Features

Features

Features divided into Methods and Techniques. Both Methods and Techniques must be learned in game. The cost for a Method is 1xp. Methods do not scale nor stack with if you take the Method multiple times. Techniques however can be taken more than once to have their effects apply cumulatively in a scale, but you must learn each level of the Technique by paying for it with experience in the normal square scale. Thus to have a Technique at level 2, you must by its first level for 1xp, and then buy its second level for 3xp.

Simply knowing a Feature does not grant you access to its effects until you devote the Attunement Cost to using it. Each level of a Technique must pay the full price of Attunement Cost independently.

Metas

Extra Control
Meta Technique
Attunement Cost: Two temporary aura points dedicated.
Requirement: None.
System: Your Control rating is increased by +1.

Extra Aura
Meta Technique
Attunement Cost: Two control slots.
Requirement: None.
System: Your Aura rating is increased by +1.

Actions

Action Conversion
Action Method
Attunement Cost: One control slot and one temporary aura point dedicated.
Requirement: None.
System: You can convert two mini-actions (one of which must be a variable mini-action) into an extra main-action. Alternately, you may convert your main-action into two variable mini-actions.

Free Smite
Action Technique
Attunement Cost: One temporary aura point dedicated.
Requirement: As per normal Smite requirements.
System: You may perform one free Smite each round of combat without mini-action cost. If you already have free Smites per round, this gives you another. However, you may use only one Smite per main attack.

Free Parry
Action Technique
Attunement Cost: One control slot.
Requirement: As per normal Parry requirements.
System: You may perform one free Parry each round of combat without mini-action cost. If you already have free Parries per round, this gives you another. However, you may not attempt to Parry the same attack more than once.

Free Flurry
Action Technique
Attunement Cost: One temporary aura point dedicated.
Requirement: As per normal Flurry requirements.
System: You may perform one free Flurry each round of combat without mini-action cost. If you already have free Flurries per round, this gives you another. However, you may use only one Flurry per main attack.

Free Block
Action Technique
Attunement Cost: One control slot.
Requirement: As per normal Block requirements.
System: You may perform one free Block each round of combat without mini-action cost. If you already have free Blocks per round, this gives you another. However, you may not attempt to Block the same attack more than once.

Free Aim
Action Technique
Attunement Cost: One temporary aura point dedicated.
Requirement: As per normal Aim requirements.
System: You may perform one free Aim each round of combat without mini-action cost. If you already have free Aims per round, this gives you another. However, you may use only one Aim per main attack.

Free Dodge
Action Technique
System: You may perform one free Dodge each round of combat without mini-action cost. If you already have free Dodges per round, this gives you another. However, you may not attempt to Dodge the same attack more than once.
Attunement Cost: One control slot.
Requirements: As per normal Dodge requirements.

Free Feint
Action Technique
Attunement Cost: One temporary aura point dedicated.
Requirement: As per normal Feint requirements.
System: You may perform one free Feint each round of combat without mini-action cost. If you already have free Feints per round, this gives you another. However, you may use only one Feint per main attack.

Free Read
Action Technique
Attunement Cost: One control slot.
Requirement: As per normal Read requirements.
System: You may perform one free Read each round of combat without mini-action cost. If you already have free Reads per round, this gives you another. However, you may not attempt to Read the same attack more than once.

Extra Mini-Action
Action Technique
Attunement Cost: Two control slots.
Requirement: Not wearing plate armor.
System: You have one extra mini-action each round of combat.

Extra Main-Action
Action Technique
Attunement Cost: Four temporary aura points dedicated.
Requirement: Wearing neither mail nor plate armor.
System: You have one extra main-action each round of combat.

Attributes

Lesser Savage Accuracy
Attribute Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Strength greater than zero and Dexterity and Agility.
System: You may use Strength instead of Agility or Dexterity when rolling accuracy for melee weapon attacks. This affects neither ranged weapon nor magical accuracy.

