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====Discipline of the Lark====
====Discipline of the Lark====
{| class="wikitable"
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| Perform
|-
| Diplomacy
|-
| Gather Information
|-
| Storied Fighting
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'''Rank 1'''
'''Rank 1'''
{| class="wikitable"
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| Example || Example
| Gifted Performer || Choose one type of Perform (such as Singing, Dancing, Tumbling, or Oration).
''Passive'': Quickly learn new routines for your chosen form of performance. You can learn songs or speeches after a single listen, or complex dance steps after seeing it only once.
''Passive'': Gain a +2 bonus to Perform checks of your chosen type.
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| Example || Example
| Friendly Demeanor || You are particularly good at gaining an instant rapport with strangers, either telling the right kind of joke, or commiserating in the right way, or finding some shared experience. As long as the target is not already hostile this increases their disposition by 1 step.
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| Example || Example
| Social Awareness || ''Passive'': In social settings gain a +2 bonus to notice small but relevant details about the environment and people using Sense Motive or Perception.
''Active'': Reduces the number of successes needed to find specific information by 1.
|- style="vertical-align:top;"
|- style="vertical-align:top;"
| Example || Example
| Flourish || Perform a standard attack as a dashing maneuver in combat to gain 1 Story Dice which must be spent during this encounter. ''This may not be combined with any other maneuvers such as those granted by Fighting Styles.''
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| Inspiring Performance || ''Active'': Your perform a song, dance, or oration that inspires those who hear or see you. The performance must be at least 5 minutes long. Restore Rank Vigor to any friendly targets who can see or hear you. Targets may also ignore -1 of fatigue penalties for 1 hour. 2 Mana
''Active'': Allows any friendly targets who can see or hear you to voluntarily reduce an Addiction or Vice by 1 Rank. This may only be used once per per  day. 1 Story Point
|- style="vertical-align:top;"
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| Example || Example
| Charming Words || Makes a single target view you as a friend. Targets lower than neutral disposition may not be affected. Target gets a Resistance save vs. your Charisma + Diplomacy + Lark. On a failure they immediately increase their disposition to Friendly. An affected target never obeys suicidal or obviously harmful suggestions, but might be convinced that a dangerous task is worth doing. Any overtly hostile action by you or your friends immediately breaks this effect. If the character also possesses the Friendly Demeanor power, you may also affect Unfriendly Disposition. 1 Mana.
|- style="vertical-align:top;"
|- style="vertical-align:top;"
| Example || Example
| High Society || ''Passive'': Choose a type of society you often associate with (thieves, merchants, nobles, mages, priests, soldiers, etc). Gain a +2 bonus when using Gather Information through those channels regardless of your official status. This bonus stacks with the bonus from the Status benefit.
''Active'': When Gathering Information using your society ties you carefully conceal the value of the information and who it’s intended for making the request hard to track. Gain a +Rank bonus on Deception rolls to conceal information about the request. 1 Mana.
|- style="vertical-align:top;"
|- style="vertical-align:top;"
| Example || Example
| Use the Environment || Using environmental items such as ropes, tables, and doorways during a Move action grants 1 Story Dice which must be spent during this encounter. 1 Mana.
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| Find Your Inner Strength || ''Active'': As a free action you call out inspiring words that cause your friends and allies to find an inner strength and free themselves from magical effects. Allows friendly targets who can see or hear you to re-roll their Resistance vs. any current magical effect. This may be used once per encounter. 2 Mana.
|- style="vertical-align:top;"
|- style="vertical-align:top;"
| Example || Example
| Very Important Person || ''Active'': You choose a target who you have made a successful Diplomacy check on. The target actively seeks to benefit you based on your stated needs and desires. The intensity of their willingness to help you is based off their current disposition +1. If they are at a Friendly disposition they will treat you as a close Ally and attempt to meet your needs, grant you discounts, offer services, or refer you to someone who can help you. 2 Mana.
 
