Basic Abilities

  1. Antagonize: 4 Aura Counters
    Prerequisite = None
    *Effect: Do something to grab the attention of all hostile entities within the area. Choose any number of hostile targets within 10 meters of you to be affected by this Ability. For the next 1 minute, whenever an affected entity attacks a target that is not you, they will have a -5 modifier to their RTH.

  2. Blitz Strike: 8 Aura Counters
    Prerequisite = None
    *Normal Effect: With a surge of power, attack twice as many times as normal. Until the end of your next turn, every time you attack using anything that is not an elemental art, spell, or thrown weapon, you will attack twice as many times, without consuming additional Phases of your turn.
    *CA Effect (13 Aura Counters): Use this as a Counter Action in response to your character being hit by a targeted attack. The attack will instead miss. You may then move a distance up to 2x your normal Movement, and make two attacks against a single target within range using a weapon attack or an Unarmed Fighting attack. Moving this way will not provoke attacks of opportunity.

  3. Claw Slash: 16 Aura Counters
    Prerequisite = Efficiency with a weapon that is a one-handed sword
    *Effect: You can only use this Ability if you are currently wielding a one-handed sword. Deliver a series of strikes in a specific pattern to crush your targets defenses, and inflict heavy damage. Choose a single target within range of your one-handed sword as the target of this Ability. You will make 3 slash attacks with your sword, then follow up with a powerful thrust, as a multi-attack. If all 3 slashes hit, then the thrust will result as an automatic critical hit, and the target will be inflicted with one stage of moderate bleeding. Any RTH rolls that result as a natural 1, critical failure, will instead be considered as a 2, with no critical failure. Using this Ability will also consume your Attack Phase

  4. Counter Strike: 6 Aura Counters
    Prerequisite = None
    CA Effect: Use this as a Counter Action in response to your character being hit by a targeted weapon attack, while wielding a melee weapon. You will block all physical damage from the attack. You may then make a single weapon attack against a target within range. An attack that hits this way will be considered as a critical hit.

  5. Detect: 4 Aura Counters
    Prerequisite = None
    *Normal Effect: Heighten your senses, allowing you to react to things much quicker. For the next 10 minutes, anytime you make a Evasion Feature check, you will add 1d6 to your result
    *CA Effect (8 Aura Counters): Use this as a Counter Action in response to your character being hit by any attack. The attack will instead miss, and you will take no damage of any kind. For the next 30 seconds, you will have a +2 modifier to your Dodging Ability, and a +3 modifier to your Evasion Feature.

  6. Energy Beam: 6 Aura Counters
    Prerequisite = Race level 30+
    *Effect: You must have both hands empty to use this Ability. Focus your aura into your hands, and shoot it forward as a beam of energy, in a single direction of your choosing, originating from you. This is an attack with the following range; Blast (2) = 10 meters. Entities within the AoE may attempt an Evasion Feature check, taking 1/2, and moving 4 meters away from the AoE on a success. The RR for this Evasion Feature check will be equal to 10 + your Battle Caliber. An entity will automatically fail their Evasion Feature check if there is no location within 4 meters that would move them outside of the AoE. All potential targets hit by this attack will take 1d10 aura damage per 5 of your Race levels. *You may expend an additional 6 Aura Counters when using this Ability to double the range and damage of this attack. You may do this any number of times, doubling the range and damage exponentially, each time. An entity that fails their Evasion Feature check will suffer the following additional effects: Entities of huge size or smaller will be pushed in the direction of the attack until they either hit an obstacle, or arrive at a location that is beyond the range of this attack. They then become prone. Entities larger than huge will be pushed back either ten meters, until they hit an obstacle, or until they arrive at a location beyond the range of this attack; whichever is shorter. The “Mimic” Ability cannot be used to copy this Ability. Using this Ability will also consume your Attack Phase.

  7. Chaining Sunder: 2 Aura Counters
    Prerequisite = 10 or more skill points in your Sunder skill
    *Effect: Pass your aura into an item you are touching, and will it to break. This ability can only be used on an object that has a durability. That object immediately loses 20 durability. If this causes that object to break, then all other applicable objects within 2 meters of that object, that does not share a space with you, will immediately lose 10 durability, as your crippling aura leaps out from its first victim.

