--- TRICKS ---
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When you use a trick, you roll a trick check. Trick checks are always being rolled against a difficulty rank (DR) that is set by a rule or directly by the RM.
Using a trick is (usually) a free action but remember, you can use only one free action per turn.
trick check: 3d6 + character's height + other modifiers
-The tricks are the following:
combat (knowledge about war and combat)
social (knowledge about peace and society)
grotesque (knowledge about madness and the Grotesque Realm and their inhabitants)
ki (knowledge about positive energy plane and negative energy plane and their inhabitants)
mind (knowledge about law and constructs)
dark (knowledge about the underground and its inhabitants)
elemental (knowledge about chaos and elementals)
star (knowledge about astrology and astronomy)
gaia (knowledge about the nature and its inhabitants)
religious (knowledge about religion)
magical (knowledge about magic)
see (the ability to see things with your eyes)
hear (the ability to hear things with your ears)
feel (the ability to feel things with your hands or your feet)
taste (the ability to taste things with your tongue)
smell (the ability to use your nose to smell things)
art (the ability to dance or sing or act or whatever)
job (the ability to do your job well)
create (the ability to create objects with your own hands)
mislead (the ability to tell lies or to mislead someone)
terrorize (the ability to cause terror or to bully others)
dialogue (the ability to negotiate with others)
Cases where combat is useful (your RM may find more cases):
- If your character is living in a military camp of some sort your RM may require checks of this trick here and there.
- Performing a remarkable stunt in combat that your character has not normaly as a power (DR = 20 + power's height).
- To realise how to use a relatively huge siege engine or a relatively small stationary weapon.
Cases where social is useful (your RM may find more cases):
- If your character is living in a town of some sort your RM may require checks of this trick here and there.
- Performing a remarkable speech in front of a crowd when your character is not used to do that kind of thing daily.
- To realise how to behave to the mighty emperor or to the filthy peasant (this is a cruel world we live in).
Cases where grotesque is useful (your RM may find more cases):
- If your character is living in a place tainted by the Grotesque Realm your RM may require checks of this trick here and there.
- Using Shivers as a power in combat without your character having Grotesque as a heaven source (DR = 21).
- To realise the difference between sanity and madness.
Cases where ki is useful (your RM may find more cases):
- If your character is living in a monastery of some sort your RM may require checks of this trick here and there.
- Channeling your ki energy through your body and to an object in order to strengthen it or to break it.
- Falling down willingly in the heat of battle without taking any damage (DR = 10).
Cases where mind is useful (your RM may find more cases):
- If your character is living in a very lawful area your RM may require checks of this trick here and there.
- Adding the Break property to a power of yours (DR = 10 + power's height).
- To realise the basic principles of law.
Cases where dark is useful (your RM may find more cases):
- If your character is living in the underground wilderness your RM may require checks of this trick here and there.
- See like you have exceptional vision while you have not (DR = 21).
- Hide in the shadows (DR = 5 + opponent's See check).
Cases where elemental is useful (your RM may find more cases):
- If your character is living in a very chaotic area your RM may require checks of this trick here and there.
- Gain resistance to a certain element's respective damage type (fire = fire, water = ice, air = shock, earth = sound, DR = 20 + amount of resistance).
- To realise the basic principles of chaos.
Cases where star is useful (your RM may find more cases):
- If your character is living in an outdoors area your RM may require checks of this trick here and there.
- To know the exact time of the day or the week or the year according to the positioning of the stars.
- To show others your abilities to astrology and astronomy.
Cases where gaia is useful (your RM may find more cases):
- If your character is living in the surface's wilderness your RM may require checks of this trick here and there.
- Use this trick to communicate with an animal instead of dialogue.
- To track someone by any traces they have left behind in a forest.
Cases where religious is useful (your RM may find more cases):
- If your character is living in a temple of some sort your RM may require checks of this trick here and there.
- Use this trick to perform a holy ritual instead of job (DR = 15 + ritual's height, it takes 1 minute + 1 minute per ritual's height, it costs one tenth of the original item's price, ritual must belong to the religious heaven source).
- To know everything a person can about religion.
Cases where magical is useful (your RM may find more cases):
- If your character is living in a library of some sort your RM may require checks of this trick here and there.