At Rank 5 the effects improve. You carry yourself so confidently that targets of successful Diplomacy treat you as a celebrity or noble; someone who is worthy of respect, fear, or adoration. Rather than simply trying to meet your needs, targets will attempt to anticipate your desires, putting in significant effort and expense to impress you.
|- style="vertical-align:top;"
|- style="vertical-align:top;"
| Example || Example
| Little Birds || ''Passive'': Once you have been in a region for a minimum of a day and performed a successful Gather Information check the locals begin to volunteer information to you. Interesting information will start showing up without effort.
''Active'': Once you have been in a region for a minimum of a day and performed a successful Gather Information check you may distribute your efforts by rolling a single daily Gather Information check with your largest bonuses for Status and High Society which spurs agents across the region to search for the requested information even if it is normally outside of their traditional knowledge. 2 Mana.
|- style="vertical-align:top;"
|- style="vertical-align:top;"
| Example || Example
| Legendary Strike || A melee attack which allows Story Dice applied to this attack to gain 2 damage dice instead of 1. This strike may be combined with other Maneuvers such as Flurry Strike. This power may only be used once per opponent in an encounter. 2 Mana.
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| Captive Audience || While you perform, those who hear or see you.must succeed on a Magic Resistance roll or become spellbound and resist all attempts to turn their attention away from your performance or oration. Targets suffer a Rank penalty on Perception checks, and unless they are directly threatened will be unlikely to respond to anything other than the performance. Attacking or threatening an entranced target will immediately break the effect.  3 Mana.
|- style="vertical-align:top;"
|- style="vertical-align:top;"
| Example || Example
| Rapid Diplomacy || When hostile targets engage the player in combat, you may make a Cha + Diplomacy + Lark roll vs. Resistance (Mind Effect) for all hostile targets within 10 yards. On success you and the targets of your diplomacy are considered out of combat, and if you have not already failed a previous Persuasion roll in this encounter, may make a Diplomacy roll to attempt to modify the targets disposition. This may result in combat rounds ending (see Diplomacy rules)
|- style="vertical-align:top;"
|- style="vertical-align:top;"
| Example || Example
| All Of Our Knowledge || ''Passive'': Years of learning secrets have given you an encyclopedic knowledge granting a +2 to any Knowledge skill roll.
''Active'': If the knowledge for a specialized task such as Craft, Knowledge, or even details of a spell exist in a region you can locate it in a matter of hours. If the information you seek is available you automatically succeed on a Knowledge check about the source material otherwise you gain detail on where the information may be located. Craft checks gain +2 and are treated as Trained skills.  3 Mana.
|- style="vertical-align:top;"
|- style="vertical-align:top;"
| Example || Example
| Storied Hero || ''Passive'': Each session you gain 1 Bonus Story Point. You may never have more than 1 Bonus Story Point at a time.
''Active'': Spend 1 Story Dice to gain: +1 Dodge OR +2 Speed for one round.
''Active'': Spend 1 Story Dice to immediately re-roll an Initiative roll.
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| Fabled Performance || ''Active'': You perform a song, dance, or oration that affects those who hear or see you. The performance must be at least 5 minutes long. While you perform, those who hear or see you must succeed on a Magic Resistance roll or following the performance they experience a mood decided by you for 1 Hour. (Ex. fear, sadness, depression, hope, joy, lust, anger) The exact actions individual targets take will be determined by the Storyteller. 4 Mana.
''Active'': The performance causes dramatic mood, personality, or life changes based off the emotion you selected. These changes may fade over time, but are effectively permanent. (Ex. a fallen paladin hears your angelic song and resolves to return to the church) 1 Story Point.
|- style="vertical-align:top;"
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| Example || Example
| Challenge Beliefs || ''Active'': You speak fluently and passionately to up to Rank targets within intimate conversation range challenging their closest held beliefs. Your logic and emotion are enough to cause even the staunchest believers to reconsider their motivations. Targets who are asked to consider diametrically opposed viewpoints or perform an action deeply contrary to their nature (Difficulty 5) reduce the difficulty rating on the diplomacy roll by 2. If the Diplomacy roll succeeds then their re-evaluation of their motivations may cause long term, or permanent changes to be determined by the Storyteller. In the short term, they will at least be willing to listen to a diplomatic attempt. 1 Story Point.
|- style="vertical-align:top;"
|- style="vertical-align:top;"
| Example || Example
| Tell Me Everything || ''Passive'': Your mere presence is enough to loosen lips and inspires people to whisper secrets in your ear. When interacting in any social setting roll a Cha + Gather Information + Lark vs. Magic Resist for all nearby targets. Targets who fail are magically compelled to give you information of value. They will always attempt to give secrets or gossip about others and avoid giving up damaging information about themselves or their interests.
''Active'': You concentrate your conversation on a single target drawing on their desire to confess their darkest secrets. The target gets a Resistance roll however they suffer a -5 penalty. The target will always try to rationalize why they volunteered the information afterwards and in most cases will not be aware they have been manipulated. 4 Mana
|- style="vertical-align:top;"
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| Example || Example
| Legendary || ''Passive'': Story Dice gained in an encounter (such as those gained by Flourish or Use the Environment) may now be retained for the remainder of the Session.
''Active'': Once per Session if you are rendered incapacitated due to damage you may spend a Story Point to return to 1 Health.
''Active'': Once per Chapter if you are rendered Dead due to damage (does not include Slay effects) you may spend a Story Point to stabilize at 0 Health.
|}
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====Discipline of the Raven====
====Discipline of the Raven====

Revision as of 23:27, 29 January 2015

Adept


Adepts are men and women who have through a combination of practice or training are able to hone their body to supernatural limits. The powers they exhibit range from incredible speed and strength, communication with animals, to changing the very shape of their body. The legends of the greatest swordsmen and orators in the lands often stem from these abilities. Adepts have no knowledge of spells, their powers are called Disciplines.