  8. Explosion: 25 Aura Counters
    Prerequisite = None
    *Effect: You can only use this Ability if you are in your base form. Burst into an explosion of energy. All entities within 10 meters of you will suffer explosive damage equal to 50x your Race level. All objects within 10 meters of you will lose 1/2 as much durability. After the explosion resolves, you must make a successful RR 35 Constitution Feature check, or die. If your Feature check is successful, then your current Life will become (not reduced to) -101, you will become unconscious, and you must choose any one of your base Features to be permanently reduced by 2.

  9. Fore-sight: 3 Aura Counters
    Prerequisite = Level 1+ Undead, level 1+ Vampire, or level 1+ Werewolf
    *Effect: Your vision transcends time, allowing you to see things just before they happen. While active, you will automatically succeed all Evasion Feature checks. Whenever you succeed an Evasion Feature check, you may move 2 meters. Targeted attacks will always miss you, unless they result as a critical hit. Critical hits against you are considered as normal hits where damage and defense are rolled. These effects last until the start of your next turn. If this Ability is currently active at the start of your turn, you may expend 3 Aura Counters to continue its effects until the start of your next turn.

  10. Hurricane: 10 Aura Counters
    Prerequisite = None
    *Normal Effect: Your mobility is greatly improved, allowing you to move while appearing as a blur. Until the end of your next turn, your Movement stat is tripled, and you are able to effortlessly move through spaces occupied by entities of large size or smaller. You do not invoke attacks of opportunity while moving. Whenever you move through a space occupied by an entity, you may make a single melee attack against them with a +5 modifier. No entity can be attacked this way, by you, more than once per round.
    *CA Effect (15 Aura Counters): Use this as a Counter Action in response to an entity hitting a target, with a targeted attack, while within 20 meters of you. The attack will instead miss, as you suddenly dash to an unoccupied space adjacent to the attacker, and hit them with a critical melee attack.

  11. Inner Focus: 7 Aura Counters
    Prerequisite = None
    *Effect: Take a moment to meditate and reflect inwards, refreshing yourself. Using this Ability will take 5 minutes of concentration, during which time, you are considered as unconscious. After the 5 minutes has expired, you will gain the following: Restore Life equal to your Race level, restore chosen spell power type equal to 2x your Race level, restore 1d4 Focus Points, modifier to your Movement stat equal to 1d4x2 for 1 hour, next critical hit you receive will be considered as a normal hit. Benefits from this Ability do not stack with itself.

  12. Intercept: 5 Aura Counters
    Prerequisite = None
    *Normal Effect: You become hyper aware of threats to your allies. For the next 30 seconds, if an ally within 6 meters of you is hit with a targeted attack, you may use your Reaction for the round to move to a space that is adjacent to that ally, and intercept the attack, taking the hit in their place. After moving, you and the ally will switch places, and the attack will resolve like normal, hitting you. Moving this way will not consume Movement, or invoke attacks of opportunity. If there is not an unoccupied space adjacent to an ally that is being attacked, the effects of this Ability will not trigger. The effects of this Ability will also trigger in response to an ally receiving a critical hit.
    *CA Effect (10 Aura Counters): Use this as a Counter Action in response to an ally within 6 meters of you being hit by a targeted attack. You will move to a space adjacent to them, and block the attack completely. Until the beginning of the attackers next turn, this Abilities normal effects will trigger as many times as possible, without consuming your Reaction for the round.

  13. Mimic: 8 Aura Counters
    Prerequisite = 7+ skill points in your Performance skill
    *Effect: Copy the normal effect of an Ability you witnessed happening, from a different entity within 20 meters of you, within the past 30 seconds. Describe what ability you are copying. You will then be able to use that Ability exactly how you saw it being used, as long as the circumstances, not prerequisites, of the Ability are met. If this was a unique ability, such as a Draemons breath attack, then your Stats and Features will be used to determine its effectiveness.

  14. Parry: 6 Aura Counters
    Prerequisite = Weapon Focus, Weapon Finesse, or Unarmed Fighting Proficiency Trait
    *CA Effect: You must be equipped with a weapon you have linked with Weapon Focus or Weapon Finesse, or have the Unarmed Fighting Proficiency Trait, and be Unarmed in order to use this Ability. Use this as a Counter Action in response to your character being hit by targeted melee attack. Make a vs Feature check against your attacker, choosing either Athleticism or Dexterity. Your attacker must choose the same. If your Feature check result is higher than your attackers, then the attack is blocked, your attacker is disarmed, and you hit them with a critical hit with your weapon or Unarmed Attack. If you re Unarmed when using the Ability, and your Feature check is higher than your attackers, then you may either disarm them and strike them with a critical hit, or take their weapon from them and equip it.