- Use this trick to create a magical item instead of Create (DR = 15 + item's height, it takes 15 days to be created, it costs one tenth of the original item's price, item must belong to the magical heaven source).
- To know everything a person can know about magic.
Cases where see is useful (your RM may find more cases):
- To look around with your eyes.
- To search an area (DR = 15 for not well-hidden objects OR DR = 20 for well-hidden objects OR DR = 25 for really well-hidden objects).
- To identify someone through a disguise (DR = target's MD defense or target's Mislead check result, whatever the target chooses from the two).
Cases where hear is useful (your RM may find more cases):
- To see with blindsense.
- To appraise the value of a song (DR = 10 for a simple and common song OR DR = 15 for a martial and national anthem OR DR = 20 for exotic and foreign music).
- To hear any sounds around you, especially of any creatures moving silently around you (DR = mislead check of each creature that tries to move silently around you).
Cases where feel is useful (your RM may find more cases):
- To see with tremorsense.
- To appraise the value of an item by its weight (DR = 10 for common item OR DR = 15 for rare item OR DR = 20 for unique item).
- To test the floor of the ruins, to see if it is safe to proceed (DR = 15 to 25).
Cases where taste is useful (your RM may find more cases):
- To test the power and type of a poison you are about to use (DR = 15 + poison's height).
- To appraise the value of a wine (DR = 15 + years of wine).
- To figure the type of an alchemical potion by its taste (DR = 15 + potion's height).
Cases where smell is useful (your RM may find more cases):
- To check if a ruined room's air is full of rotten smell, meaning it is full of dead bodies, so there is a hazard of some sort.
- To figure the type of an alchemical potion or poison by its perfume (DR = 15 + potion's height OR DR = 15 + poison's height).
- To track someone's exact location with scent (DR = 20 + number of squares the target is away from you).
Cases where job is useful (your RM may find more cases):
- To sail when you are a sailor.
- To hunt when you are a hunter.
- To perform rituals when you are a ritualist (DR = 20 + ritual's height, it takes 1 minute + 1 minute per ritual's height, it costs one tenth of the original item's price).
Cases where create is useful (your RM may find more cases):
- To create weapons when you are a weaponsmith (DR = 20 + item's height, it takes 15 days to be created, it costs one tenth of the original item's price).
- To create armor when you are an armorsmith (DR = 20 + item's height, it takes 15 days to be created, it costs one tenth of the original item's price).
- To create bows when you are a bowmaker (DR = 20 + item's height, it takes 15 days to be created, it costs one tenth of the original item's price).
Cases where art is useful (your RM may find more cases):
- To dance when you are a dancer.
- To paint when you are a painter.
- To sing when you are a singer.
Cases where mislead is useful (your RM may find more cases):
- To lie.
- To lie more.
- To lie better.
Cases where terrorize is useful (your RM may find more cases):
- To have a somewhat intimidating appearence that keeps people at a distance.
- To force your way through the bodyguards without a combat encounter.
- To blackmail someone (ok, someone may disagree that this falls to the dialogue category).
Cases where dialogue is useful (your RM may find more cases):
- To make elves and dwarves friends again.
- To save really bad negotiations from a complete failure.
- To persuade the king to send the help he promised.
--- STUNTS ---
Spoiler
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You gain a new stunt at each height. You can choose a certain stunt only once, so you can not take, for example, two or more times the Greater Axe Focus stunt. There are 5 types of stunts. Proficiency stunts that make you proficient with a certain weapon group or armor, immunity stunts that grant you an immunity somewhere, focus stunts that increase your attack and damage with a certain weapon or device, defensive stunts that increase your defense against certain attacks and power stunts that grant you new powers to use (usually at combat).