When selecting the Adept Template, players may select a single Adept Discipline at rank 2. Additional ranks or new Disciplines may be purchased at the cost of 5 experience per rank.


Prowess

When Adepts choose a Discipline for the first time, they can choose a form of Prowess that Discipline offers. Prowess is a static benefit that does not require mana or have to be activated. Prowess bonuses count as Enhancement bonuses for the purposes of power stacking. Each Discipline offers three options for Prowess. You may take a form of Prowess you already have, however only the higher of the bonuses will take effect.

Disciplines Prowess
Bear Might, Toughness, Resistance
Wolf Might, Toughness, Healing
Panther Agility, Haste, Evasion
Snake Agility, Haste, Evasion
Tiger Agility, Haste, Evasion
Lark Might, Charm, Resistance
Lion Toughness, Charm, Healing
Raven Charm, Resistance, Healing
Dragon Might, Toughness, Resistance
Prowess Static Bonus
Toughness +1 Constitution per Discipline rank
Might +1 Strength per Discipline rank
Agility +1 Dexterity per Discipline rank
Charm +1 Charisma per Discipline rank
Resistance +1 Base Resistance per Discipline rank
Evasion +1 Magic Defense per Discipline rank

1 Magical Damage Reduction at Rank 3, this increases to 2 at Rank 5

Healing +2 Self Healing/day per Discipline rank (1 Lethal per round)
Haste +1 Speed, +1 Initiative per Discipline rank


Disciplines

Discipline of the Lark (Perform, Diplomacy, Gather Information, Storied Fighting)
Discipline of the Raven ()
Discipline of the Snake (Thievery, Deception, Poisons, Dexterity Attacks)
Discipline of the Tiger ()
Discipline of the Bear (Charging, Strength, Toughness, Sundering Attacks)
Discipline of the Wolf (Resilience, Animal Traits, Animal Control, Outlander Fighting)
Discipline of the Lion (Leadership, Courage, , Group Fighting)
Discipline of the Panther (Stealth, Non-Detection, Environmental Specialization, Assassination)
Discipline of the Dragon (Troll Bonuses, Draconic Traits, Fear, Draconic Fighting) - Troll Only

Types of Powers:

Disciplines grant powers that may be either Passive, Active, or Strikes. A passive power does not need to be activated, it is available all of the time. In this manner it is similar to the benefits from Prowess. Active powers are duration based buffs that may be activated as a free action. Strikes are Standard actions that may be combined with standard attacks or Maneuvers granted from Weapon Styles. Individual Strikes may have restrictions on the types of Maneuvers they may be combined with. Active Powers and Strikes will both cost mana to activate. Each Discipline will have 4 distinct lines of powers for each rank.


Discipline of the Panther

Stealth
Non-Detection
Environmental Specialization
Assassination

Rank 1

Hide in Plain Sight You create a distraction and disappear before your foes realize what happened. You may go into stealth while being watched. 1 Mana
Silent Steps You gain a +2 bonus to Stealth when detection would be affected only by hearing.
Environmental Specialist Choose one environment (urban, forest, plains, mountains, desert) in which you gain a +2 Stealth bonus. This may only be purchased once.
Conceal Weapons Gain a +2 to a Stealth or Sleight of Hand check to conceal small/light weapons.

Rank 2

Shadow Stride Passive: Move from concealment to concealment without being noticed. As long as you begin and end your movement in concealment you remain stealthed. Active: Move full speed while stealthed. 1 Mana
Dampen Magical Emanations Passive: When not stealthed, magical items concealed on your person do not radiate for passive detection effects like Mage Sight. Active: Prevent magical items concealed on your person from radiating for active detection spells such as Sense Magic for 1 Hour.. 1 Mana. Sense spells must make an opposed roll vs. your Stealth roll + Panther.
Low Light Vision Gain the ability to see in nearly pitch black conditions for 1 hour. If your race already has Low Light Vision, this improves the distance you can see by 10 yards. 1 Mana
Death From Above Gain a x2 damage bonus on a standard melee attack against a flat footed target when jumping/falling from at least 3 yards above. This maneuver may not be combined with Maneuvers from Fighting Styles. 1 Mana.

Rank 3

Chameleon Passive: Stealth without cover/concealment. Active: While in stealth, spells which would normally detect life forms, stealthed targets, or magical emanations must roll an opposed roll vs. your Stealth to succeed. Duration 1 hour. 2 Mana.
Avoid Sight If you have been perceived through Stealth, you may move an immediate Rank yards. If this breaks line of sight with the target (cover, prone etc) who would have spotted you, re-roll your stealth and ignore the initial perception. 2 Mana.
XXXX XXXX
Phantom Strike While stealthed you may make standard melee attack and immediately make a stealth roll vs. the target’s perception +2. If successful you stay stealthed. For each time you use this strike on the same target, they gain an additional +2 to their perception. If the target’s perception roll succeeds or the target dies the maneuver immediately ends and you come out of stealth. This strike may not be combined with Maneuvers from Fighting Styles. 2 Mana.

