk
Divine Chalk
Equipment
Mark terrain with special chalk that is invisible to demons, but visible to humans.
Healing Staff
Healing Staff
Equipment Β· Rare
Channels efficient healing pulses for wounds and minor ailments.
Darkvision Glasses
Darkvision Glasses
Attuned Aethertech Β· Rare
User can see in low light environments.
Tetherstones
Tetherstones
Attuned Aethertech Β· Rare
Attuned users can sense where the Tetherstone is.
Notes
Water-aligned Drakyn and priest of Nautilus who works at the Nautilus Shrine. Exceptionally resilient; uses Chi: Ward, Ward I, Chi: Prana, and Water III.