PROFICIENCY STUNTS
name: common melee proficiency
requires: -
benefit: you are proficient with common melee weapons
name: common ranged proficiency
requires: -
benefit: you are proficient with common ranged weapons
name: common device proficiency
requires: -
benefit: you are proficient with common devices
name: common torso proficiency
requires: -
benefit: you are proficient with common torso armor
name: common arms proficiency
requires: -
benefit: you are proficient with common arm items
name: common hands proficiency
requires: -
benefit: you are proficient with common hand items
name: common legs proficiency
requires: -
benefit: you are proficient with common leg items
name: common feet proficiency
requires: -
benefit: you are proficient with common feet items
name: common back proficiency
requires: -
benefit: you are proficient with common back items
name: common neck proficiency
requires: -
benefit: you are proficient with common neck items
name: common head proficiency
requires: -
benefit: you are proficient with common head items
name: common waist proficiency
requires: -
benefit: you are proficient with common waist items
name: rare melee proficiency
requires: common melee proficiency
benefit: you are proficient with rare melee weapons
name: rare ranged proficiency
requires: common ranged proficiency
benefit: you are proficient with rare ranged weapons
name: rare device proficiency
requires: common device proficiency
benefit: you are proficient with rare devices
name: rare torso proficiency
requires: common torso proficiency
benefit: you are proficient with rare torso armor
name: rare arms proficiency
requires: common arms proficiency
benefit: you are proficient with rare arm items
name: rare hands proficiency
requires: common hands proficiency
benefit: you are proficient with rare hand items
name: rare legs proficiency
requires: common legs proficiency
benefit: you are proficient with rare leg items
name: rare feet proficiency
requires: common feet proficiency
benefit: you are proficient with rare feet items
name: rare back proficiency
requires: common back proficiency
benefit: you are proficient with rare back items
name: rare neck proficiency
requires: common neck proficiency
benefit: you are proficient with rare neck items
name: rare head proficiency
requires: common head proficiency
benefit: you are proficient with rare head items
name: rare waist proficiency
requires: common waist proficiency
benefit: you are proficient with rare waist items
name: unique melee proficiency
requires: rare melee proficiency
benefit: you are proficient with unique melee weapons
name: unique ranged proficiency
requires: rare ranged proficiency
benefit: you are proficient with unique ranged weapons
name: unique device proficiency
requires: rare device proficiency
benefit: you are proficient with unique devices
name: unique torso proficiency
requires: rare torso proficiency
benefit: you are proficient with unique torso armor
name: unique arms proficiency
requires: rare arms proficiency
benefit: you are proficient with unique arm items
name: unique hands proficiency
requires: rare hands proficiency
benefit: you are proficient with unique hand items
name: unique legs proficiency
requires: rare legs proficiency
benefit: you are proficient with unique leg items
name: unique feet proficiency
requires: rare feet proficiency
benefit: you are proficient with unique feet items
name: unique back proficiency
requires: rare back proficiency
benefit: you are proficient with unique back items
name: unique neck proficiency
requires: rare neck proficiency
benefit: you are proficient with unique neck items
name: unique head proficiency
requires: rare head proficiency
benefit: you are proficient with unique head items
name: unique waist proficiency
requires: rare waist proficiency
benefit: you are proficient with unique waist items
FOCUS STUNTS
name: lesser axe focus
requires: PA 2
benefit: you gain +1 focus bonus to attack and damage rolls with axes.
name: lesser flail focus
requires: PA 2
benefit: you gain +1 focus bonus to attack and damage rolls with flails.
name: lesser hammer focus
requires: PA 2
benefit: you gain +1 focus bonus to attack and damage rolls with hammers.
name: lesser pick focus
requires: PA 2
benefit: you gain +1 focus bonus to attack and damage rolls with picks.
name: lesser blade focus
requires: PA 2
benefit: you gain +1 focus bonus to attack and damage rolls with blades.
name: lesser mace focus
requires: PA 2
benefit: you gain +1 focus bonus to attack and damage rolls with maces.
name: lesser unarmed focus
requires: PA 2
benefit: you gain +1 focus bonus to attack and damage rolls with unarmed attacks.
name: lesser spear focus
requires: PA 2
benefit: you gain +1 focus bonus to attack and damage rolls with spears.
name: lesser staff focus
requires: PA 2
benefit: you gain +1 focus bonus to attack and damage rolls with staves.
name: lesser bow focus
requires: PA 2
benefit: you gain +1 focus bonus to attack and damage rolls with bows.
name: lesser crossbow focus
requires: PA 2
benefit: you gain +1 focus bonus to attack and damage rolls with crossbows.
name: lesser sling focus
requires: PA 2
benefit: you gain +1 focus bonus to attack and damage rolls with slings.
name: lesser firearm focus
requires: MA 2
benefit: you gain +1 focus bonus to attack and damage rolls with firearms.
name: lesser thrower focus
requires: MA 2
benefit: you gain +1 focus bonus to attack and damage rolls with throwers.