Rank 4

XXXX XXXX
Veil Aura Passive: Your glacial features reveal nothing of your intent, preventing others from reading your emotions. Gain a +Rank bonus on Deception rolls to conceal your emotions.

Active: Your aura becomes murky and unreadable preventing any spells or effects from reading your aura and providing a +2 bonus to your Chameleon roll vs. opposed detection magic.

XXXX XXXX
Hidden Strike Use a flourish with a second weapon, open hand, or cloak to distract your opponent momentarily leaving them flat-footed. This is a full round action. 3 Mana.

Rank 5

Stalker XXXX
Non-Detection Become immune to divination and sense spells for 1 hour. 4 Mana.
XXXX XXXX
Heart Strike Deal a fatal attack directly to the target’s heart.


Discipline of the Dragon (Troll Only)

Troll Bonuses
Draconic Traits
Fear
Draconic Fighting

Rank 1

Fearless Passive: Character is immune to penalties from natural fear such as Intimidate checks.

Active: +Rank bonus on saves against magical fear effects. 1 Mana.

Dragon Claw Passive: Character may treat unarmed attacks as 2 dice lethal weapons. Characters with this power are eligible for the Natural Weapons Fighting Style.
Aura of Intimidation Passive: Character gains +2 on Intimidate checks.

Active: Character gains a 5 yard +Rank radius aura of intimidation for 1 hour. On a successful Intimidate roll, foes in the aura suffer a -2 fear penalty to all non-combat rolls. 1 Mana

XXXX XXXX

Rank 2

Improved Resistance Passive: Character gains +1 Resistance.

Active: Character ignores the damage or penalties of one Poison or Disease for Rank rounds. This effect does not increase the duration of the hostile disease or poison. 1 Mana.

Dragon Lung Character may hold their breath for an extended duration. With a prepared breaths before hand, a practitioner of Dragon Lung can draw in enough air, and modulate their body’s use of the air to remain active without breathing for 20 minutes. Additionally fully inflating their lungs with this Discipline allows practitioners to swim with a +2 to their skill check. 1 Mana.
Aura of Fear Character gains a 5 yard +Rank radius aura of fear. This aura counts as magical fear and is rolled against chosen target’s Magic Resistance. If successful the targets suffer a -2 penalty to all skill rolls (including attacks or spellcasting checks) within the aura regardless of target. 1 Mana.
Reactive Assault After taking damage from an attack made while you were flat footed you may immediately attack the assailant with a basic melee attack. This attack does not count against your normal action limits for the round. Only once such attack may be made per encounter. 1 Mana.

Rank 3

Inevitable Doom Character may ignore any speed impairing effects including environmental, magical, or armor penalties for Rank rounds. Character is limited to a maximum move of their base movement. (ie. they may not charge or take a double move action) 2 Mana.
Dragon Scales Passive: Gain +1 Damage Reduction

Active: The Damage Reduction gained by Dragon Scales may apply to spells for 1 round. This effect may be activated reactively as a free action. 2 Mana.

Draconic Roar Character roars at the top of their lungs, targeting a nearby foe (within Rank x 5 yards) with all of their fury. This counts as a magical fear effect and is rolled against the target’s Magic Resistance. If successful, the target cowers in fear losing their action for Rank rounds. While cowering the target does not lose their dodge, and is not considered flat footed. This effect is broken if they are attacked by you or your allies, however the target then suffers a -2 fear penalty on all rolls (including attacks or spellcasting checks) for the rest of the encounter. This penalty does not stack with the penalty granted by Aura of Fear. This may only be attempted once per target per encounter. 2 Mana.
Dragon Fang A standard melee attack gains +Rank in Armor Piercing. If lethal damage is dealt, target bleeds 2 dice a round for 5 rounds unless a full round bind action is taken or they reach full health from magical healing. The bleed effect does not stack, however the duration will reset if applied again. This strike may not be combined with Maneuvers from Fighting Styles. 2 Mana.

Rank 4

XXXX XXXX
XXXX XXXX
Aura of Terror Character gains a 5 yard +Rank radius aura of terror. This aura counts as magical fear and is rolled against chosen target’s Magic Resistance. If successful the targets suffer a -2 penalty to magical defense and dodge. If the character also possesses the Aura of Fear power, its effect is added to the effects above for free. 3 Mana.
XXXX XXXX

Rank 5

Fuel the Fire Free Action. This power adds points of damage taken to a pool of Story Dice that may be added to melee attacks. The effect lasts 5 rounds and any unspent dice dissipate after that time. 4 Mana.
XXXX XXXX
Deadly Terror A palpable wave of magical fear strikes a target within 10 yards x Rank dealing lethal damage. This is rolled against a target’s Magical Defense. This effect may only be used against a target once per encounter. 4 Mana.
XXXX XXXX


Discipline of the Tiger

Rank 1

Great Leap High/Long Jumps doubled
Nimble Climber Passive: Use Dex or Strength for Climb checks and climb at full speed instead of half.