Greater Savage Accuracy
Attribute Method
Attunement Cost: Two temporary aura points dedicated.
Requirement: Strength greater than zero. Neither Strength nor Agility nor Dexterity enhanced by magic.
System: You may add Strength to Agility or Dexterity when rolling accuracy for melee weapon attacks. This affects neither ranged weapon nor magical accuracy.

Lesser Savage Soak
Attribute Method
Attunement Cost: One control slot.
Requirement: Strength greater than zero and Vitality.
System: You may use Strength instead of Vitality when soaking physical damage.

Greater Savage Soak
Attribute Method
Attunement Cost: Two control slots.
Requirement: Strength greater than zero. Neither Strength nor Vitality enhanced by magic.
System: You may add Strength to Vitality when soaking physical damage.

Lesser Intelligent Initiative
Attribute Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Intellect greater than zero.
System: You may use Intellect instead of Agility when making initiative rolls.

Greater Intelligent Initiative
Attribute Method
Attunement Cost: Two temporary aura points dedicated.
Requirement: Intellect greater than zero. Neither Intellect nor Agility enhanced by magic.
System: You may add Intellect to Agility when making initiative rolls.

Lesser Intelligent Speech
Attribute Method
Attunement Cost: One control slot.
Requirement: Intellect greater than zero and Charisma.
System: You may use Intellect instead of Charisma when making social rolls.

Greater Intelligent Speech
Attribute Method
Attunement Cost: Two control slots.
Requirement: Intellect greater than zero. Neither Intellect nor Charisma enhanced by magic.
System: You may add Intellect to Charisma when making social rolls.

Lesser Agile Defense
Attribute Method
Attunement Cost: One control slot.
Requirement: Agility greater than zero and Mind.
System: You may use Agility instead of Mind when calculating your Hit Difficulty.

Greater Agile Defense
Attribute Method
Attunement Cost: Two control slots.
Requirement: Agility greater than zero. Neither Agility nor Mind enhanced by magic.
System: You may add Agility to Mind when calculating your Hit Difficulty.

Lesser Agile Accuracy
Attribute Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Agility greater than zero and Dexterity.
System: You may use Agility instead of Dexterity when rolling accuracy for weapon attacks. This does not affect magical accuracy.

Greater Agile Accuracy
Attribute Method
Attunement Cost: Two temporary aura points dedicated.
Requirement: Agility greater than zero. Neither Agility nor Dexterity enhanced by magic.
System: You may add Agility to Dexterity when rolling accuracy for weapon attacks. This does not affect magical accuracy.

Lesser Vital Defense
Attribute Method
Attunement Cost: One control slot.
Requirement: Vitality greater than zero and Mind.
System: You may use Vitality instead of Mind when calculating your Hit Difficulty.

Greater Vital Defense
Attribute Method
Attunement Cost: Two control slots.
Requirement: Vitality greater than zero. Neither Vitality nor Mind enhanced by magic.
System: You may add Vitality to Mind when calculating your Hit Difficulty.

Lesser Vital Damage
Attribute Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Vitality greater than zero and Strength.
System: You may use Vitality instead of Strength when rolling melee damage. This affects neither ranged nor magical damage.

Greater Vital Damage
Attribute Method
Attunement Cost: Two temporary aura points dedicated.
Requirement: Vitality greater than zero. Neither Vitality nor Strength enhanced by magic.
System: You may add Vitality to Strength when rolling melee damage. This affects neither ranged nor magical damage.

Lesser Dexterous Initiative
Attribute Method
Attunement Cost: One control slot.
Requirement: Dexterity greater than zero.
System: You may use Dexterity instead of Agility when making initiative rolls.

Greater Dexterous Initiative
Attribute Method
Attunement Cost: Two control slots.
Requirement: Dexterity greater than zero. Neither Dexterity nor Agility enhanced by magic.
System: You may add Dexterity to Agility when making initiative rolls.

Lesser Dexterous Accuracy
Attribute Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Dexterity greater than zero and Agility.
System: You may use Dexterity instead of Agility when rolling accuracy for an attack whose accuracy usually requires Agility.