name: lesser bomb focus
requires: MA 2
benefit: you gain +1 focus bonus to attack and damage rolls with bombs.
name: lesser wand focus
requires: MA 2
benefit: you gain +1 focus bonus to attack and damage rolls with wands.
name: lesser rod focus
requires: MA 2
benefit: you gain +1 focus bonus to attack and damage rolls with rods.
name: lesser orb focus
requires: MA 2
benefit: you gain +1 focus bonus to attack and damage rolls with orbs.
name: lesser book focus
requires: MA 2
benefit: you gain +1 focus bonus to attack and damage rolls with books.
name: lesser symbol focus
requires: MA 2
benefit: you gain +1 focus bonus to attack and damage rolls with symbols.
name: lesser totem focus
requires: MA 2
benefit: you gain +1 focus bonus to attack and damage rolls with totems.
name: axe focus
requires: PA 4
benefit: you gain +2 focus bonus to attack and damage rolls with axes.
name: flail focus
requires: PA 4
benefit: you gain +2 focus bonus to attack and damage rolls with flails.
name: hammer focus
requires: PA 4
benefit: you gain +2 focus bonus to attack and damage rolls with hammers.
name: pick focus
requires: PA 4
benefit: you gain +2 focus bonus to attack and damage rolls with picks.
name: blade focus
requires: PA 4
benefit: you gain +2 focus bonus to attack and damage rolls with blades.
name: mace focus
requires: PA 4
benefit: you gain +2 focus bonus to attack and damage rolls with maces.
name: unarmed focus
requires: PA 4
benefit: you gain +2 focus bonus to attack and damage rolls with unarmed attacks.
name: spear focus
requires: PA 4
benefit: you gain +2 focus bonus to attack and damage rolls with spears.
name: staff focus
requires: PA 4
benefit: you gain +2 focus bonus to attack and damage rolls with staves.
name: bow focus
requires: PA 4
benefit: you gain +2 focus bonus to attack and damage rolls with bows.
name: crossbow focus
requires: PA 4
benefit: you gain +2 focus bonus to attack and damage rolls with crossbows.
name: sling focus
requires: PA 4
benefit: you gain +2 focus bonus to attack and damage rolls with slings.
name: firearm focus
requires: MA 4
benefit: you gain +2 focus bonus to attack and damage rolls with firearms.
name: thrower focus
requires: MA 4
benefit: you gain +2 focus bonus to attack and damage rolls with throwers.
name: bomb focus
requires: MA 4
benefit: you gain +2 focus bonus to attack and damage rolls with bombs.
name: wand focus
requires: MA 4
benefit: you gain +2 focus bonus to attack and damage rolls with wands.
name: rod focus
requires: MA 4
benefit: you gain +2 focus bonus to attack and damage rolls with rods.
name: orb focus
requires: MA 4
benefit: you gain +2 focus bonus to attack and damage rolls with orbs.
name: book focus
requires: MA 4
benefit: you gain +2 focus bonus to attack and damage rolls with books.
name: symbol focus
requires: MA 4
benefit: you gain +2 focus bonus to attack and damage rolls with symbols.
name: totem focus
requires: MA 4
benefit: you gain +2 focus bonus to attack and damage rolls with totems.
name: greater axe focus
requires: PA 6
benefit: you gain +3 focus bonus to attack and damage rolls with axes.
name: greater flail focus
requires: PA 6
benefit: you gain +3 focus bonus to attack and damage rolls with flails.
name: greater hammer focus
requires: PA 6
benefit: you gain +3 focus bonus to attack and damage rolls with hammers.
name: greater pick focus
requires: PA 6
benefit: you gain +3 focus bonus to attack and damage rolls with picks.
name: greater blade focus
requires: PA 6
benefit: you gain +3 focus bonus to attack and damage rolls with blades.
name: greater mace focus
requires: PA 6
benefit: you gain +3 focus bonus to attack and damage rolls with maces.
name: greater unarmed focus
requires: PA 6
benefit: you gain +3 focus bonus to attack and damage rolls with unarmed attacks.
name: greater spear focus
requires: PA 6
benefit: you gain +3 focus bonus to attack and damage rolls with spears.
name: greater staff focus
requires: PA 6
benefit: you gain +3 focus bonus to attack and damage rolls with staves.