Active: Retain your dodge bonus during Climb. 1 Mana

Agile Charge You may make a single direction change during a charge attack.
Combat Reflexes If you are the first one to act in the round enemies are considered flat-footed.

Rank 2

Double Jump Make two consecutive jumps with a +Rank yard bonus. You don’t have to land before the second jump.
Superior Acrobatics Tumble at full speed, ignoring movement penalties through threatened squares, if the enemy attacks during this maneuver you gain a +2 Dodge. 1 Mana.
Safe Fall Passive: You may fall 6 yards before you would take damage. Active: Gain an additional 3 yards of falling before you would take damage. Additionally the first increment you would take damage ( 9-12 yards) deals non-lethal damage. 1 Mana.
Acrobatic Charge You may make Rank Acrobatics checks to tumble around, over, or under foes and obstacles without interrupting a charge. You may diverge from a straight line to your target by 1 yard in either direction, and with each successful Acrobatic check you add 1 dice to the charge attack. A failed Acrobatic check interrupts the charge stopping you in place and ending your turn. Like all charges, you must move at least your base movement. 1 Mana.

Rank 3

Burst of Speed Draw on your innate energies to increase your speed by Rank +3 for Rank rounds. 2 Mana.
Razor Charge During a charge get Rank number of total attacks against targets you are adjacent to during the charge. The ending point of the charge must result in an attack.
Freedom of Action Escape any immobilization, slow or restraint. 2 Mana.
Rending Strike Deal a normal melee attack, then immediately deal rank dice in bleed. Each round deal one less bleed damage until the bleed has dissipated. This may not be combined with Maneuvers from Fighting Styles, and a second bleed may not be assigned while the target is already suffering a bleed.

Rank 4

Lightning Reflexes React to an incoming attack reflexively and add +Rank bonus to dodge and move Rank yards. 3 Mana.
XXXX XXXX
XXXX XXXX
XXXX XXXX

Rank 5

Superior Evasion Grants your Dodge bonus against attacks that would otherwise ignore dodge such aimed and area spells.
XXXX XXXX
XXXX XXXX
XXXX XXXX


Discipline of the Snake

Thievery
Deception
Poisons
Dexterity Based Fighting

Rank 1

Tactile Trapsmith You do not need to see traps (or have any light source) to disarm them. You gain full dice for Disarm Device in darkness or when blind.
Subtle Deception Passive: You are practiced at causing distractions that let you perform small tasks (Ex. delivering poison to cups, reading a note) without being noticed. Gain +2 on Deception rolls for these tasks.
Careful Poisoner Passive: You no longer risk poisoning yourself with poison application.
Weaving Blade Convert a point of Armor Penetration to Ignore Dodge.

Rank 2

Canny Locksmith Active: Gain a +Rank bonus on Pick Locks checks against non-magical locks and may pick magical locks with no bonus. 1 Mana.
Misdirection Through clever use of misdirection a player out of combat rounds may distract a target (Cha + Deception + Snake roll vs. Perception) enough to get a surprise round leading into combat. The surprise round does not make the target flat footed. 1 Mana.
Venomous Accuracy You know right where to strike to deliver poison to a major artery or vital organ. When attacking with a piercing or slashing weapon with applied poison apply its damage immediately instead of on the following round. 1 Mana.
Dexterity Power XXXXX

Rank 3

Arcane Sense Passive: You get a Search or a Perception check to detect nearby enchantments, wards, or traps.

Active: If a magical trap or enchantment has any physical component such as a glyph, rune, or sigil which could be disrupted to disarm the trap or destroy the enchantment you may use Disable Device +Rank to attempt to dispel it. 2 Mana.

Slippery Mind Passive: You are immune to mind reading, and emotion reading effects. Your aura may still be read.

Active: +2 against compulsion effects for 1 Hour. 2 Mana.

Poison Blood Passive: You have been so accustomed to handling poisons that you can tolerate their effects. Gain a Rank bonus on Resist rolls vs. Poison and reduce the Poison potency by 1.

Active: Your blood itself becomes poisonous. If you cut yourself dealing 1 Lethal you can generate a single dose of blood based poison equivalent to a Common poison of a Rank equal to your Rank in the Snake Discipline.

Viper Strike A melee attack using a one handed weapon made with blinding speed reduces opponents dodge by Rank. This strike may be combined with other maneuvers such as Flurry Strike, and if the target’s dodge is reduced to 0 they are considered flat-footed for the effects of Sneak Attack and similar abilities. This power may only be used once per opponent in an encounter. 2 Mana.

Rank 4

Nimble Hands Passive: You may not critically fail a roll for Sleight of Hand, Disable Device, or Pick Lock.

Active: If you fail a roll for Sleight of Hand, Disable Device, or Pick Lock you may immediately re-roll the attempt. 3 Mana.

Deception Power XXXX
XXXX XXXX
Enervating Strike A melee attack to a pressure point causing immediate weakness. Deals melee damage and -Strength to the target if they fail a Stamina roll.