Greater Dexterous Accuracy
Attribute Method
Attunement Cost: Two temporary aura points dedicated.
Requirement: Dexterity greater than zero. Neither Dexterity nor Agility enhanced by magic.
System: You may add Dexterity to Agility when rolling accuracy for an attack whose accuracy requires Agility.

Lesser Intuitive Soak
Attribute Method
Attunement Cost: One control slot.
Requirement: Mind greater than zero and Vitality.
System: You may use Mind instead of Vitality when soaking damage.

Greater Intuitive Soak
Attribute Method
Attunement Cost: Two control slots.
Requirement: Mind greater than zero. Neither Mind nor Vitality enhanced by magic.
System: You may add Mind to Vitality when soaking damage.

Lesser Intuitive Accuracy
Attribute Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Mind greater than zero and Agility and Dexterity.
System: You may use Mind instead of Agility or Dexterity when rolling accuracy for ranged attacks. This does not affect melee weapon accuracy.

Greater Intuitive Accuracy
Attribute Method
Attunement Cost: Two temporary aura points dedicated.
Requirement: Mind greater than zero. Neither Mind nor Agility nor Dexterity enhanced by magic.
System: You may add Mind to Agility or Dexterity when rolling accuracy for ranged attacks. This does not affect melee weapon accuracy.

Lesser Charismatic Resistance
Resistance Method
Attunement Cost: One control slot.
Requirement: Charisma greater than zero. Charisma not enhanced by magic.
System: You use Charisma instead of a Sphere when resisting magical attacks. This applies to all of your Spheres even if some of them are greater than your Charisma.

Greater Charismatic Resistance
Resistance Method
Attunement Cost: Two control slots.
Requirement: Charisma greater than zero.
System: You may use Charisma instead of a Sphere when resisting magical attacks if your Sphere rating is lower than your Charisma. Otherwise, you may use your Sphere normally.

Lesser Perceptive Damage
Attribute Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Perception greater than zero and ranged weapon damage bonus.
System: You may use your Perception bonus instead of ranged weapon damage bonus when rolling ranged damage. This affects neither melee nor magical damage.

Greater Perceptive Damage
Attribute Method
Attunement Cost: Two temporary aura points dedicated.
Requirement: Perception greater than zero. Perception not enhanced by magic.
System: You may add Perception when rolling ranged damage. This affects neither melee nor magical damage.

Arts

Combat Practice
Art Technique
Attunement Cost: One temporary aura point dedicated. Combat not enhanced by magic.
Requirement: Combat greater than zero.
System: Your Combat rating is increased by +2. This is a non-magic bonus, and the total non-magic bonus for a stat cannot more than double its natural total.

In Love and War
Art Method
Attunement Cost: Free.
Requirement: Combat greater than zero.
System: Once per game session, you may use your Combat in place of any other Art. This represents an understanding of how the tenets of strife exist as universal truths that can apply to any situation. To enact this, you must explain exactly how a Combat truth applies to this situation.

Blind Fighting
Art Method
Attunement Cost: One control slot.
Requirement: Combat greater than zero.
System: You may engage in combat without needing to rely on vision in any way. However, you will still need to memorize the layout of a place in order to navigate it correctly without bruising shins and jamming toes.

Lore Practice
Art Technique
Attunement Cost: One temporary aura point dedicated.
Requirement: Lore greater than zero. Lore not enhanced by magic.
System: Your Lore rating is increased by +2. This is a non-magic bonus, and the total non-magic bonus for a stat cannot more than double its natural total.

History Repeats Itself
Art Method
Attunement Cost: Free.
Requirement: Lore greater than zero.
System: A vast mixing of various bits of lore and trivia has formed a rudimentary prediction engine inside of your mind that can be accessed once per game session. Given a current situation, you may ask of the Storyteller one simple question about the future of that situation and receive a very simple truthful answer. If multiple people in the party have this, only the first one to ask in a game session gets an answer.