  15. Perfect Sight: 8 Aura Counters
    Prerequisite = Notice Feature 18+
    *Normal Effect: Focus your vision, allowing it to transcend physical barriers. For the next 1 minute, you can see anything and everything within 30 meters of you, even beyond mundane barriers. As long as something is visibly present within 30 meters of you, and you make an effort to see it, its location will be made known to you. This vision is halted by magical barriers, even if those barriers are transparent. If the effects of this Ability were to discontinue, you may expend an additional 4 Aura Counters to extend its duration by 1 minute.

  16. Power Pulse: 6 Aura Counters
    Prerequisite = Magic stat 150+
    *CA Effect: Use this Counter Action in response to your character being hit by a targeted melee attack. Hold your hand up towards your attacker, and release a powerful, sudden shockwave of energy. Instead of being hit by the attack, your attacker is knocked backwards 4 meters. You may expend an additional 2 Aura Counters when using this Ability to instead knock all potential targets within 2 meters of you backwards 8 meters. Entities knocked backwards by this Ability will also gain a -4 modifier to their Movement stat until the end of their next turn.

  17. Rage: 7 Aura Counters
    Prerequisite = Must not have any levels as an Assassin
    *Normal Effect: Sacrifice all defenses to going into a rage, attacking with all your might. For the next 1 minute, you gain a +8 modifier to your Athleticism, and a + modifier to your Melee Attack stat equal to your Defense stat. During this time, any targeted attacks that hit you will be considered as a critical hit, you cannot become unconscious, you cannot cast spells, and you cannot concentrate on anything.
    *CA Effect (12 Aura Counters): Use this as a Counter Action in response to your character taking any amount of any kind of damage. You take 1/4 damage from that instance. For the next 1 minute, you are resistant to all damage types.

  18. Restoration: 6 Aura Counters
    Prerequisite = None
    *Normal Effect: Heal yourself or a target you can see, within 6 meters, restoring that targets Life by 2d100.
    *CA Effect (8 Aura Counters): Use this as a Counter Action in response to yourself, or an entity within 6 meters of you, taking any amount of any kind of damage. The target takes no damage, and restores 100 Life.

  19. Shattering Shockwave: 16 Aura Counters
    Prerequisite = Efficiency with a melee weapon that deals bludgeoning damage
    *Effect: This Ability can only be used if you are equipped with a melee weapon that deals bludgeoning damage. Smash your weapon into the ground in front of you, with so much might, that it will cause the ground to shake and shatter. This attack has a range of: Blast (6) = 10 meters. No d20 can be made against any of this Abilities effects. The ground within the effected area splinters and shatters. Some parts will cave in, and others will jut out in random directions. This area will shake violently, and energy will erupt upwards to inflict damage. All potential targets withing range suffer the following: Become Prone, become Paralyzed, drop everything they are holding, and suffer critical damage from your weapon. Using this Ability will also consume your Attack Phase.

  20. Smite: 8 Aura Counters
    Prerequisite = None
    *Normal Effect: Strike something with so much force that its very constitution feels threatened. You can choose to use this Ability after successfully hitting a target with a melee attack. If you do, multiply your damage roll result by 2. If damage from this Ability reduces an entities Life to a value of 10 or less, then that entity will explode into pieces; dying instantly. This is considered as a death effect.
    *CA Effect (16 Aura Counters): Use this as a Counter Action in response to your character being hit be a targeted attack. The attack will instead miss as you begin a motion to attack a single target within range with a melee attack. If the attack hits, it will deal 2x damage and be considered as a critical hit.