Rank 5

Thievery Power XXXX
Deception Power XXXX
XXXX XXXX
Dex Based Attack Power XXXX


Discipline of the Bear

Charging
Strength
Toughness (Damage Prevention)
Sundering Attacks

Rank 1

Improved Charge Making a successful charge grants a +1 dice bonus.
Mighty Lift Lift, move, push, pull, and throw heavy loads 2x normal capacity at no penalty.
Tough Hide Prevent 1 non-lethal damage a round for Rank rounds. This ability may be activated once per encounter as a reaction to a source of non-lethal damage. 1 Mana.
Sunder Objects Deal double damage to inanimate objects.

Rank 2

Resolute Charge Passive: Gain +2 Speed when making a charge attack.

Active: Ignore speed penalties from moving through threatened areas during a charge. This effect may be applied to Charge Maneuvers by paying its cost in addition to any costs for the Maneuver. 1 Mana.

Break Bonds Automatically free yourself from any mundane bonds, chains, locks, or ropes. Gain a Rank bonus at breaking free from magical bonds such as Entangle or Web. 1 Mana.
Improved Vigor Passive: Gain +1 Vigor
Sunder Armor Passive: A critical success on a melee attack permanently reduces the target’s armor bonus by 1 point until repaired.

Rank 3

Reactive Charge Active: If you get charged, as a reaction you may immediately charge the assailant with a basic melee attack. Your attack is resolved first. This attack does not count against your normal action limits for the round. Only once such attack may be made per round. 2 Mana
Strength Power XXXX
Toughness Power XXXX
Sundering Strike Direct an attack at an opponent's weapon or shield. If successful the item is destroyed and additional damage is dealt to the target. If the character also possesses Sunder Armor reduce the required successes for Sunder Armor on this attack by 1. This reduction increases to 2 at Rank 5.

Rank 4

Scattering Charge Passive: When you charge at a target past adjacent hostile targets make a Strength + Athletics OR Unarmed Combat + Bear opposing their Strength + Athletics OR Dexterity + Acrobatics. If they fail they are knocked prone requiring a Move action to regain their feet.

Active: You may pass through hostile targets spaces granting a +2 to your roll to knock them prone. Any successes on your opposed roll are dealt as non-lethal damage. 3 Mana.

Strength Power XXXX
Toughness Power XXXX
Sunder Power XXXX

Rank 5

Thundering Charge Active: Instead of choosing a single target to charge you may pick a point within a double movement. You charge straight to the chosen point. Your weapon roll for the charge attack applies to any targets who are in reach during your charge to a maximum of Rank targets. Additionally environmental features (doors, chairs, tables, trees) in a direct line take weapon rolls which do not count against the maximum targets. This attack may not be combined with other Maneuvers such as those granted by Fighting Styles. 4 Mana.
Strength Power XXXX
Toughness Power XXXX
Sunder Power XXXX


Discipline of the Wolf

Resilience (Damage Healing)
Animal Traits
Animal Control
Outlander Fighting

Rank 1

Second Wind Heals Rank x 2 non-lethal damage as a Bonus Action. This may be used once per day.
Animal Senses Choose Search or Perception, and gain a Rank bonus to skills checks of your selected skill.
Commune with Animal Communicate with any natural animal. The Storyteller may require an appropriate social skill check to be successful against hostile animals. Communication is accomplished in the animal's language. Animals can communicate clearly what they do understand. Anything that they don't understand would be vague or muddled at best.
Outlander Fighting XXXX

Rank 2

Adrenaline Surge Ignore up to -2 dice penalties (such as Wound, Fatigue, Fear) for 1 hour. 1 Mana
Animal Trait XXXX
Affect Animal Calm or enrage a target animal of Rank or lower through verbal and body language communication. If you enrage the animal, you can not direct it's rage at a specific target, however it will not turn that rage against you. 1 Mana
Outlander Fighting XXXX

Rank 3

Fast Healing Passive: You heal at double the normal natural rate. You regain 2 Lethal with a night of rest and 2 Non-Lethal every 15 minutes. A successful Medicine check grants 2 additional Lethal with a night of rest instead of 1.

Active: If you have been incapacitated and are bound, you may return to 1 Health instead of 0. 2 Mana.

Danger Sense Passive: Gain a +2 bonus to Perception to detect an Ambush or Sneak Attack.

Active: Ignore Rank dodge reduction for one round. (Ex. Viper Strike, Steady Shot, Quicksilver weapons, or dodge reduction due to multiple attacks in a round) 2 Mana.

Command Animal Exert mental control over an animal of Rank or lower. The animal becomes as a controllable pet for Rank rounds. Communication must still be through sight of your physical body language and hearing your verbal commands. 2 Mana
Slowing Strike Hamstring style strike that reduces the targets movement speed.