Extreme Trivia
Art Method
Attunement Cost: One control slot.
Requirement: Lore greater than zero.
System: Once per game session, you may use your Lore in place of any other Art. This represents a general knowledge of how things work in the world.

Survival Practice
Art Technique
Attunement Cost: One temporary aura point dedicated.
Requirement: Survival greater than zero. Survival not enhanced by magic.
System: Your Survival rating is increased by +2. This is a non-magic bonus, and the total non-magic bonus for a stat cannot more than double its natural total.

Danger Sense
Art Method
Attunement Cost: Free.
Requirement: Survival greater than zero.
System: Once per game session, this method allows you to automatically detect any traps, ambushes, poison, etc., in your immediate vicinity. The information imparted by this is usually very detailed, but can also be vague depending on the situation. If any other player characters has this Method, you will activate it for them at the same moment when you activate it for yourself, no matter how far away their characters are from yours. If someone else activates this Method for you, you will not be able to use it again until the next game session.

Desperate Moves
Art Method
Attunement Cost: One control slot.
Requirement: Survival greater than zero.
System: Once per game session, you may use your Survival in place of any other Art. This represents an amazing instinct for skilled activity that springs from shear panic.

Athletics Practice
Art Technique
Attunement Cost: One temporary aura point dedicated.
Requirement: Athletics greater than zero. Athletics not enhanced by magic.
System: Your Athletics rating is increased by +2. This is a non-magic bonus, and the total non-magic bonus for a stat cannot more than double its natural total.

Assisted Leaping
Art Method
Attunement Cost: Free.
Requirement: Athletics greater than zero.
System: With the direct physical aid of a party member where one of you acts as a springboard, truly amazing jumps can be performed. The one making the jump must be the same size or smaller than the springboard party member. Only one of the two of you needs to have this method. Enemies will not cooperate with you and will mess up the jump. Friendly people outside of your party are not practiced in aiding you with this and will mess up the jump. Remember, what goes up must come down, and missing the ground is not a suitable excuse for sustained flight. Safe landings are not guaranteed, so be careful.

Wall Running
Art Method
Attunement Cost: One control slot.
Requirement: Athletics greater than zero, and size Medium or smaller.
System: As long as you continue in a single trajectory, you may run across a vertical surfaces paying only cursory heed to gravity. Trajectories can be curved to be up and over, straight up, or any sort of path that only goes down. Going downwards can be done at a slower speed than freefalling. Ceilings and vertical surfaces in excess of a 90° grade are not viable surfaces for this. This method does not grant any increased running speed on normal level or sloped ground.

Engineering Practice
Art Technique
Attunement Cost: One temporary aura point dedicated.
Requirement: Engineering greater than zero. Engineering not enhanced by magic.
System: Your Engineering rating is increased by +2. This is a non-magic bonus, and the total non-magic bonus for a stat cannot more than double its natural total.

Reboot
Art Method
Attunement Cost: Free.
Requirement: Engineering greater than zero.
System: You can instantly fix a device by kicking or striking it. You need either to have some previous experience working with the device or just have failed a proper Engineering roll. This fix will only survive one session of activity for the device. Fixing the same device more than once in the same day requires either the expenditure of a temporary aura point or some affectionate form of begging for the device to work. Only one person may use this on a given machine per game session.

Purpose Recognition
Art Method
Attunement Cost: One control slot.
Requirement: Engineering greater than zero.
System: When you spend a moment examining a device, mechanism, machine, or even a schematic, you can intuitively understand its most obvious functions without needing to roll dice. This is especially helpful when confronted by alien or ancient equipment, and makes finding secret doors a relatively simple matter.

Biorhythms Practice
Art Technique
Attunement Cost: One temporary aura point dedicated.
Requirement: Biorhythms greater than zero. Biorhythms not enhanced by magic.
System: Your Biorhythms rating is increased by +2. This is a non-magic bonus, and the total non-magic bonus for a stat cannot more than double its natural total.