name: greater bow focus
requires: PA 6
benefit: you gain +3 focus bonus to attack and damage rolls with bows.
name: greater crossbow focus
requires: PA 6
benefit: you gain +3 focus bonus to attack and damage rolls with crossbows.
name: greater sling focus
requires: PA 6
benefit: you gain +3 focus bonus to attack and damage rolls with slings.
name: greater firearm focus
requires: MA 6
benefit: you gain +3 focus bonus to attack and damage rolls with firearms.
name: greater thrower focus
requires: MA 6
benefit: you gain +3 focus bonus to attack and damage rolls with throwers.
name: greater bomb focus
requires: MA 6
benefit: you gain +3 focus bonus to attack and damage rolls with bombs.
name: greater wand focus
requires: MA 6
benefit: you gain +3 focus bonus to attack and damage rolls with wands.
name: greater rod focus
requires: MA 6
benefit: you gain +3 focus bonus to attack and damage rolls with rods.
name: greater orb focus
requires: MA 6
benefit: you gain +3 focus bonus to attack and damage rolls with orbs.
name: greater book focus
requires: MA 6
benefit: you gain +3 focus bonus to attack and damage rolls with books.
name: greater symbol focus
requires: MA 6
benefit: you gain +3 focus bonus to attack and damage rolls with symbols.
name: greater totem focus
requires: MA 6
benefit: you gain +3 focus bonus to attack and damage rolls with totems.
DEFENSIVE STUNTS
name: lesser axe defense
requires: PD 2
benefit: you gain +1 defense bonus to PD and MD against axes.
name: lesser flail defense
requires: PD 2
benefit: you gain +1 defense bonus to PD and MD against flails.
name: lesser hammer defense
requires: PD 2
benefit: you gain +1 defense bonus to PD and MD against hammers.
name: lesser pick defense
requires: PD 2
benefit: you gain +1 defense bonus to PD and MD against picks.
name: lesser blade defense
requires: PD 2
benefit: you gain +1 defense bonus to PD and MD against blades.
name: lesser mace defense
requires: PD 2
benefit: you gain +1 defense bonus to PD and MD against maces.
name: lesser unarmed defense
requires: PD 2
benefit: you gain +1 defense bonus to PD and MD against unarmed attacks.
name: lesser spear defense
requires: PD 2
benefit: you gain +1 defense bonus to PD and MD against spears.
name: lesser staff defense
requires: PD 2
benefit: you gain +1 defense bonus to PD and MD against staves.
name: lesser bow defense
requires: PD 2
benefit: you gain +1 defense bonus to PD and MD against bows.
name: lesser crossbow defense
requires: PD 2
benefit: you gain +1 defense bonus to PD and MD against crossbows.
name: lesser sling defense
requires: PD 2
benefit: you gain +1 defense bonus to PD and MD against slings.
name: lesser firearm defense
requires: MD 2
benefit: you gain +1 defense bonus to PD and MD against firearms.
name: lesser thrower defense
requires: MD 2
benefit: you gain +1 defense bonus to PD and MD against throwers.
name: lesser bomb defense
requires: MD 2
benefit: you gain +1 defense bonus to PD and MD against bombs.
name: lesser wand defense
requires: MD 2
benefit: you gain +1 defense bonus to PD and MD against wands.
name: lesser rod defense
requires: MD 2
benefit: you gain +1 defense bonus to PD and MD against rods.
name: lesser orb defense
requires: MD 2
benefit: you gain +1 defense bonus to PD and MD against orbs.
name: lesser book defense
requires: MD 2
benefit: you gain +1 defense bonus to PD and MD against books.
name: lesser symbol defense
requires: MD 2
benefit: you gain +1 defense bonus to PD and MD against symbols.
name: lesser totem defense
requires: MD 2
benefit: you gain +1 defense bonus to PD and MD against totems.
name: axe defense
requires: PD 4
benefit: you gain +2 defense bonus to PD and MD against axes.
name: flail defense
requires: PD 4
benefit: you gain +2 defense bonus to PD and MD against flails.
name: hammer defense
requires: PD 4
benefit: you gain +2 defense bonus to PD and MD against hammers.
name: pick defense
requires: PD 4
benefit: you gain +2 defense bonus to PD and MD against picks.
name: blade defense
requires: PD 4
benefit: you gain +2 defense bonus to PD and MD against blades.