Rank 4

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Rank 5

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Discipline of the Lion

Leadership
Courage
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Group Fighting

Rank 1

Gifted Leader Passive: Character gains +2 on Leadership checks.
Aura of Competence Active: Character gains a 5 yard +Rank radius aura of competence for 1 hour. On a successful Leadership roll, friendly targets in the aura gain a +1 morale bonus to all non-combat rolls. 1 Mana.
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Coordinated Assault Passive: When attacking a target with melee attacks or Maneuvers you coordinate with nearby allies to maximize your effect. If an ally is threatening the same target, instead of your attacks reducing your target’s Dodge by 1, you reduce it by 2.

Rank 2

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Aura of Courage Active: Character gains a 5 yard +Rank radius aura of courage for 1 Hour. On a successful Leadership roll, the targets gain a +Rank morale bonus against Fear and Intimidate checks. 1 Mana.
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Reactive Guard Active: If an adjacent ally would take damage from an attack you may take up to Rank damage instead. The attack is rolled against the original targets defense, but you may apply any applicable damage reduction to the successes. This does not count against your normal action limits for the round. Only once such guard may be made per round. 1 Mana.

Rank 3

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Conviction Active: You exhort a nearby ally (within 10 yards) with all of your conviction. Your courage fills them with hope granting them a +2 morale bonus to all skill checks (including attack or spellcasting rolls) for Rank rounds. 2 Mana.
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Phalanx Strike Active: When performing an attack you may gain a +1 morale bonus for each adjacent ally to a maximum of Rank. This attack may be combined with Maneuvers granted by Fighting Styles such as Flurry Strike, or Steady Shot. 2 Mana.

Rank 4

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Aura of Bravery Active: Character gains a 5 yard +Rank radius aura of bravery for 1 Hour. On a successful Leadership roll, the targets gain a +1 morale bonus to magical defense and dodge. If the character also possesses the Aura of Courage power, its effect is added to the effects above for free. 3 Mana.
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Rank 5

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Discipline of the Lark

Perform
Diplomacy
Gather Information
Storied Fighting

Rank 1

Gifted Performer Choose one type of Perform (such as Singing, Dancing, Tumbling, or Oration).

Passive: Quickly learn new routines for your chosen form of performance. You can learn songs or speeches after a single listen, or complex dance steps after seeing it only once. Passive: Gain a +2 bonus to Perform checks of your chosen type.

Friendly Demeanor You are particularly good at gaining an instant rapport with strangers, either telling the right kind of joke, or commiserating in the right way, or finding some shared experience. As long as the target is not already hostile this increases their disposition by 1 step.
Social Awareness Passive: In social settings gain a +2 bonus to notice small but relevant details about the environment and people using Sense Motive or Perception.

Active: Reduces the number of successes needed to find specific information by 1.

Flourish Perform a standard attack as a dashing maneuver in combat to gain 1 Story Dice which must be spent during this encounter. This may not be combined with any other maneuvers such as those granted by Fighting Styles.

Rank 2

Inspiring Performance Active: Your perform a song, dance, or oration that inspires those who hear or see you. The performance must be at least 5 minutes long. Restore Rank Vigor to any friendly targets who can see or hear you. Targets may also ignore -1 of fatigue penalties for 1 hour. 2 Mana

Active: Allows any friendly targets who can see or hear you to voluntarily reduce an Addiction or Vice by 1 Rank. This may only be used once per per day. 1 Story Point

Charming Words Makes a single target view you as a friend. Targets lower than neutral disposition may not be affected. Target gets a Resistance save vs. your Charisma + Diplomacy + Lark. On a failure they immediately increase their disposition to Friendly. An affected target never obeys suicidal or obviously harmful suggestions, but might be convinced that a dangerous task is worth doing. Any overtly hostile action by you or your friends immediately breaks this effect. If the character also possesses the Friendly Demeanor power, you may also affect Unfriendly Disposition. 1 Mana.
High Society Passive: Choose a type of society you often associate with (thieves, merchants, nobles, mages, priests, soldiers, etc). Gain a +2 bonus when using Gather Information through those channels regardless of your official status. This bonus stacks with the bonus from the Status benefit.

Active: When Gathering Information using your society ties you carefully conceal the value of the information and who it’s intended for making the request hard to track. Gain a +Rank bonus on Deception rolls to conceal information about the request. 1 Mana.

Use the Environment Using environmental items such as ropes, tables, and doorways during a Move action grants 1 Story Dice which must be spent during this encounter. 1 Mana.

Rank 3

Find Your Inner Strength Active: As a free action you call out inspiring words that cause your friends and allies to find an inner strength and free themselves from magical effects. Allows friendly targets who can see or hear you to re-roll their Resistance vs. any current magical effect. This may be used once per encounter. 2 Mana.
Very Important Person Active: You choose a target who you have made a successful Diplomacy check on. The target actively seeks to benefit you based on your stated needs and desires. The intensity of their willingness to help you is based off their current disposition +1. If they are at a Friendly disposition they will treat you as a close Ally and attempt to meet your needs, grant you discounts, offer services, or refer you to someone who can help you. 2 Mana.