  21. Stab: 2 Aura Counters
    Prerequisite = None
    *Normal Effect: This Ability can only be used with you have a weapon equipped that deals piercing damage. Declare you are using this Ability, once per round, after declaring making an attack. When you have done so, as long as your attack deals at least 1 point of piercing damage, they must make a successful Bleed Resistance check, or be inflicted with 1 instances of mild bleeding. The RR for this resistance will be equal to your RTH result for the attack. If this Ability is used while attacking with a weapon that is already capable to causing bleeding, the target will automatically fail their Resistance check. If the stage of bleeding normally caused by your weapon is greater than Stage 1, inflict THAT stage of bleeding, instead.
    *CA Effect (8 Aura Counters): Use this as a Counter Action in response to your character being hit by a targeted attack. That attack will miss as you duck around and prepare to make a single attack against a target within range of a weapon you are wielding that is capable of dealing piercing damage. If this attack hits, it will be considered as a critical hit, using this Abilities normal effect.

  22. Stunning Fist: 5 Aura Counters
    Prerequisite = 8+ skill points in your Unarmed Fighting skill
    *Normal Effect: Declare you are using this Ability after hitting and dealing damage to a living entity, to disrupt their aura and stun them. The target must then make a successful Stun Resistance check or become stunned. The RR for this Resistance check will be equal to your RTH result for the attack. ¤
    *CA Effect (8 Aura Counters): Use this as a Counter Action in response to your character being hit by a melee attack. The attack will instead miss as you dodge around to strike your attacker with an Unarmed Attack. If this attack hits, it will be considered as a critical hit, and the target will become stunned; failing their Resistance check.

  23. Team Dodge: 8 Aura Counters
    Prerequisite = None
    *Normal Effect: Your aura branches out to your allies. For the next 1 minute, all allies, yourself included, have a +4 modifier to their Dodging Ability, as long as they are within 10 meters of you.
    *CA Effect (16 Aura Counters: Use this as a Counter Action in response to an ally within 10 meters of you, being hit by a targeted attack. The attack will miss as your aura lashes out to stop it. Until the end of that attackers next turn, all allies within 10 meters of you will have a +10 modifier to their Dodging Ability. Critical hits against allies during this time will instead be considered as normal hits where damage and defense have rolled.

  24. Veil of Force: 9 Aura Counters
    Prerequisite = Must know at least 1 Tier 1 spell
    *Normal Effect: Create a veil of energy around you. For as long as your maintain Concentration of this Ability, a barrier of energy will encompass everything within 8 meters of you. Nothing but breathable air may enter or exit this area. You are considered as helpless while concentrating on this Ability.
    *CA Effect (12 Aura Counters): Use this as a Counter Action in response to a ranged attack or effect being targeted or placed on a location or entity within 12 meters of you. A barrier is immediately deployed, covering everything within 12 meters of you. The ranged attack of effect will not enter the barrier. All other rules for this barrier follow its normal effect.

  25. Volley Barrage: 16 Aura Counters
    Prerequisite = Must be efficient with a ranged weapon that is not a fire-arm
    *Effect: This Ability can only be used if you are equipped with a ranged weapon that is not a fire-arm. Infuse your aura into your ammunition, and shoot it at your target, like normal. Your energy will cause your ammunition to duplicate itself into 5 different copies. You can declare where each of the copies go, as long as all targets are within 4 meters of the original target. You will make 3 different RTH rolls, and accept the average as your result for all attacks. This Ability is considered as a combo attack. When rolling damage, you will roll once, and use that result as the damage for each projectile. Any enchantments on the primary ammunition will be applied, independently, to all copies. After dealing damage, all ammunition used with this Ability will vanish. Using this Ability will also consume your Attack Phase.

  26. Weak Points: 9 Aura Counters
    Prerequisite = None
    *Effect: See an entities aura, and find where they are vulnerable. You will learn all damage vulnerabilities, resistances, and immunities, as well as any Natural Resistances with a below of 3 or lower, or that have a value of N/A. Until the end of your next turn, any attacks you make against this entity that hit, will be considered as a critical hit.

  27. Whirlwind Laceration: 16 Aura Counters
    Prerequisite = Must be efficient with a melee weapon that deals slashing damage, and that is not a sword.
    *Effect: This Ability can only be used if you are equipped with a melee weapon that deals slashing damage that is not a sword. Swing your blade in a circle around you, using your energy to send this slash outwards as a blade of energy, striking everything around you with a powerful attack. The AoE of this attack is in the shape of a disk, with you at its center. All potential targets within 8 meters of you, on alignment with the chosen angle of your disk-shaped AoE, will suffer critical damage from your weapon. These entities will also be pushed backwards 4 meters, and knocked prone. After this initial attack, you may move a distance of up to 8 meters, and make a single attack against a target within range of your weapon.