Hibernate
Art Method
Attunement Cost: Free.
Requirement: Biorhythms greater than zero.
System: You can slow your breathing and heartbeat to imperceptible levels, appearing to be mostly dead. While in this state, you need very little air and go for much, much longer without food or even water.

Purge Toxins
Art Method
Attunement Cost: One control slot.
Requirement: Biorhythms greater than zero.
System: At will you may kick the process of metabolizing toxins in your system into high gear. This will allow you to almost instantly shrug off any penalties those toxins imposed. Doing this does not feel good for various reasons, not the least of which is loss of high combined with instant hangover, but you will be able to function normally. This treats deadly poisons and venoms as well as mere alcohol. If you do this a second time while still recovering from the first, even if it is for a completely new set of toxins, you will live, but you won’t want to.

Culture Practice
Art Technique
Attunement Cost: One temporary aura point dedicated.
Requirement: Culture greater than zero. Culture not enhanced by magic.
System: Your Culture rating is increased by +2. This is a non-magic bonus, and the total non-magic bonus for a stat cannot more than double its natural total.

Take It Back
Art Method
Attunement Cost: Free.
Requirement: Culture greater than zero.
System: Once per game session you may remove your foot from your mouth without social penalty or negative consequences. Indeed, it will be as if you had never said that thing you just said that put your foot into your mouth in the first place

Inconspicuous
Art Method
Attunement Cost: One control slot.
Requirement: Culture greater than zero.
System: By changing your appearance slightly, you will not be recognized except by people who are actively looking for you and know specifically what you look like. And when you’re gone, those people who are not looking for you will have a difficult time describing you as they didn’t really get a good look at you when you were there.

Larceny Practice
Art Technique
Attunement Cost: One temporary aura point dedicated.
Requirement: Larceny greater than zero. Larceny not enhanced by magic.
System: Your Larceny rating is increased by +2. This is a non-magic bonus, and the total non-magic bonus for a stat cannot more than double its natural total.

All Is Fair
Art Method
Attunement Cost: Free.
Requirement: Larceny greater than zero.
System: Once per game session, you may use your Larceny in place of any other Art. This represents the on-demand ingenuity required by capers and unexpected situations that occur during them. To enact this, you must roleplay out some fast talking to go with the situation.

Lucky Find
Art Method
Attunement Cost: One control slot.
Requirement: Larceny greater than zero.
System: When you a full scene scrounging, you will find something useful that you need. What you find will serve you a limited number of times (usually only once) before it becomes unusable. Just remember, you can’t always get what you want.

Maneuvers

Attack Speed Levels by Grip and Heft
Reference
Heft \ Grip Two-Hand Main-Hand Off-Hand
Very Light two attacks main-action two attacks main-action mini-action
Light two attacks main-action mini-action main-action
Medium mini-action main-action main-action + mini-action
Heavy main-action main-action + mini-action N/A
Very Heavy main-action + mini-action N/A N/A

Beat Rush
Maneuver Method
Attunement Cost: One control slot.
Requirement: Unarmed or brawl-aid only.
System: You cannot make any other attacks this round if you intend to perform a beat rush. For each temporary aura point spend on the beat rush, you gain +1d6 accuracy and +1d6 damage on your attack. Aura points need to be spent before the accuracy roll is made.

Circular Attack
Maneuver Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Melee weapon (hands and feet allowed).
System: You cannot make any other attacks this round if you intend to perform a circular attack. Roll accuracy once for each target within your weapon’s reach. You inflict your normal damage on each target you hit. If you are dual-wielding, both weapons get a chance to hit each target.

Retaliation Attack
Maneuver Technique
Attunement Cost: One control slot.
Requirement: Melee weapon (hands and feet allowed).
System: If a target successfully strikes you with a melee weapon in combat and actually inflicts damage, you may immediately attempt a counterattack upon that target. This counterattack has your normal accuracy and damage, and does not cost a main-action or mini-action. This allows you to perform one Retaliation Attack each round.