At Rank 5 the effects improve. You carry yourself so confidently that targets of successful Diplomacy treat you as a celebrity or noble; someone who is worthy of respect, fear, or adoration. Rather than simply trying to meet your needs, targets will attempt to anticipate your desires, putting in significant effort and expense to impress you.

Little Birds Passive: Once you have been in a region for a minimum of a day and performed a successful Gather Information check the locals begin to volunteer information to you. Interesting information will start showing up without effort.

Active: Once you have been in a region for a minimum of a day and performed a successful Gather Information check you may distribute your efforts by rolling a single daily Gather Information check with your largest bonuses for Status and High Society which spurs agents across the region to search for the requested information even if it is normally outside of their traditional knowledge. 2 Mana.

Legendary Strike A melee attack which allows Story Dice applied to this attack to gain 2 damage dice instead of 1. This strike may be combined with other Maneuvers such as Flurry Strike. This power may only be used once per opponent in an encounter. 2 Mana.

Rank 4

Captive Audience While you perform, those who hear or see you.must succeed on a Magic Resistance roll or become spellbound and resist all attempts to turn their attention away from your performance or oration. Targets suffer a Rank penalty on Perception checks, and unless they are directly threatened will be unlikely to respond to anything other than the performance. Attacking or threatening an entranced target will immediately break the effect. 3 Mana.
Rapid Diplomacy When hostile targets engage the player in combat, you may make a Cha + Diplomacy + Lark roll vs. Resistance (Mind Effect) for all hostile targets within 10 yards. On success you and the targets of your diplomacy are considered out of combat, and if you have not already failed a previous Persuasion roll in this encounter, may make a Diplomacy roll to attempt to modify the targets disposition. This may result in combat rounds ending (see Diplomacy rules)
All Of Our Knowledge Passive: Years of learning secrets have given you an encyclopedic knowledge granting a +2 to any Knowledge skill roll.

Active: If the knowledge for a specialized task such as Craft, Knowledge, or even details of a spell exist in a region you can locate it in a matter of hours. If the information you seek is available you automatically succeed on a Knowledge check about the source material otherwise you gain detail on where the information may be located. Craft checks gain +2 and are treated as Trained skills. 3 Mana.

Storied Hero Passive: Each session you gain 1 Bonus Story Point. You may never have more than 1 Bonus Story Point at a time.

Active: Spend 1 Story Dice to gain: +1 Dodge OR +2 Speed for one round. Active: Spend 1 Story Dice to immediately re-roll an Initiative roll.

Rank 5

Fabled Performance Active: You perform a song, dance, or oration that affects those who hear or see you. The performance must be at least 5 minutes long. While you perform, those who hear or see you must succeed on a Magic Resistance roll or following the performance they experience a mood decided by you for 1 Hour. (Ex. fear, sadness, depression, hope, joy, lust, anger) The exact actions individual targets take will be determined by the Storyteller. 4 Mana.

Active: The performance causes dramatic mood, personality, or life changes based off the emotion you selected. These changes may fade over time, but are effectively permanent. (Ex. a fallen paladin hears your angelic song and resolves to return to the church) 1 Story Point.

Challenge Beliefs Active: You speak fluently and passionately to up to Rank targets within intimate conversation range challenging their closest held beliefs. Your logic and emotion are enough to cause even the staunchest believers to reconsider their motivations. Targets who are asked to consider diametrically opposed viewpoints or perform an action deeply contrary to their nature (Difficulty 5) reduce the difficulty rating on the diplomacy roll by 2. If the Diplomacy roll succeeds then their re-evaluation of their motivations may cause long term, or permanent changes to be determined by the Storyteller. In the short term, they will at least be willing to listen to a diplomatic attempt. 1 Story Point.
Tell Me Everything Passive: Your mere presence is enough to loosen lips and inspires people to whisper secrets in your ear. When interacting in any social setting roll a Cha + Gather Information + Lark vs. Magic Resist for all nearby targets. Targets who fail are magically compelled to give you information of value. They will always attempt to give secrets or gossip about others and avoid giving up damaging information about themselves or their interests.

Active: You concentrate your conversation on a single target drawing on their desire to confess their darkest secrets. The target gets a Resistance roll however they suffer a -5 penalty. The target will always try to rationalize why they volunteered the information afterwards and in most cases will not be aware they have been manipulated. 4 Mana

Legendary Passive: Story Dice gained in an encounter (such as those gained by Flourish or Use the Environment) may now be retained for the remainder of the Session.

Active: Once per Session if you are rendered incapacitated due to damage you may spend a Story Point to return to 1 Health. Active: Once per Chapter if you are rendered Dead due to damage (does not include Slay effects) you may spend a Story Point to stabilize at 0 Health.

Discipline of the Raven

Rank 1

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Rank 2

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Rank 3

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Rank 4

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Rank 5

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