For Players
Setting Information
Factions
Exploration Reports
System Information
- Skills
For GMs
Real World
For Players
Setting Information
Factions
Exploration Reports
System Information
For GMs
Real World
This is an old revision of the document!
Adepts are those who try to understand and master their own bodies. This may come in many forms, but many end up developing in a martial direction. They see the elements through the human lens, and have developed paths that accentuate these. You may pick skills from any path
With three (3) seconds of appropriate roleplay you may call HEAL 3, on a target in melee range, one (1) time per encounter.
XP Cost: 3
Prerequisite: None
With three (3) seconds of appropriate roleplay you may call HEAL 2, on a target in melee range, two (2) times per encounter.
XP Cost: 4
Prerequisite: First Aid
With three (3) seconds of appropriate roleplay you may call HEAL 2, on a target in melee range, three (3) times per encounter.
XP Cost: 5
Prerequisite: Painkiller
With three (3) seconds of appropriate roleplay you may call HEAL FULL, on a target in melee range, five (5) times per adventure.
XP Cost: 10
Prerequisite: Field Medicine
You may call EXPOSE, by blow, one (1) time per encounter.
XP Cost: 4
Prerequisite: None
You may call EXPOSE one, by blow, (1) time per encounter.
N.B. This is in addition to the calls from Severing Focus 1.
XP Cost: 4
Prerequisite: Severing Focus 1
You may call ENRAGE, by blow, one (1) time per encounter.
XP Cost: 5
Prerequisite: Severing Focus 1
You may call PERMANENT EXPOSE, by blow, three (3) times per adventure.
XP Cost: 15
Prerequisite: Severing Focus 2
You may call MUTE, by blow, two (2) times per encounter.
XP Cost: 2
Prerequisite: None
You may call SELF HEAL 5 one (1) time per encounter.
XP Cost: 5
Prerequisite: Silencing Strike
You may call SELF HEAL 5 one (1) time per encounter.
XP Cost: 5
Prerequisite: I Will Fight On
You may call STABILISE, at range, five (5) times per adventure.
XP Cost: 8
Prerequisite: I Will Not Die
You may call DISARM, by blow, one (1) time per encounter.
XP Cost: 3
Prerequisite:
You may call BACKSTAB DISARM, by blow, one (1) time per encounter.
XP Cost: 4
Prerequisite: Fluid Grip
You may call REPEL, by blow, two (2) times per encounter.
XP Cost: 6
Prerequisite: Fluid Grip
Two (2) times per adventure, for thirty (30) seconds you may call REPEL on every blow you make.
XP Cost: 12
Prerequisite: Repelling Blow
You may call WOUND, by blow, one (1) time per encounter.
XP Cost: 3
Prerequisite: None
You may call WOUND, by blow, two (2) times per encounter.
XP Cost: 5
Prerequisite: Sundering Strike
You may call SELF FORTIFY one (1) time per encounter.
XP Cost: 5
Prerequisite: Sundering Strike
You may call PERMANENT SELF FORTIFY two (2) times per adventure.
XP Cost: 10
Prerequisite: Steel Defence
You may call TAUNT, at range, one (1) time per encounter.
XP Cost: 3
Prerequisite: None
You may called ARCED TAUNT one (1) time per encounter.
XP Cost: 5
Prerequisite: Flashing Blades
You may call STUN, by blow, one (1) time per encounter.
XP Cost: 5
Prerequisite: Flashing Blades
For one (1) encounter in adventure, you may nominate a target who you are defending. Any time you may make a call (i.e. obeying the 5 second rule) you may choose to call TAUNT on someone attacking this target.
XP Cost: 10
Prerequisite: Attention Grabbing AND Sense Overwhelming