Piercing Strike
Maneuver Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Melee weapon (edged or pointed, no blunts).
System: You cannot make any other attacks this round if you intend to perform a piercing attack. Targets of piercing attacks gain only half benefit from their final soak outcome.

Penetrating Strike
Maneuver Method
Attunement Cost: One control slot.
Requirement: Melee weapon (edged or pointed, no blunts).
System: Spend a temporary aura point to have your melee attacks inflict penetrating damage for the rest of the round. Your target cannot soak 1 point of damage from damage die you roll. This does not create additional damage, but merely ensures that some of your damage will get through.

Stalwart Block
Maneuver Technique
Attunement Cost: One control slot.
Requirement: One-handed weapon in your main-hand and shield held in off-hand.
System: You may increase your block soak by +1d6 by sacrificing one level of attack speed from your weapon.

Stoic Block
Maneuver Method
Attunement Cost: One control slot.
Requirement: Shield held in off-hand.
System: Whenever you attempt to block a Piercing or Penetrating attack, you may ignore the special effects of those attacks.

Off-Hand Defense
Maneuver Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Light or very light weapon held in off-hand (ranged weapons and sword scabbard allowed).
System: Your hit difficulty is increased by +1 (very light), +2 (light), or +3 (medium) and you may perform off-hand parries.

Steady Shot
Maneuver Technique
Attunement Cost: One control slot.
Requirement: Heavy or lighter ranged weapon (thrown allowed).
System: Before you roll for accuracy, you may increase your ranged accuracy by +1d6 by sacrificing one level of attack speed. This will stack with Aim mini-actions.

Snap Shot
Maneuver Technique
Attunement Cost: One temporary aura point dedicated.
Requirement: Light or heavier ranged weapon.
System: Before you roll for accuracy, by sacrificing 1d6 of ranged accuracy you may increase your attack speed by one level. This is compatible with Aim mini-actions.

Slow Strike
Maneuver Technique
Attunement Cost: One control slot.
Requirement: Heavy or lighter melee weapon (hands and feet allowed).
System: Before you roll for accuracy, you may increase your attack damage by +1d6 by sacrificing one level of attack speed. This will stack with Smite damage.

Rapid Strike
Maneuver Technique
Attunement Cost: One temporary aura point dedicated.
Requirement: Light or heavier melee weapon.
System: Before you roll for accuracy, by sacrificing 1d6 of damage you may increase your attack speed by one level. This is compatible with Smite attacks.

Resistances

Fire Resists Ice
Resistance Method
Attunement Cost: One control slot.
Requirement: Fire greater than zero.
System: You may include your Fire rating when resisting Ice-based attacks.

Ice Resists Wind
Resistance Method
Attunement Cost: One control slot.
Requirement: Ice greater than zero.
System: You may include your Ice rating when resisting Wind-based attacks.

Wind Resists Stone
Resistance Method
Attunement Cost: One control slot.
Requirement: Wind greater than zero.
System: You may include your Wind rating when resisting Stone-based attacks.

Stone Resists Thunder
Resistance Method
Attunement Cost: One control slot.
Requirement: Stone greater than zero.
System: You may include your Stone rating when resisting Thunder-based attacks.

Thunder Resists Water
Resistance Method
Attunement Cost: One control slot.
Requirement: Thunder greater than zero.
System: You may include your Thunder rating when resisting Water-based attacks.

Water Resists Fire
Resistance Method
Attunement Cost: One control slot.
Requirement: Water greater than zero.
System: You may include your Water rating when resisting Fire-based attacks.

Light Resists Dark
Resistance Method
Attunement Cost: One control slot.
Requirement: Light greater than zero.
System: You may include your Light rating when resisting Dark-based attacks.

Dark Resists Light
Resistance Method
Attunement Cost: One control slot.
Requirement: Dark greater than zero.
System: You may include your Dark rating when resisting Light-based attacks.

Strength Aids Fire
Resistance Method
Attunement Cost: One control slot.
Requirement: Strength greater than zero.
System: You may include your Strength rating when resisting Fire-based attacks.