name: mace defense
requires: PD 4
benefit: you gain +2 defense bonus to PD and MD against maces.
name: unarmed defense
requires: PD 4
benefit: you gain +2 defense bonus to PD and MD against unarmed attacks.
name: spear defense
requires: PD 4
benefit: you gain +2 defense bonus to PD and MD against spears.
name: staff defense
requires: PD 4
benefit: you gain +2 defense bonus to PD and MD against staves.
name: bow defense
requires: PD 4
benefit: you gain +2 defense bonus to PD and MD against bows.
name: crossbow defense
requires: PD 4
benefit: you gain +2 defense bonus to PD and MD against crossbows.
name: sling defense
requires: PD 4
benefit: you gain +2 defense bonus to PD and MD against slings.
name: firearm defense
requires: MD 4
benefit: you gain +2 defense bonus to PD and MD against firearms.
name: thrower defense
requires: MD 4
benefit: you gain +2 defense bonus to PD and MD against throwers.
name: bomb defense
requires: MD 4
benefit: you gain +2 defense bonus to PD and MD against bombs.
name: wand defense
requires: MD 4
benefit: you gain +2 defense bonus to PD and MD against wands.
name: rod defense
requires: MD 4
benefit: you gain +2 defense bonus to PD and MD against rods.
name: orb defense
requires: MD 4
benefit: you gain +2 defense bonus to PD and MD against orbs.
name: book defense
requires: MD 4
benefit: you gain +2 defense bonus to PD and MD against books.
name: symbol defense
requires: MD 4
benefit: you gain +2 defense bonus to PD and MD against symbols.
name: totem defense
requires: MD 4
benefit: you gain +2 defense bonus to PD and MD against totems.
name: greater axe defense
requires: PD 6
benefit: you gain +3 defense bonus to PD and MD against axes.
name: greater flail defense
requires: PD 6
benefit: you gain +3 defense bonus to PD and MD against flails.
name: greater hammer defense
requires: PD 6
benefit: you gain +3 defense bonus to PD and MD against hammers.
name: greater pick defense
requires: PD 6
benefit: you gain +3 defense bonus to PD and MD against picks.
name: greater blade defense
requires: PD 6
benefit: you gain +3 defense bonus to PD and MD against blades.
name: greater mace defense
requires: PD 6
benefit: you gain +3 defense bonus to PD and MD against maces.
name: greater unarmed defense
requires: PD 6
benefit: you gain +3 defense bonus to PD and MD against unarmed attacks.
name: greater spear defense
requires: PD 6
benefit: you gain +3 defense bonus to PD and MD against spears.
name: greater staff defense
requires: PD 6
benefit: you gain +3 defense bonus to PD and MD against staves.
name: greater bow defense
requires: PD 6
benefit: you gain +3 defense bonus to PD and MD against bows.
name: greater crossbow defense
requires: PD 6
benefit: you gain +3 defense bonus to PD and MD against crossbows.
name: greater sling defense
requires: PD 6
benefit: you gain +3 defense bonus to PD and MD against slings.
name: greater firearm defense
requires: MD 6
benefit: you gain +3 defense bonus to PD and MD against firearms.
name: greater thrower defense
requires: MD 6
benefit: you gain +3 defense bonus to PD and MD against throwers.
name: greater bomb defense
requires: MD 6
benefit: you gain +3 defense bonus to PD and MD against bombs.
name: greater wand defense
requires: MD 6
benefit: you gain +3 defense bonus to PD and MD against wands.
name: greater rod defense
requires: MD 6
benefit: you gain +3 defense bonus to PD and MD against rods.
name: greater orb defense
requires: MD 6
benefit: you gain +3 defense bonus to PD and MD against orbs.
name: greater book defense
requires: MD 6
benefit: you gain +3 defense bonus to PD and MD against books.
name: greater symbol defense
requires: MD 6
benefit: you gain +3 defense bonus to PD and MD against symbols.
name: greater totem defense
requires: MD 6
benefit: you gain +3 defense bonus to PD and MD against totems.