Intellect Aids Ice
Resistance Method
Attunement Cost: One control slot.
Requirement: Intellect greater than zero.
System: You may include your Intellect rating when resisting Ice-based attacks.

Agility Aids Wind
Resistance Method
Attunement Cost: One control slot.
Requirement: Agility greater than zero.
System: You may include your Agility rating when resisting Wind-based attacks.

Vitality Aids Stone
Resistance Method
Attunement Cost: One control slot.

Requirement: Vitality greater than zero.
System: You may include your Vitality rating when resisting Stone-based attacks.

Dexterity Aids Thunder
Resistance Method
Attunement Cost: One control slot.
Requirement: Dexterity greater than zero.
System: You may include your Dexterity rating when resisting Thunder-based attacks.

Mind Aids Water
Resistance Method
Attunement Cost: One control slot.
Requirement: Mind greater than zero.
System: You may include your Mind rating when resisting Water-based attacks.

Charisma Aids Light
Resistance Method
Attunement Cost: One control slot.
Requirement: Charisma greater than zero.
System: You may include your Charisma rating when resisting Light-based attacks.

Perception Aids Dark
Resistance Method
Attunement Cost: One control slot.
Requirement: Perception greater than zero.
System: You may include your Perception rating when resisting Dark-based attacks.

Fire Against Fire
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Fire greater than zero.
System: Your Fire-based attacks cannot be resisted by your target’s Fire rating.

Ice Against Ice
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Ice greater than zero.
System: Your Ice-based attacks cannot be resisted by your target’s Ice rating.

Wind Against Wind
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Wind greater than zero.
System: Your Wind-based attacks cannot be resisted by your target’s Wind rating.

Stone Against Stone
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Stone greater than zero.
System: Your Stone-based attacks cannot be resisted by your target’s Stone rating.

Thunder Against Thunder
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Thunder greater than zero.
System: Your Thunder-based attacks cannot be resisted by your target’s Thunder rating.

Water Against Water
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Water greater than zero.
System: Your Water-based attacks cannot be resisted by your target’s Water rating.

Light Against Light
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Light greater than zero.
System: Your Light-based attacks cannot be resisted by your target’s Light rating.

Dark Against Dark
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Dark greater than zero.
System: Your Dark-based attacks cannot be resisted by your target’s Dark rating.

Fire Defeats Ice
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Fire greater than zero.
System: The target of your Fire-based attacks has his resistance reduced by his own Ice rating.

Ice Defeats Wind
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Ice greater than zero.
System: The target of your Ice-based attacks has his resistance reduced by his own Wind rating.

Wind Defeats Stone
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Wind greater than zero.
System: The target of your Wind-based attacks has his resistance reduced by his own Stone rating.

Stone Defeats Thunder
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Stone greater than zero.
System: The target of your Stone-based attacks has his resistance reduced by his own Thunder rating.

Thunder Defeats Water
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Thunder greater than zero.
System: The target of your Thunder-based attacks has his resistance reduced by his own Water rating.

Water Defeats Fire
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Water greater than zero.
System: The target of your Water-based attacks has his resistance reduced by his own Fire rating.

Light Defeats Dark
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Light greater than zero.
System: The target of your Light-based attacks has his resistance reduced by his own Dark rating.

Dark Defeats Light
Resistance Method
Attunement Cost: One temporary aura point dedicated.
Requirement: Dark greater than zero.
System: The target of your Dark-based attacks has his resistance reduced by his own Light rating.

Elemental Fury
Resistance Method
Attunement Cost: Two control slots.
Requirement: Pact greater than zero.
System: Spend a temporary aura point to have your favored weapons’ damage inflict elemental magic damage for the rest of the round. Attacking in this way gains no extra damage dice for critical accuracy success. The specific element is determined by your patron, but if you have no patron you may select any of the eight elements when you spend your aura point. This damage is soaked normally for magic.

Features

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