IMMUNITY STUNTS
name: oppose immunity
requires: MD 1
benefit: you are immune to oppose
name: knock immunity
requires: PD 1
benefit: you are immune to knock
name: fear immunity
requires: MD 1
benefit: you are immune to fear
name: slow immunity
requires: PD 1
benefit: you are immune to slow
name: feint immunity
requires: PD 1
benefit: you are immune to feint
name: backstab immunity
requires: PD 1
benefit: you are immune to backstab
name: curse immunity
requires: MD 1
benefit: you are immune to curse
name: manhunt immunity
requires: MD 1
benefit: you are immune to manhunt
name: fetch immunity
requires: PD 1
benefit: you are immune to fetch
name: drop immunity
requires: PD 2
benefit: you are immune to drop
name: paralyze immunity
requires: PD 1, MD 1
benefit: you are immune to paralyze
name: draining immunity
requires: MD 2
benefit: you are immune to draining
name: mute immunity
requires: PD 1, MD 1
benefit: you are immune to mute
name: grab immunity
requires: PD 2
benefit: you are immune to grab
name: bleeding immunity
requires: PD 2
benefit: you are immune to bleeding
name: dizziness immunity
requires: PD 2, MD 1
benefit: you are immune to dizziness
name: deafen immunity
requires: PD 1, MD 2
benefit: you are immune to deafen
name: demoralize immunity
requires: MD 3
benefit: you are immune to demoralize
name: polymorph immunity
requires: PD 3, MD 1
benefit: you are immune to polymorph
name: stun immunity
requires: PD 4
benefit: you are immune to stun
name: command immunity
requires: MD 4
benefit: you are immune to command
name: blindness immunity
requires: PD 2, MD 2
benefit: you are immune to blindness
name: sleep immunity
requires: PD 2, MD 3
benefit: you are immune to sleep
name: petrification immunity
requires: PD 3, MD 2
benefit: you are immune to petrify
name: pacific immunity
requires: MD 5
benefit: you are immune to pacify
name: amaze immunity
requires: MD 6
benefit: you are immune to amaze
name: domination immunity
requires: MD 6
benefit: you are immune to dominate
name: gravity reversal immunity
requires: PD 5, MD 1
benefit: you are immune to gravity reversal
name: stupidity immunity
requires: PD 2, MD 5
benefit: you are immune to stupidity
name: lesser phantom immunity
requires: PD 3, MD 4
benefit: you are immune to lesser phantoms, their attacks won't harm you and you can not even see or interact with them and vice versa.
name: lesser idol immunity
requires: PD 4, MD 3
benefit: you are immune to lesser idol illusions, their attacks won't harm you and you can not see or even interact with them and vice versa.
name: greater polymorph immunity
requires: PD 6, MD 1
benefit: you are immune to greater polymorph
name: confusion immunity
requires: PD 2, MD 6
benefit: you are immune to confusion
name: greater phantom immunity
requires: PD 3, MD 5
benefit: you are immune to greater phantoms, their attacks won't harm you and you can not even see or interact with them and vice versa.
name: greater idol immunity
requires: PD 5, MD 3
benefit: you are immune to greater idol illusions, their attacks won't harm you and you can not even see or interact with them and vice versa.
name: instant killing immunity
requires: PD 5, MD 5
benefit: you are immune to instant kill
name: transformation immunity
requires: PD 5, MD 5
benefit: you are immune to transformation
POWER STUNTS
name: powerful lesser resistance
requires: PD 1, MD 1
benefit: [weapon] & resist 5 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
special: select a damage type (weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain) when you select this stunt. You gain resist 5 to the chosen damage type.
name: powerful resistance
requires: PD 3, MD 3
benefit: [weapon] & resist 10 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
special: select a damage type (weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain) when you select this stunt. You gain resist 10 to the chosen damage type.
name: powerful greater resistance
requires: PD 5, MD 5
benefit: [weapon] & resist 15 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
special: select a damage type (weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain) when you select this stunt. You gain resist 15 to the chosen damage type.
name: powerful oppose
requires: MA 1
benefit: [weapon] & oppose (recharge: 1 turn duration: 1 turn)
name: powerful knock
requires: PA 1
benefit: [weapon] & knock (recharge: 1 turn duration: 1 turn)
name: powerful fear
requires: MA 1
benefit: [weapon] & fear (recharge: 1 turn duration: 1 turn)
name: powerful slow
requires: PA 1
benefit: [weapon] & slow (recharge: 1 turn duration: 1 turn)
name: powerful feint
requires: MA 1
benefit: [weapon] & feint (recharge: 1 turn duration: 1 turn)
name: powerful backstab
requires: PA 1
benefit: [weapon] & backstab (recharge: 1 turn duration: 1 turn)
name: powerful curse
requires: MA 1
benefit: [weapon] & curse (recharge: 1 turn duration: 1 turn)
name: powerful manhunt
requires: MA 1
benefit: [weapon] & manhunt (recharge: 1 turn duration: 1 turn)
name: powerful fetch
requires: PA 1
benefit: [weapon] & fetch (recharge: 1 turn duration: 1 turn)
name: powerful drop
requires: PA 2
benefit: [weapon] & drop (recharge: 1 turn duration: 1 turn)
name: powerful paralyze
requires: PA 1, MA 1
benefit: [weapon] & paralyze (recharge: 1 turn duration: 1 turn)
name: powerful draining
requires: MA 2
benefit: [weapon] & draining (recharge: 1 turn duration: 1 turn)
name: powerful mute
requires: PA 1, MA 1
benefit: [weapon] & mute (recharge: 1 turn duration: 1 turn)
name: powerful grab
requires: PA 2
benefit: [weapon] & grab (recharge: 1 turn duration: 1 turn)
name: powerful bleeding
requires: PA 2
benefit: [weapon] & bleeding (recharge: 1 turn duration: 1 turn)
name: powerful dizzyness
requires: PA 3
benefit: [weapon] & dizzy (recharge: 1 turn duration: 1 turn)
name: powerful deafen
requires: PA 1, MA 2
benefit: [weapon] & deafen (recharge: 1 turn duration: 1 turn)
name: powerful demoralize
requires: MA 3
benefit: [weapon] & demoralize (recharge: 1 turn duration: 1 turn)
name: powerful polymorph
requires: MA 4
benefit: [weapon] & polymorph (recharge: 1 turn duration: 1 turn)
name: powerful stun
requires: PA 4
benefit: [weapon] & stun (recharge: 1 turn duration: 1 turn)
name: powerful command
requires: MA 4
benefit: [weapon] & command (recharge: 1 turn duration: 1 turn)
name: powerful blindness
requires: PA 2, MA 2
benefit: [weapon] & blind (recharge: 1 turn duration: 1 turn)
name: powerful sleep
requires: PA 2, MA 3
benefit: [weapon] & sleep (recharge: 1 turn duration: 1 turn)
name: powerful petrification
requires: MA 5
benefit: [weapon] & petrify (recharge: 1 turn duration: 1 turn)
name: powerful pacify
requires: MA 5
benefit: [weapon] & pacify (recharge: 1 turn duration: 1 turn)
name: powerful amaze
requires: MA 6
benefit: [weapon] & amaze (recharge: 1 turn duration: 1 turn)
name: powerful domination
requires: MA 6
benefit: [weapon] & dominate (recharge: 1 turn duration: 1 turn)
name: powerful gravity reversal
requires: MA 6
benefit: [weapon] & gravity reversal (recharge: 1 turn duration: 1 turn)
name: powerful stupidity
requires: PA 1, MA 6
benefit: [weapon] & stupidity (recharge: 1 turn duration: 1 turn)
name: powerful lesser phantom
requires: PA 2, MA 5
benefit: [weapon] & lesser phantom (recharge: 1 turn duration: 1 turn)
name: powerful lesser idol
requires: PA 3, MA 4
benefit: [weapon] & lesser idol (recharge: 1 turn duration: 1 turn)
name: powerful greater polymorph
requires: PA 1, MA 6
benefit: [weapon] & greater polymorph (recharge: 1 turn duration: 1 turn)
name: powerful confusion
requires: PA 2, MA 6
benefit: [weapon] & confusion (recharge: 1 turn duration: 1 turn)
name: powerful greater phantom
requires: PA 2, MA 6
benefit: [weapon] & greater phantom (recharge: 1 turn duration: 1 turn)
name: powerful greater idol
requires: PA 2, MA 6
benefit: [weapon] & greater idol (recharge: 1 turn duration: 1 turn)
name: powerful instant kill
requires: PA 5, MA 5
benefit: [weapon] & instant kill (recharge: 1 turn duration: 1 turn)
name: powerful transformation
requires: PA 5, MA 5
benefit: [weapon] & transformation (recharge: 1 turn duration: 1 turn)